Tricks That Make Virtual Reality Feel Real
nautil.us
nautil.us
[0] https://fronteffects.files.wordpress.com/2014/04/tron-disney...
Once the novelty has worn off, the main thing that will keep average users coming back is comfort. And none of the bulky, unwieldy headsets that exist today have it.
I'm not sure if we have to wait until VR headsets become as unobtrusive as ordinary glasses or contacts before users get the level of comfort they'll need to use VR for extended periods of time. But we're nowhere near that level with today's technology.
The first thing they need for this to work is think of it like a game controller. To play a game with a controller you only need to plug it in, and it will just work. The same needs to be done with VR headsets. You should not have to worry about display resolution and placement, cable management, sound devices, etc, just to play with a VR headset.
The ideal would be plugging your headset into a single USB type-c port with a technology allowing it to act as a display, sound card and controller all at once. Or at least have a kind of dock where you plug in the VR controller and this dock is plugged into your computer in various ways.
Still, I think they should work on this before resolution and accuracy for VR to really work.
The other stuff came eventually. Within 5 years it was finally (relatively) affordable to improve the ergonomics and responsiveness of the UI and within 10 it was common even among cheap, mainstream devices.
I see VR following a similar path. Get the actual basic features up and running first as that's the basis of the platform. Then iterate and benefit from scale to get the nicer, more polished hardware into something under $1000+
Oculus has placed a huge emphasis on comfort, because "presence"- the visceral feeling of being in a virtual space- is so fickle to achieve. While it's not exactly a binary, there-or-not-there kind of thing, presence is a gestalt that's really easy to get kicked out of, and Oculus found that discomfort was one of those things that would reliably inhibit a sense of presence.
They went to incredible lengths to improve the comfort of the device, going as far as designing new manufacturing processes to wrap the Rift in some bespoke fabrics, and designing the straps to eliminate the "ski goggle wobble", and distribute weight evenly across the head.
Was calibrating my DK2 yesterday and ran the demo scene (the desk with the stack of cards and soda can, etc). I tried to reach for the house plant and the can, knowing full well that they weren't there, and there was nothing triggered in my mind. Then I thought "it'd be fun to knock over the cards" and I swiped my arm through the space they would occupy, and my brain switched for a second or two and I fully expected to be hitting the cards and causing them to tumble. When it didn't happen, it was jarring, because it should have happened.
With the DK1 and DK2, those moments come almost randomly for me, and I keep wondering if we'll get to a point where they can be sustained for long periods of time, or if it'll be like those magic eye pictures where you finally see the sailboat and as long as you concentrate and don't blink you can keep looking at it.
Obviously with the current setup it doesn't detect my hands in real space so the on-screen motions only happen as I make them in real life but as long as I keep my hands on the controllers, the illusion is great. Move the stick a little to the right and the guy on screen, sitting in the same position does the same.
I think once they add a Leap/Kinect/RealSense type depth cam on the front of these HMDs you'll get some basic hand tracking for better representation. As the article says, it doesn't have to have the most realistic graphics if the feeling of actually seeing your "avatar" moving 1:1 with your actual motions flips some switch in your perception and it's easy to feel like the virtual person in the virtual environment is an extension of you in the real world.
http://img-2.gizmag.com/htc-vive-pre-hands-on-7.jpg?auto=for...
Meanwhile, the Oculus Rift looks quite reasonable to me:
https://c1.staticflickr.com/9/8866/18101066053_ab8bab1a2c_b....
The time will come, don't worry :)