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I suspect it's because the Metaverse was a flash in the pan. https://pageviews.wmcloud.org/?project=en.wikipedia.org&start=2015-07&end=2022-05&pages=Metaverse
by danuker 4y ago
I suspect it's because the Metaverse was a flash in the pan.
https://pageviews.wmcloud.org/?project=en.wikipedia.org&start=2015-07&end=2022-05&pages=Metaverse https://pageviews.wmcloud.org/?project=en.wikipedia.org&star...
AR/VR is a headache. VR goggles are proprietary and locked-down, laggy, and make you dizzy. Your eyes try to adjust FoV when there is no adjustment needed.
- andybak 4y agoHow is that relevant to anything? This is an art program for (mainly) individual users and predates the metaverse hype by multiple years. I dislike the metaverse hype as much as you but I love content creation tools. There's no need to use any mention of VR to rag on that. I also mentioned our usage numbers are very good so your point doesn't even really make sense.
- danuker 4y agoI modified my comment; indeed the hype was somewhat unrelated, but I think the reason it didn't catch on was the poor experience of current headsets.
- andybak 4y agoLack of users isn't the problem. VR growth is fairly healthy and niche applications especially so. I don't want to get sidetracked into a general "defending VR" thing because that got still about 5 years ago. I was hoping to get people thoughts on how to build a dev community around an already popular content creation app.
- commandar 4y ago> laggy, and make you dizzy. This is largely a function of both frame rate and IPD. The latter is one of the reasons why I feel Meta has done an absolutely huge disservice to VR adoption by making the Oculus series fixed IPD. They claim to be able to software compensate, but my experience is that IPD on a headset being even just a millimeter or two physically off makes the difference between a comfortable VR experience and one that leaves me with a headache after the fact. The fact that they reduced screen refresh rates on the Oculus S and the original Quest didn't help at all either. I've had an Index since shortly after they became available and can use it hours at a time without any sort of discomfort provided my GPU is able to serve up enough frame rate for a particular title. Available GPU power is holding back VR currently more than anything, IMO.
- zlsa 4y agoAntecdotal: Oculus Go and Rift S were the only fixed IPD headsets they produced, and I was able to use the Go comfortably with my abnormally wide IPD (69-70mm.) Quest 2 has 3 digital settings for IPD, and that also works fine for me at the widest setting. (And both of the other consumer-release Oculus headsets (Rift CV1, Quest 1) had analog variable IPD.)
- commandar 4y agoDidn't realize they'd added it back to the Quest series. It was a mistake in the first place on the Rift S, good that they reversed course. I honestly haven't paid super close attention to their hardware since the Rift S was such a disappointment and the Quest had the lowered screen refresh rates.
- zlsa 4y agoRift S felt like an in-between step to partially satisfy PCVR users, and it was dropped disappointingly quickly. It's obvious that Facebook is moving towards standalone headsets now. Quest 2 is designed to hit a very low price point, and it certainly shows. But despite that, it's a very competent high-resolution, high-framerate (90, with experimental 120Hz support) VR headset; the only major drawbacks are low FOV, poor color quality on the display, and lack of uncompressed PCVR.