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"Seems like an odd move from Valve" This is exactly the move many of us in the VR community have been expecting. It may seem like a tiny percentage (because it
by cameronbrown 7y ago
"Seems like an odd move from Valve"
This is exactly the move many of us in the VR community have been expecting. It may seem like a tiny percentage (because it is) but the VR numbers themselves have been growing massively since launch of Vive/Rift.
The community is alive and vibrant, not what you'd expect of dead technology.
- OnlineGladiator 7y agoYou don't provide any data for your claims. He's saying less than 1% of Steam users have a headset and declining, and you're claiming that it's growing and vibrant. There may be some awesome VR experiences out there and a handful of people that enjoy them, but sales numbers don't lie - VR is not currently succeeding. If you compare VR sales to Kinect sales, it makes the Kinect look like a roaring success - and Microsoft abandoned it due to lack of consumer interest. I can find dedicated communities to restoring antiquated decades old computers - a niche does not make a growing vibrant market. Anecdotally (and I welcome people to provide real data instead) everybody I know that used to work on VR for a living has moved on with their careers, including several engineers who got acquired by Facebook.
- fivefive55 7y agoDon't trust the hardware survey. If the headset isn't plugged in it doesn't exist. Not many people leave the headset plugged in 24/7, so I don't think the HW survey is a reliable source.
- deleted 7y ago[deleted]
- cameronbrown 7y ago1% of Steam users is still a lot of users. Considering that Steam itself is still seeing massive growth, VR hovering at 1% is evidence of said growth. There's many sites which report the proper number of headsets and their absolute growth. Headsets are still doubling every year, even if it's a small number. People also tended to hate the Kinect, which only made sales due to marketing bundles. I've never met a single person who's tried VR that doesn't like the tech bar it's rough edges (display quality, PC requirements and long term comfort) but these problems can be solved.
- OnlineGladiator 7y ago> I've never met a single person who's tried VR that doesn't like the tech bar it's rough edges The fact that you've never met someone that tried VR that didn't like the tech shows your overwhelming bias. Most people I've met didn't enjoy it - many were literally too nauseous to use it. It's extremely well studied that a lot of people get sick from VR and yet you are claiming everyone that tried it loves it. One of my friends at Facebook left because he didn't think they'd ever get it so VR wasn't nauseous for too many people. Even Palmer Luckey, the poster boy for VR, moved on years ago (not to mention Iribe and Mitchell).
- cameronbrown 7y agoWas this mobile VR? Because that is horrible and nauseating and likely won't ever be a thing in the next decade. As long as you're using solid VR game design principles, the biggest being: don't move the player using artificial locomotion, people do not feel sick. The hardware is ready in that regard - motion sickness is a solved problem. Many games ignore that and have you moving with a joystick - you can get used to it, but it should always be optional imo. My bias is simply from people I've showed my own hardware to, family and friends, not tech people who have a vested interest. The excitement is there, just not as a mass-market consumer product yet. I admit the hardware is immature in every other respect: comfort, weight, audio, cables and display quality.
- OnlineGladiator 7y ago> Was this mobile VR? Because that is horrible and nauseating and likely won't ever be a thing in the next decade. It wasn't mobile VR - it was a dedicated space with external sensors and (usually) a complete Oculus headset. Your experience differs from mine. As someone who used to love VR and considered moving across the country at one point to work on it, I've since fallen out of love. Ultimately I look at sales as my grounding data, and I don't think VR is going to take off for years. Of course as I type this, Valve is announcing Half Life for VR - which is huge news. So maybe I'm wrong?