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I think it's much more a facet of limited performance (as mentioned in the talk itself) on these platforms rather than anything else. Performance on headsets is
by Karrot_Kream 4y ago
I think it's much more a facet of limited performance (as mentioned in the talk itself) on these platforms rather than anything else. Performance on headsets is a challenge on pretty much all of these apps, from VRChat to Rec Room. I also think a lot of people that look just at the pictures don't realize that presence in VR adds a lot and can compensate for some loss of graphical fidelity. It's like how the first 3D games were quite blocky and a lot less refined than the best 2D games of the era but just the ability to move your character and the camera in 3D compensated for the bad graphics, to an extent.
- loud_groan 4y ago> I think it's much more a facet of limited performance (as mentioned in the talk itself) on these platforms rather than anything else. VRChat avatars have personality. On hardware now 6 years old. People are reacting to the lack of personality, not the lack of immersion.
- onepointsixC 4y agoOn PC hardware. This looks like it was built from the ground up for Quest and have a ready to customize one for each user instead of a painstakingly hand crafted one created in blender.
- Karrot_Kream 4y agoMost VRChat avatars need PC to run and still cause instability on lower end PCVR setups. Quest can't even render them half the time.
- numpad0 4y agoIIUC, users have to specifically upload a mobile version for VRC on Quest to display an avatar, rather than it trying and failing by chances. It's files missing or present difference.
- Karrot_Kream 4y agoHm interesting, when I'm in VRC on Quest I see low poly avatars (haven't compared with the exact experience on PCVR mostly because if I have the Quest on I'm going to use the Quest) so I figured it was some sort of graceful degradation, but guess I'm wrong.
- xwolfi 4y agoBut why the fuck do I need this when I can multi task using screens. It just feels that once they do their final state multiverse and force us inside, we ll still have multiple screens and workspace area to organize. The population is not even massively growing so we probably will never have a space issue ...
- gmadsen 4y agobecause it cost nothing to change a screen into 10 of custom size like you are in a nasa control room? why in the world would I buy 4 monitors when I can have it virtually. This is the beginning of the death of the monitor market
- naikrovek 4y ago> This is the beginning of the death of the monitor market. no. no it is not. for one thing, people are always going to need to view screens when they are not at home or at work. screens have a VERY long way to go before you can reproduce the clarity and just sheer number of pixels available to display clear information to the eyes in VR. even if eye tracking is used, and even if you only render where the user is looking, the virtual monitors must be legible, and VR headsets are nowhere near that kind of pixel density, yet. they're fine for rendering scenery and walls and avatars, and conveying motion, but if you want to read a screen of text on one of your five virtual monitors without leaning in and making that monitor consume much more field of view, you're going to need LCD displays for headsets which have 10x the resolution in both X and Y than are available today. maybe only 7x. and there will always be afterbirths like me who get motion sick instantly, and for a full 24 hours minimum, in VR no matter how good the experience is. I'll keep my monitors, thanks.
- Karrot_Kream 4y agoNot everyone has space, not everyone wants to spend tons of money (generally the same people who don't have space) on 5 displays and the OS config to make 5 displays work. Some people travel a lot for work. There will always be enthusiasts like the people who spend absurd amounts of money on fancy mechanical keyboards, but once VR resolution becomes good enough for work, anyone who wants/works better with large screen real-estate or travels for work a lot will just dump monitors. BTW if you're actually interested in this, Carmack talks about this and the state of the Oculus around ~ 56 min in the linked video.