Virtual reality flopped in the 1990s – This time it’s different, apparently
economist.com
economist.com
So - I don't think it will ultimately flop, but it may be a slower start than the hype hopes for.
It's always great to remember that we had realtime chat and 3d worlds running in the browser in 1997, http://www.digitalspace.com/avatars/book/fullbook/chch/ch1f.... ... on systems with 0.1% the ram, 0.05% the disk space on 0.2% the bandwidth of our modern systems.
Edit: It was Netscape - http://docs.tpu.ru/docs/html/html32/ch28.htm#NetscapesLive3D
And here's the press release of the deal: https://books.google.com/books?id=aToEAAAAMBAJ&pg=PA8&lpg=PA...
for IE: "Microsoft integrated the Intervista VRML 2.0 viewer in Microsoft(R) Internet Explorer 4.0." http://www.prnewswire.com/news-releases/microsoft-releases-v...
edit: I can't find an actual build with it. I did find a version bundled with AIM, WinAmp, RealPlayer G2, and PalmPilot utilities though. Here's the glory screen shot, in an appropriately old window manager http://i.imgur.com/nacQMCX.png
I expect that games will be important to 3D #2, but still, it will be the 'unwillingness of people to learn the new tools' and imagination that will dampen whatever we do with it.
TDLR; it seems as though people are excited about VR being exciting, instead of being excited about VR itself.
There are "always a few" who shrug their shoulders and say "so what is the use-case for this anyway?"
This was exactly our experience. There was certainly a 10% who were absolutely blown away and we almost had to rip the headset off them after 20 minutes. Around 80% who were quite amazed and engrossed in the whole thing and certainly a 5 to 10% who were just meh, or felt a bit queasy very early on.
We deliberately programmed in an early section that would separate out people likely to feel sick early on. Our thought here was to get them out early on, rather than let sickness creep up on them.
I think the 5 to 10% will shrink quite quickly with new hardware. We couldn't calibrate IPD for everyone - new headsets make this much quicker and easier to do. Reduced latency, etc. is all going to help here as well.
Do you you have any reason to think your experience differs from say, doing a trade show with force-feedback sticks in 2000, wiimotes in 2006 or kinect in 2011?
I think with the other technologies there was always a feeling of using technology for the sake of technology. My experience with VR was that once somebody put the headset and noise cancelling headphones on, they were immersed. That is, they couldn't talk to a friend, fiddle with their phone or anything else that would distract them. Seeing people move their head for the first time and look shocked/awed that there was a feeling of presence is like nothing I saw with the other technologies listed. People would say "oh that's neat" or "that's cool". With VR, some people take the headset off and just sit there in a kind of daze at what they've just experienced. Seeing people try and reach out and touch stuff is always funny as well.
Funnily enough, the three technologies you list I see being used in conjunction with VR in some form or another as it grows - Valve's lighthouse tech is broadly similar to Kinect, the new Oculus/Steam controllers are somewhat in-line with Wiimote technology. It's starting to feel like all of the pieces of the puzzle are beginning to align for the very first time.
The real challenge to make the technology shine is going to be content creators adapting their thought processes to a new medium. They won't be able to apply the tricks that grew up out of cinema. The toolbox needs rebuilding. I'm eagerly awaiting trying what Oculus have been doing in this area with their Story Studio.
But I can't see it becoming a mainstream interaction device. It may be an amazing experience, but as long as it involves strapping something to your face it is immediately too much work to use.
Honestly, either way, I think this is not going to test well with real people.
Interesting point. I personally have no opinion as I haven't yet used one of the devices; which will stay that way until we see a decrease in cost. As it stands, evaluating the devices in any regard is unfair as both the technology itself and the games that support it are still working out many kinks.
Just thought Jeff's post was an interesting counterbalance to the VR hype sphere - although it may be somewhat unwarranted due to the aforementioned immaturity of the technology.
There's a difference between thinking something is cool and thinking something is cool enough to own.
You could criticize computers in the 90's the same way. Yes, VR "isn't there yet", but it doesn't mean that it's not fucking amazing.
In my opinion it is an opportunity comparable to the beginning of internet. You can't just criticize resolution and other technical difficulties that will obviously be fixed in the next 2-5 years, and ignore the magnitude of what VR has to offer.
All I am doing is providing an opposing thoughts about VR, because much of the media about VR is overly hyped. Jeff's outlook on the technology is 100% true for him and people who agree with him.
Much of the hype around VR is overly positive and unrealistic.
> Yes, VR "isn't there yet", but it doesn't mean that it's not fucking amazing.
Yes, but that doesn't mean that it's immune to ending in a complete flop. See: "hype."
> You can't just criticize resolution and other technical difficulties
If nobody criticizes the shortcomings of the technology then those shortcomings suffer from lower prioritization. Positive perspectives on technology (fandom, hype) are nearly worthless and merely drive the hype machine. Negative perspectives drive the technology to a more viable place.
Jeff's musings are important milestones that virtually everyone would agree with as critical goals (that currently limit the viability of the technology), if only many weren't completely blinded by hype and zealous fandom.
Information such as Jeff's is important for people who want to make informed decisions about forking out $400 for the tech right now.
That is why I specifically said:
Counterargument
One of the reasons the minority report interface sucks. It's way to much effort to use compared to a mouse.
But it'll take off thanks to the internet, it allows a lot of old tech to start working, just it'll be narrower than people think.
You can watch tv in a virtual theater from a couch, you can observe 360 videos/panoramas and play most of the games from swivel chair.
My guess:
When good headsets hit with 4k and ~20ms latency (2017?), with great cross platform support (2018?), at a reasonable pricepoint, comfort level and UX (2019)? we will all be using them to code.
In a few years when you are pair programming with someone remotely, I'd be surprised if you didn't point to line 12 with your hand.
Sorry, but no. I just don't see this happening. People don't want things on their face for that long. Even eyeglasses bug me and I've been wearing them most my life.
I can't see myself have a similar issue with my vision.
- the resolution on the Oculus DK2 is painfully low -- it's like sticking your face 1 inch from a 640x400 CRT monitor. This made me car-sick after a few minutes.
- the sense of "presence" and natural neck movement is very good and it feels natural.
- the notion of a headset is a bit clunky but i don't know of a better solution.
I played it on the DK2 about a year later. I felt a slight twinge, especially when the head-tracking hitched, but afterwards I felt fine.
Also played a racing game on the DK2 around the same time with no ill effect. I think the head-tracking really helps here.
These things will get sorted out relatively quickly though I imagine.
It's also known as "Doom-Induced Motion Sickness" or DIMS. (1)
Motion sickness in a car or boat is caused by a conflict - the inner ear says "you're moving" and the eyes say "you're at rest".
With a game, this is reversed - the eyes say "you're moving" and the inner ear says "nope!". This was worse, or at least unfamiliar in a bad way.
1)
http://www.theguardian.com/lifeandstyle/2011/dec/19/video-ga...
http://kotaku.com/5869607/how-motion-sickness-can-ruin-games...
http://www.escapistmagazine.com/forums/read/9.254333-Doom-ma...
Eg, I got this badly as a kid in the early 80's at Disney World, in the O Canada! Circle-Vision 360° theatre. Within seconds of starting the movie, I felt the whole room moving around and I nearly hurled. Luckily since the room is stationary I just sat down with my eyes closed for the rest of the film and recovered pretty quickly afterwards.
http://qz.com/192874/is-the-oculus-rift-designed-to-be-sexis...
Ignore the clickbaity title, the article has good info.
Sounds like the standard reaction. The real horror stories are about people who are wasted for days after trying Oculus Rift.
The technology needs more direct access to our biology to truly deliver on the expectations it creates.
You would probably want more fidelity, though.
Additionally, you have M$ marketing campaign which does videos like this: https://www.youtube.com/watch?v=aThCr0PsyuA (even though it's AR, the point still stands that VR/AR are being marketed as more than they actually are).
Other games will need to be designed with VR in mind, but it's not going to balloon art budgets or anything. On the contrary, what a lot of developers find is that they can get away with less sophisticated graphics while maintaining a sense of presence. See Superhot for a good example.
All this stuff you can hide behind a button press on a gamepad+tv, but in VR it's so much more jarring when the world you are walking around can only be somewhat interacted with - the techniques we use to fake stuff today just don't stand up when you can look at them from a mm away. The idea of VR+gamepad just doesn't make sense to me - If I can't see/control my hands/feet as I'd expect then all these reports of VR induced sickness come as no surprise.
(1) The millions that go into creating 3d games for 2d surfaces are often going for things that may not matter for VR. Much of the push in AAA titles have been towards photorealism. Photorealism is not necessary to induce presence.
(2) With presence, VR content will not necessarily be about games, it will be about experiences, of which games are a small subset. It's a different medium.
(3) The current trend towards violent games won't work. With a sufficient level of presence, the current edge of VR technology will induce an existential crises. It doesn't work for everyone (yet), but we've never had something that closed enough of the uncanny valley gap until this generation. When I heard that it induces an existential crises, I knew this is the real deal.
I'm using the conventional notion of realism: that set of coventions, idioms, beliefs, habitual expectation that form your set of what is "real". This is easy to test -- if you were to go to another country with a very different culture, some things will jar you out of your expectations. Other things like catastrophic natural disasters tends to shock people into paralysis because the thing going through their mind is "this isn't real". You see a tsunami coming your way, it's real enough, but because you haven't experienced it, you might spent some time wondering if this was "real".
Presence, on the other hand, is the experience of being embodied within a space, whether that space is tangible or not. It is quite possible to have presence within an artificial space whose laws of physics do not resemble anything that you expect. Presence is typically attained when the uncanny valley is crossed. In other words, it's the brain that needs convincing for the presence, not your expectations on what "realism" is.
If you are finding unrealistic elements are jarring, that's more likely that the tech has not crossed the uncanny valley for you. There's a strong case that the current generation of VR tech works well for men, but probably not women, due to physiological differences in neurology.
However, if the VR experience has presence, but things don't operate the way you expect, that leads to a different experience: an existential crises.
I'm looking forward to where this is going. Our civilization needs this tech badly, to help break us out of conventionality and closed-mindedness. Some of the most interesting project includes a VR sim of being in a warzone as a bystander ... to develop empathy for people elsewhere. That's something the current social networks don't foster. We still have difficulty seeing things from someone else's point of view.
If the world wide web brought information closer together, the mainstream adoption of VR can potentially bring people together. And that's a big deal.
Shameless self promotion: http://www.Sphericam.com is the ONLY spherical camera with 4K resolution and 60FPS, providing the nateve resolution needed for VR cinema in today's and next year's VR headsets. We are now taking preorders after raising nearly half a million dollars on Kickstarter in july.
"That the new generation of VR’s first software products will mostly be games, then, seems in little doubt. But the industry’s boosters point out that it could have plenty of other uses as well. One is film. All of the proposed headsets will come with cinema apps that put the user inside a virtual picture palace with an ordinary flat screen. But immersive films that place the viewer at the centre of the action, and which are made with special panoramic cameras, are possible too. One, called “Clouds over Sidra”, which chronicles life inside a refugee camp in Jordan, has already proved a hit online."
Didn't personal injury lawsuit concerns kill VR back in the 90's?
And then there's the limited field-of-view..