But you'll get a chance to try to presence-inducing stuff in the next ~6 months with the consumer release of the Vive and Oculus CV1.
But you'll get a chance to try to presence-inducing stuff in the next ~6 months with the consumer release of the Vive and Oculus CV1.
Personally, I'm very excited about VR. But I know for a fact that other people have tried the same gear that I've tried and have been way less excited about it.
Overall, I'd say it's a good thing to see a bit of hype-reducing commentary on here from time to time.
Plus many of his specific points are just so temporary in nature, like resolution complaints, heaviness/comfort, tethered, form factor, etc. These will be solved in just the next few years.
For example resolution, arguably the easiest one to attack, when we are talking 4k res at 120fps, that is barely possible on the highest end PC rigs today with 2 or even 3 video cards in SLI.
If you could solve all the problems of lag, resolution and artifacting, but only give me Nintendo 64-levels of polygons and shading, I bet I could still have some pretty compelling experiences.
The graphics card issue is not that relevant, Gear VR with a mobile GPU is showing that it's not really about some arbitrary graphical fidelity bar. Yes, some of the highest fidelity cool stuff will be on PC but multiple cards won't be required. Both the Vive and CV1 will run great on one high end card, and by the time they upgrade to ~4k/120Hz... they'll still require just 1 card.
4k resolution is roughly 4x as demanding as 1080p. A lot of games run at 30 fps (especially on consoles) but most target 60 fps. If we want to do 4k @ 120 Hz, we are talking about 8x as much work. Rendering the scene twice (once for each eye) also adds quite a bit of overhead (lighting, etc.) and so that's a least a 2x factor. We are now looking at roughly 16x as much work. That is a very rough estimate but it gives a good feel for how much more processing is required to render the same scene in VR.
3 years ago, people were breathless about oculus. They're not anymore. They're breathless about the next things that are building on what oculus demonstrated was possible with synced stereoscopic viewing and head tracking 3 years ago (with steady improvements always coming).
If he had pointed to people still being breathless about Oculus today, I'd consider the argument much more compelling. The hype absolutely deserves skepticism, but he is trying to argue from a place of authority that I don't grant him.
(I also nitpick his view of predicted market time frames. Affordable niche is not mass market is not mainstream is not ubiquitous. Smartphones are already to basically ubiquitous. I haven't seen many predictions for when VR of any particular variety will reach ubiquity).
But I'm in the same position as Jeff: I've tried the DK2 and it's not there yet. But at the same time, back when it came out, journalists were all over the DK2, saying it was revolutionary and all sorts of stuff. And it just isn't. Maybe the consumer version will be, but the gap between my experience with the DK2 and what journalists sold the DK2 to be leaves me skeptical.
I keep re-reading your comment and it keeps getting stuck in my marketing filter.
What do you mean by a sense of presence?
A VR simulation where you are on top of a high tower/building, and you are physically unable to take a leap forward because your amygdala won't let you, that is VR presence.
The screen-door effect is still moderately high in DK2. I've heard the CV1 has much reduced the size of the pixels, so the effect is greatly reduced.
Also the refresh also needs to be jacked up further. I'd prefer 120hz or 240hz. That would assist in faster and more seamless head-tracking. I don't think HDMI can handle that much bandwidth though. I could be wrong.
Aside) The screendoor effect is the effect of magnifying pixels in a LCD screen so you can see the pixels along with the interstitial black space where the pixels arent. The black space creates black lines like a screen door. Your eyes will then flip on focusing on the image displayed and the screen door, losing the feeling of depth and presence.
240hz is only 4.16 ms, which is still within human perception of view. Ideally, I'd like 1khz refresh, but that's going to be a very long time away. I do remember an HN article recently discussing a 1khz 8bit screen with touch input running at 1khz as well. The comparison was fantastic and I believe also relevant.
It's parts of your lower brain aligning to convince you you're in a virtual world, and while it is a spectrum you really need a high end headset to experience it. Abrash himself mainly dismissed VR's potential prior to experiencing it.
http://media.steampowered.com/apps/abrashblog/MAbrash%20GDC2...
I didn't know he'd move on to work at Oculus. Interesting.
I like the example of standing at the edge of something in VR and feeling the feeling you get in your stomach when you stand on the edge of a tall building. This happened to me in part of the HTC/Valve Vive demo where you stand on a shipwreck underwater.
I think more subtle examples are more interesting, though. E.g., when you're just standing in a room in VR, and you shift your weight slightly from one foot to the other (which moves your head slightly, of course), and the lighting is just right and something clicks in your head and for a second you forget you have a headset on — it's a bizarre feeling and very cool.
Also somewhat related: https://www.youtube.com/watch?v=sxwn1w7MJvk