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But in a virtual ski resort you don't need to feel cold. There is nothing inherently limiting about VR that his requests for more accessibility couldn't be read
by exodust 4y ago
But in a virtual ski resort you don't need to feel cold. There is nothing inherently limiting about VR that his requests for more accessibility couldn't be readily available.
In reality, most people would love a magic way to pick up objects from a distance. In VR this could be implemented easily. His criticism is that it is not implemented; they are forcing the limited parameters of our current reality on VR.
- _carbyau_ 4y agoYeah. I could go into VR to just be me. Or I could do that without the $$$ spent. VR needs to extend the "reality" metaphor to do cool things. But to do so in a way that is intuitive is hard.
- chaostheory 4y agoThe problem with his criticism is that not many people, or really enough people have his problem. Most people, including VR enthusiasts, have more freedom of movement. The only way for his problem to be addressed is when both the VR market reaches critical mass AND there is a sizeable number of users with his issue to make it worthwhile to solve.
- barnabee 4y agoMost of the best VR experiences I've had were either uncomfortable to me to begin with, or are uncomfortable to many first time and casual users, judging from reviews. If there was a virtual ski resort and I could feel like the air around me was cold, I would want to! I'm not saying that no VR experiences can work and be more casual or less immersive (indeed there are some great ones that are just that), but to me the whole point of VR is about going to that next level of immersion and presence. > In reality, most people would love a magic way to pick up objects from a distance Many (maybe even most) good VR games have this. Half Life Alyx does it beautifully. To respond to some points in the article: > "If you can’t do something in VR because of a limited range of motion in real life, I think that you have failed as a VR developer." This is nonsensical. Beat Saber would be pointless if you didn't have to wave your arms around, move, dodge. Games with shooting mechanics take on a whole new dimension when you're actually wielding a (virtual) gun with your hands and arms and when you can sidestep, duck, etc. They also allow you to do things (like teleport, jetpack, etc.) that you can't do in reality, but they'd be much worse if they didn't also force you to move (and be limited by your mobility) and use that as part of the control scheme and immersion. What this statement really says to me is "I'm only interested in VR experiences where I don't need to move" not "you've failed as a VR developer". > "Some people argue that VR should be a totally immersive experience. You look down, you see your hands, you move your hands around, and so on. Your view is restricted to your neck’s range of motion. While that’s cool, does that kind of immersion trump user experience?" Yes, totally, in some cases. Often, that kind of immersion is the user experience. Honestly, I think it's fine to say you want an app for watching TV in VR that's just a big floating screen and works great lying down. Or to criticise the control panel in BigScreen because it could be more usable from a reclined position in which the app otherwise still totally works anyway — that's totally valid feedback. But to claim that these preferences are the most important thing about VR and that developers should prioritise apps and games for the lazy and casual user with those preferences over pushing the boundaries of the medium is a bit much.