by r0h1n on 5/28/16, 9:33 AM with 150 comments
by newhouseb on 5/29/16, 6:47 AM
A lot of people are quick to dismiss VR and present AR as the future, but I think a more constructive way to think about it is that VR is AR without the walls punched out (yet). Realistically, we all spend the majority of our lives in a couple rooms (an office and a bedroom), so by moving to AR the largest benefit is going to be comfort. So many potential new interactions are ripe for exploring today, even in VR (not to mention the Vive has a front-facing camera anyway, although the latency can be a bit nauseating).
by onewaystreet on 5/29/16, 4:23 AM
by kranner on 5/29/16, 4:29 AM
The steamy, foggy, bad-smelling experience contributes as much to the nausea, or at least it exacerbates it in my experience.
by BuckRogers on 5/29/16, 4:19 AM
1. He has the wrong headset. VR needs roomspace or it's just not going to be worth it. Yes gametime on the extreme end will go down in VR. That's very welcome by many of us finely aged gamers who don't have much time anyway for 6 to 12 hour sessions anymore (or don't want to invest that kind of time). I'd rather put in 1 to 2 hours a day of insanely immersive gametime than 12 hours of Civilization (which I already put countless hours into during the early 90s anyway).
2. He did nail the second thing that needs to happen when he said the cords were a mess: the need for a self-contained VR system with no cords. Cell phone VR for the basic setup and a more powerful and immersive but also wirefree all-in-one VR outfit is where it'll be at in the longterm. Think Powergloves and the whole deal.
3. Main issue here is that this as an author who doesn't know what he needs. But what he needs is a killer app. Once someone figures out what that is, it'll explode.
by vectorpush on 5/29/16, 6:47 AM
People aren't going to keep putting on their headset just to look at tech demos, they're going to keep coming back to experience the well designed, super fun, highly addictive title that they've been playing obsessively, just like on every other platform.
by wmeddie on 5/29/16, 4:34 AM
I got my Oculus Rift a few weeks ago and absolutely love it. Practically use it every day. Lucky's Tale was surprisingly good, and I can no longer Elite: Dangerous without the headset.
There's not enough software at the moment. I still want to see a good flight simulator and Altspace-like spaces with actual things to do with people.
by vmp on 5/29/16, 8:09 AM
by jkelsey on 5/29/16, 4:57 AM
Maybe I'm just being a troglodyte about VR. I can admit that much.
by bunkydoo on 5/29/16, 5:43 AM
by greenspot on 5/29/16, 10:05 AM
Why =>
1. You need an highres screen which must be pixel-free. Even if you throw Samsung's ppi front runners Note 5 or S7 into a Google cardboard you definitely see pixels; it's not crisp, it's not clear, it's just annoying and those monster phones have already 500-600ppi, more than any Oculus. So we need screens with 1000 ppi minimum because they sit so close in front of your eyes. We are used to crispy Retina noteboks and even higher res smartphone screens for years and shall now go back?
2. People are annoyed by Androids micro stuttering here and there, even the mainstream users and now we believe some milliseconds latency and stutter won't hurt VR? So here we need minimum 60 fps and even more since head movements can be quite quick and morever, even subtle movements which happen with your head all the time must be reflected with same sensivity. Didn't see this yet.
3. 1000ppi at 60fps? Ok, let's try to get hardware for this; you need hardware with the best avail GPUs, coolers, heatpipes, and fat cables to your lovely headset since batteries won't help. So we talk about a non-mobile product, something with cables keeping you at one position. And a price tag far away for the mainstream user.
Once this thing can be sold next to the Playstation for few hundred bucks at the quality mentioned in 1 and 2 + killer apps we are ready to go and we can talk again about mainstream adoption. To get there I assume that we need min. 10 years if not more.
And even then, if we are there and have 1+2+3 fulfilled I come up with my 4th point:
4. Great about games is that I sit on my sofa and can conquer the world without moving at all. All is done with my fingertips on my controller. Moving is exhausting--and thats the point of video games: to not run yourself and climb mountains like you do in Uncharted 4 for days--even moving my head can get exhausting after a while and anyway head movements are also much faster done with my controller's right analogue stick. So, what's the point? Why do I need an headset when a large screen and my proven Playstation controller can do the same? Better immersion?
by symlinkk on 5/29/16, 4:08 AM
I agree, moving your head around all the time to look at things does get really tiring after a while. I hope - and believe - that as game devs get more experience with VR, they'll design VR games differently to take into account its strengths and weaknesses. This is actually one of the reasons I think Oculus has a good chance at succeeding in the VR world - they've had the tech for quite a while and have had time to figure out how to make a good VR experience. The camera on a rail in Lucky's Tale is a good example of Oculus Studios thinking in new ways about how to design VR games. It's a new medium, and it's going to take some trial and error before we figure out how to use it correctly.
> telling them to spend $600+ on a headset right now would just be madness, given the relatively small scope of the software at present
I think the author should have expected that there's not much software out there, after all this is a totally new market, there's not going to be many games for it after all. I remember the day the PS3 came out there were very few games for it, and that was Sony's 3rd console. Give it some time.
Overall, I think VR has enormous potential. Give Virtual Desktop a try, or a deep VR game like Elite: Dangerous, or even something simple but polished like Lucky's Tale.
by cheerioty on 5/29/16, 4:43 AM
by Viper007Bond on 5/29/16, 5:17 AM
Great example (with a bit of augmented reality via green screen mixed in): https://youtu.be/LlFKjWGxZqk
by Aelinsaar on 5/29/16, 4:11 AM
by RyJones on 5/29/16, 4:01 AM
by creed on 5/29/16, 7:06 AM
You can't just copy/paste any of the old stuff onto this new medium, it just doesn't work that way and you certainly cannot compare this to 3D tv/cinema...
..and I think the people that got hyped the most also completely underastimated the tectonic shift needed in order to make any of this really entertaining.
I think of the "visual" component of the VR problem as solved and am now looking forward to seeing how the "interactive" component of the problem will be solved. Because you need to perceive the world, check, but now you need to be able to interact with it: not solved yet.
But people got waaaay to excited seeing only the visual aspect solved...
by reedlaw on 5/29/16, 7:35 AM
by cm2187 on 5/29/16, 6:43 AM
by frik on 5/29/16, 7:34 AM
There were several hypes and fads (like 3D TVs and movies) and VR glasses seems like another fad - especially as soon as more and more tried them and cannot imagine to use it for general purpose gaming - it's more relevant for niche topics. Autostereoscopy displays and AR might get a broader audience in future. But current prototype AR devices like HoloLens are a far cry what would be possible, and at the moment a lot of demos are faked to hype unfinished devices, as the reality is that AR is won't be ready for another 3 years (e.g. http://www.heise.de/newsticker/meldung/Microsoft-HoloLens-im... ). A problem of VR and AR-prototypes is motion sickness, that some people have (from my experience often people who have not 100% eye sight) - I never got motion sickness, but I saw some fellows vomitting on the lab floor (carpet).
Autostereoscopy displays like in the Nintendo 3DS handheld console have its appeal as there is no ugly glass needed and technically it's possible to support a group of people, instead of just one person. So in near future our smartphones and TVs may have such a 3D display. And given a 4k LCD panel one can still get a 1080p or 720p 3D resolution out of it, that's already enough and it will be cheap. And with back projection technology even projectors could be used for 3D autostereoscopy.
by Negative1 on 5/29/16, 6:40 AM
Basically, VR is here but the experience isn't sticky enough due to lack of great software. Sound familiar?
by SystemOut on 5/29/16, 6:54 AM
For this to go big, and eventually I think it will, you need the headset to be wireless, the goggles have to be lighter, and the video card necessary to power the thing needs to be an appliance. I'm guessing once the consoles can handle it we might see more traction.
I also would like to see the hand controllers something more along the lines of a set of light weight gloves or something that allows finger and gesture tracking. Basically, Minority Report. When I was playing hollow point and budget cuts on the vive I really wanted something like that.
by laichzeit0 on 5/29/16, 5:05 AM
by yarrel on 5/29/16, 4:39 AM
by Animats on 5/29/16, 5:02 AM
by partycoder on 5/29/16, 6:38 AM
by gear54rus on 5/29/16, 4:21 AM
Who even cares about that: https://i.imgur.com/TI5T7ah.png when they came to read a story such as this. Is this some useless bs marketing move or am I missing something.
Please explain.
by philliphaydon on 5/29/16, 4:12 AM
by pdimitar on 5/29/16, 1:44 PM
I find Jeff Atwood's piece on VR to be the truest of them all. He nails it at every point.
by dclowd9901 on 5/29/16, 6:32 AM
We're a bit closer, but not nearly close enough, to total immersion. You can play a racing game or a flying game and get some pretty good immersion, maybe even trick your brain here or there. But VR is a fever dream until we understand how brain impulses work and can manipulate them directly to simulate experience.
Of course, by then, we'll probably be questioning the whole thing altogether.
by Blackthorn on 5/29/16, 5:43 AM
I love flight and racing sims, so I expect to get a lot more use out of it.
by cloudjacker on 5/29/16, 5:24 AM
oh geez, this means nothing.
by sillysaurus3 on 5/29/16, 4:07 AM
Fascinating. I wonder what the web will look like in a decade.
On-topic: I was one of the original backers of Oculus, but missed the opportunity to get a free Rift. I guess it didn't matter much.
It seems like what happened to the Oculus is what happened to many platforms throughout history: No killer app on launch day = no uptake.