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There's plenty of people who, having not tried anything resembling modern VR, completely discount it as a medium. So while you're not alone in your belief, your
by ynx 5y ago
There's plenty of people who, having not tried anything resembling modern VR, completely discount it as a medium. So while you're not alone in your belief, your criticism also has red flags that will cause most people with experience in VR to not take it seriously, even its informed critics.
- Handling latency is more akin to client-side prediction behavior, rather than synchronous awaiting on network response for frame-by-frame accuracy. So it's more of a distribution problem of how to replicate and conflict-resolve state most efficiently, rather than round-trip latency.
- Black is not that much of a problem. The brain adapts.
- Focus is a problem with active work on it (using eye tracking) which we'll see improvements on in the near future, but it's worth noting that a fixed focal distance actually helps vision for some people.
- "There's no killer app for VR (optimists will add "yet") and no hint of what one might be.": no, optimists would tell you you're wrong. Someone mostly neutral would point to things like VRChat driving a noticeable portion of sales of VR headsets or additional equipment, which is promising in that there is a viable non-Meta social VR app currently in existence. A pessimist would argue that VRChat hasn't achieved a sustainable business model. A contrarian would further add to the pessimist's point that the top sellers in VR tend to be stagnant year over year, suggesting the industry isn't as live (optimist: yet) as many perceive it to be.
- "you're pretty much predicated on a pure brain-computer interface for it to feel realistic" - not quite. You might depend on that to present approximate realism, but VR - and we're talking 6dof here, 3dof is far below any threshold of believability/immersion - does not require much approximation of hand position for the brain to very quickly allow a virtual world to feel "real" enough for some fairly deep immersion.
Better-informed critics of VR typically question its broad appeal based on motion sickness, lack of support/indifference/hostility from other game developers or middleware developers, difficulty of authoring plausible VR content in general, inconsistent hardware depressing the quality of software aimed at the "lowest common denominator" device (though this last one has largely evaporated due to the Quest 2 being very cheap and very good), possible risk of effects on children's development of physical balance if they play too much, and so on.