Oculus CEO Brendan Iribe Steps Down
engadget.com
engadget.com
> https://www.rockpapershotgun.com/2016/05/23/oculus-rift-upda...
> http://arstechnica.com/gaming/2016/05/oculus-workaround-to-p...
Though they removed it after lots of users protested:
> https://www.rockpapershotgun.com/2016/06/24/oculus-rift-vive...
> http://arstechnica.com/gaming/2016/06/oculus-reverses-course...
But the bad image that they got for this still persists among many.
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Another thing that Oculus did (probably because of pressure from Facebook, their parent company) is inserting dubious terms into their Terms of Service:
> http://gizmodo.com/there-are-some-super-shady-things-in-ocul...
It means that when I go online to do research on what to buy, I'm not going to find anybody praising the oculus.
You factor in the good faith of the company and past knowledge.
Look at Microsoft and the Kinect. After abandoning the hardware, people just stopped doing projects with Kinect, there was even a 3D scanner based off of it (which was cheaper than commercial model)
http://www.tomshardware.com/reviews/oculus-touch-motion-cont... - "Until now, our recommendation was the HTC Vive, without much hesitation. But the situation just changed. From a hardware perspective, the Rift edges out HTC's Vive."
https://www.wired.com/2016/12/review-oculus-touch/ - "this is the most natural and versatile VR control experience available."
http://newatlas.com/oculus-rift-review-touch/46711/ - "So Oculus Touch is a big ergonomic advantage for the Rift, and the additions of 360 tracking, room-scale and Guardian are effective as catch-up moves. But it's content that seals the deal for the Oculus Rift as our pick for best VR headset."
From what I've heard it doesn't really work that well, even with a third camera, with intermittant tracking issues, and with much less space than the Vive.
Your quotes are either misleading or shill.
Or what you've heard is from Valve fanboys and these quotes are true. What I've heard suggests that it's this way, so .. we're stuck.
I might be in the minority, but the Valve Lab is still my favorite VR experience and Arizona Sunshine is quickly running up there for me. I don't like the locomotion AS uses, but the game is as close to the real-deal for VR as I've experienced so far.
I don't own a Vive but I've spent a good amount of time using my friend's and the display of the Rift is superior (and even he agrees). The Vive used to be a better overall package because of wands, but Touch is better (and battery life is FANTASTIC).
I don't personally agree that the Rift display is superior, but I think that's a reasonable-people-can-differ thing.
You may even see the stray oculus in the field of wild vive games.
I dont think there's a significant technical difference at this point, honestly, but the vive has won the hearts of the developer community, hands down.
Every developer I know personally who's either developing or considering developing VR titles--sample size not large, but north of ten or so?--is considering, in order, PS VR, Vive, Rift. (PS VR is difficult unless you're an established developer, obviously.)
I don't doubt they're channel stuffing (who doesn't) But it's pretty well accepted that it's been a runaway success.
It's consumer grade tech, your VR club is a different PCMR audience.
The Rift is more comfortable to wear, but it comes at the cost of reduced Field of View. The Vive can really be strapped onto the face hard, giving a view that almost verges on providing peripheral vision. The Rift feels like looking through binoculars in comparison.
The Touch controllers are much lighter and better balanced that the Vive wands. Personally, I found the grip gestures expected for the Touch to be very painful, but that will vary by person. I do think they are too clever by half. I got a better sense of "I'm holding a gun" out of gun-games on the Vive than on Touch. I also found the ability to aim at and hit targets easier on the Vive. Ultimately, I think the argument on which controller is better is missing the greater point though, as neither is an ideal design. A hand-tracking system would be much better (and no, not the Leap Motion, that thing is garbage, yes, even after the Orion update). Though Vive-centric games have always had both motion controllers and room-scale by default, whereas the Rift market is now fragmented between gamepads and Touch, and seated versus standing. Also, Touch is only just now out, whereas Vive has had developers working on content for over half a year. Indeed, Valve is already working on a new form factor for the controller.
The two camera setup for the Rift is absolutely, hands-down awful. In a room dedicated to VR setup, I constantly lost tracking when turned to the left or right. The Vive's Lighthouse system is designed to be much, much more scalable. I've never had such pervasive problems maintaining tracking with the Vive.
Yes, you're supposed to have three cameras for room-scale on the Rift. To me, that's another point against the Rift. It's a very complex system that is prone to failure. I can get the Vive to track a space about 20ft by 20ft on stock hardware, in default configuration, with no special finagling, just calibrate and go. I have to spend more money on an extra camera with the Rift, extra PCIe cards for all these USB3 cameras, and it's hit or miss whether or not I can get 10ft by 10ft working.
The Rift's camera based system is limited by how high of a resolution they can pack into the camera, how sensitive they are to tiny IR LEDs across a room, and how many spare cycles they have to run the image processing algorithm on all those camera feeds. In comparison, the Vive's Lighthouse system is limited by how bright they can make the sync pulse, which basically amounts to an IR flash bulb.
In general, I think this is indicative of a much larger problem in VR, consumer reactions, and journalistic reporting. These are all amazing pieces of technology. If you've never seen any VR system after 2015, then you're not prepared for the experience these things provide. It's really easy to get lost in the wow-factor and fail to evaluate the system as a whole. E.g. the Rift headset is more comfortable, but is comfort an important metric compared to FOV? Is it enough that the Touch controllers are theoretically "more ergonomic" than the Vive wands, or is application design built around the controller important, too? Or the MS Hololens: wave-guide displays and inside out tracking are craaaaazy! But they are also kind of janky, the FOV is unusably narrow, and Windows Holographic has terrible UI affordances.
When I stop losing the forest for the trees and focus on a unified experience, the only system I have time for in my personal life right now is the Vive. We support "everything" in the projects we build, but if I'm just trying to relax and enjoy myself, I know the Rift and Gear VR and Hololens and Daydream are all staying on the shelf.
Thanks.
Frankly, I'm just about burnt out on everything about VR that is not actually experiencing VR apps. Other VR developers and the tech press talking about VR and consumers who haven't tried VR since 1995 and consumers who are coming to VR from gaming are just driving me towards disconnecting from it all, to work in peace, but that's not exactly productive.
I have to go, there is a baby in the other room who I can hear is grunting out a massive turd. Please find my email in my profile. I think there is something more to discuss here RE: The Myth of The Best and on pragmatism.
What you're seeing is negative feedback from owners of competitive devices.
The people who pay attention to this type of thing are VR enthusiasts, who are a minority compared to the larger pool Facebook is aiming for.
An interesting example would be Call of Duty: Infinity Warfare. Its trailer is one of the most downvoted videos on YouTube. As far as I understand, hardcore fans hated it and somehow managed to get downvoting the trailer to be some kind of viral thing (Otherwise, how did it get to those numbers? Nothing about the trailer per-se was that bad. There's even Jon Snow in it).
I thought that this would have no effect on the game's success, since I don't think average consumers are particularly interested in the opinions of hardcore gaming snobs. However, the game has since been released and--as far as I know--bombed. Of course, that could also be due to the game being not that good.
There's no doubt that "influencers" are important in driving sales, but I'm skeptical whether they can play a similar role in preventing sales--especially if average consumers see value in the underlying product.
One related theory I can't find any wikipedia information on stems from an old TED talk from 2010:
http://whatis.techtarget.com/definition/first-follower-theor...
Even if we traditionally consider ourselves (I've always been a "nerd"/"core"/"early adopter"/whatever) on the sidelines, when our industry and interests have taken center stage I think we have had a greater influence than we care to admit, or even want.
Some people want to be first at something, but many people don't, either for lack of anyone else to use said thing with, or lack of support, or high cost of entry, or unproven quality, etc.
I hate to get political, but I think it's increasingly clear that movements can begin with something as simple as a few memes from someones computer.
But it's of course hard to tell if "our" audience is the right one at all times (eg Google Glass, Google+), when comparing to Facebook (select few colleges) and Snapchat spectacles ("celebrity" millenials).
Oculus was brand new, and as one of their first acts they pissed off most of the people who had supported them, and the VR community in general.
With a perfectly good alternative (that is in some ways better), why would any enthusiast choose Oculus at this point?
And non-enthusiasts aren't buying the systems because they're too expensive and there are too few games. They effectively handed their entire market to another company for the next few years.
> [...]
> There's no doubt that "influencers" are important in driving sales, but I'm skeptical whether they can play a similar role in preventing sales--especially if average consumers see value in the underlying product.
The problem is: The necessary system requirements for an Oculus Rift (CPU, GPU (in particular), USB ports) are rather high. The average potential consumer you mention might see value in the Oculus Rift - but will probably not be enthusiastic enough to be willing to additionally buy a high-end PC etc. So the large pool that you believe Facebook is aiming for will contain many more hardcore enthusiasts and much less "average consumers" than you think.
The differences between the market of people buying console-focused first-person shooters and the one for virtual reality headset systems make this comparison not really work.
Call of Duty was originally a much-beloved FPS series during a time when the genre was dominated by multiplayer games with high skill ceilings and "twitch" or reflex-based mechanics. They catered to the market available to them at the time, which was enthusiast gamers with the hardware required to run 3D video games (and to a lesser extend internet access that could play them online.) Consoles had existed for a while, but they weren't always in the position they are now. CoD 2 was released in late 2005, the Xbox 360 was released right around the same time, and the PS3 wouldn't come out until the next year. Internet multiplayer has been a reality on the PC since the 90's but Xbox Live and the PlayStation Network didn't even exist until the early 2000's. Halo: Combat Evolved on the original Xbox famously didn't support internet multiplayer, but its PC version did.
By this point it's obvious that the numbers in gaming are shifting. The relatively low sticker price of a gaming console means you don't have to work with the segment of the population who have enthusiast-grade computers. Pretty much anyone can afford to buy an Xbox 360. Crucially, the expense of console gaming isn't frontloaded. The most expensive part of being in the PC gaming segment was (and still is) either buying a bunch of components and assembling yourself, or spending even more for a prebuilt. Assembling computer parts is actually not that hard, but not assembling computer parts is even easier, and you can walk out of any department store with a home console for a few hundred dollars. You'll spend more than that over time from subscriptions, peripherals, more expensive games, etc., but you won't have to spend a grand up front just to start playing.
Call of Duty's publisher, Activision, observed that this new pie is titanic compared to the old one and decided to focus on grabbing a slice of it. There's now a market available to them that's way bigger, will pay the same amount of money for the disk, and doesn't necessarily need things like a dedicated server with admin features. Their new approach of releasing titles on a more annual schedule for this market works because it's substantially larger.
On the VR side of things, an HTC Vive costs eight hundred dollars. The Oculus Rift, which is just the headset and has no hand controllers or "room scale" features like the Vive, will still run you $599. Its "Touch" hand controllers became available only recently and buying those will send you up to the same price point as the Vive. Keep your wallet out, because VR applications require high end GPUs with as much memory as possible, like the Nvidia GTX 1060, which is likely to run you $270 or more. Today's virtual reality options are restricted to dedicated enthusiasts with expendable income to a much greater extent than early Call of Duty games were. Aiming for a market other than "VR enthusiasts" is senseless, there is no other market.
There are VR products that aren't quite so ludicrously expensive, like the Gear VR that uses a phone, but my experience is that they have very little to offer and casual consumers aren't going to line up to buy games for them.
I think it's objectively obvious that the Vive is better both technologically and from a user-experience point of view (less sensors, better tracking, better end-to-end process. no lock-in), but that doesn't seem to be a common opinion in the greater VR community.
The company has grown up very quickly, and I have to imagine at this point as CEO, he was spending most of his time in high level business talks and not doing what he loves and what he's best at.
The obvious explanation to me is that the company has decided to focus on mobile, since that's the mass market play. That would've required Iribe to devote a large portion of his time to mobile. Maybe he just wasn't the right person for that job.
Then again, it could just be Facebook taking more control. Iribe is staying at the company and from the article,
> he's vacating the CEO seat and moving within the company to lead its PC VR group
So perhaps the statements are sincere and he's just staying focused on the PC division, which is all Oculus was initially.
From informal conversations I've had in the past with both people from Valve and PSVR it seems like PSVR and Vive numbers are closer to projections. I think Vive stole a lot of potential high end buyers from Oculus, not launching with Touch was a mistake for them. I also believe this market is a lot more price sensitive than Oculus thought it would be, The Rift has currently sold 200K units more than the DK2 with a much bigger marketing push, more high quality content and a better product, but 2x (or 3x if you include Touch) price point. I wonder if they should have made a "Super DK2". Lower quality headset hardware but Rift quality tracking and touch support at a lower price.
Anecdotally, many people believe VR is a niche market that is comparable to 3D TVs and doesn't add much, but I've also met people that would buy a highend VR headset (quality matters also) if the price was right and the setup was easy. A "cheap" ($250-$400) easy to use all-in-one unit with inside out tracking, tracked controllers and a good library of games, software and content could be the tipping point for the VR market.
To be honest I'm still not even sure if I'm wrong about it supporting room scale, I've seen articles mention it but their website gives me doubts.
I think Oculus doesn't want to dillute it's marketing and reach the largest core group, so front facing standing. Many people don't have 5 by 7 feet free. We're currently at the stage of enthusiasts though, which have more money and space than typical users, and will move shit to make space (I sure did), which could definitely be a mistake...
I think that Oculus is avoiding marketing room-scale because Touch legitimately does not do it very well compared to the Vive:
* It almost certainly requires a third camera, which adds another $79 to the cost.
* Even with the third camera, the controllers lose tracking fairly easily if they're oriented away from the cameras (e.g., orient them towards your torso, but with nothing blocking the line of sight to the cameras).
* Even with the third camera, you end up with a smaller tracking volume than with the Vive.
* Lots of Touch owners are reporting serious tracking issues by just setting up two sensors in opposing corners. Others say it works fairly well. Your results will most likely be random.
* The Rift cable is barely long enough to work well if you're actually walking around your space rather than just standing still.
* In the same vein, Oculus does not sell or endorse any extension cables for the Rift HMD. I've seen folks try out a lot of them with mixed success.
* The sensors have to be plugged straight into your PC, which with three cameras uses up a lot of USB ports.
* Even with the third camera, you'll only get one extension cable from Oculus, so the two existing sensors will still be pretty tethered to your PC.
* Even with the extension cable, it's not easy setting up the cameras in optimal locations throughout the room.
* Oculus does not supply any mounting brackets or sell any brackets on their website for mounting against the wall.
* The Rift and Touch do not come with any linking box, nor does Oculus sell one separately.
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With all that said, Touch is a fantastic product and deserves the glowing reviews it's getting. It's just not designed for room-scale. It's workable, but not ideal.
AFAIK neither company mentions this in their supported PC specs, though the Rift compatability tool will warn you if you have incompatable USB ports.
I would really have liked to have known this going into my Vive purchase - I've owned it for 2 weeks and have been able to use the device twice in that time.
The other issue is my older motherboard/CPU combo which may or may not be able to support the extra PCIE use.
Overall, fun times.
Also, PSVR has sold many units, but is 2 million short of their projection[1], which is pretty abysmal. I wanted them to succeed, like every other VR enthusiast since they're the lowest more reasonable entry point as millions of people have PS4's, but that just doesn't seem to be the case... :(
[0] People have pried for when CV2 might be expected and Oculus usually say "Lifetime of Rift's will be between smartphones and gaming consoles" Phones refresh every year, consoles every 8-ish, so something like 3?
[1] over the life of the first consumer version of the Oculus Rift."
As for PSVR, I've seen reports that they are actually supply constrained (http://www.cnbc.com/2016/06/14/sony-expect-playstation-vr-sh...) and the smaller market size isn't due to lack of demand. It might also be because there still isn't much content available for PSVR and Sony is waiting for a larger lineup and for more PS4 Pro unit sales.
This is why I wish they would stop focusing on games. Looking at the Vive and Rift websites the #1 thing they're looking to sell people with is games. Why not utilities? Why not COMMUNITIES?
I wish they would make a big push for something that could expand our ability to meet with other people virtually. Why not a MUCK where you can speak with and interact with other people in a virtual space? It seems like there is so much more potential for self expression and interaction than people are building right now. AltspaceVR and Playstation Home were examples of this, but really doesn't bring a whole lot to the table that you couldn't get in any other MMO game.
If someone is making something like this and you need a backend or web developer, drop me a line :)
One of the most exciting VR apps is Google Earth VR, which highlights that the "killer app" for VR will have telepresence at its core.
The demo at the bottom of the page is a virtual meeting room. It is... unfortunately broken right now and I've been too busy supporting VR clients to fix it yet, but perhaps you can see the idea there.
As the owner of a DK2, I can say that would have been a much wiser strategy. They CV1 costs roughly twice as much as the DK2 but the increase in cost is mainly attributed to adding features rather than improvements to the weaknesses of the DK2.
The biggest drawback to the DK2 was its low display resolution and having tried the CV1 and Vive, the bump to 2160x1200 made little improvement. The switch to a standard RGD pixel layout from the DK2's pentile display made more of a difference than the resolution itself. The increase in refresh rate also added little benefit over the 75hz of the DK2 in my experience.
I was massively disappointed by the news that the CV1 was forgoing the leap to 4K but I was still willing to buy in to the superior pixel layout and positional audio if the price difference mirrored the tiny improvement in the overall experience. I was expecting a $400 headset and was floored by the $600 price point.
Now I'm just clinging to my DK2 and hoping Oculus doesn't completely kill support for it while I wait for another challenger to recognize this huge gap in the market. I would have already bought thr OSVR HDK2 if it broke the HDMI spec and allowed for a true 75hz+ refresh rate.
I disagree. The biggest drawback of the DK2 and every other VR headset on the market is that the headset itself is big, bulky, and uncomfortable.
VR manufacturers really need to get the headsets down to around the size and comfort of regular glasses to prevent them from being tossed in the closet with the rollerblades and other novely items which are too annoying to use on a regular basis.
Once the novelty wears off, people will stop using it if it's not comfortable and convenient.
I've heard some people say that AR is really where VR can make mass-market appeal and I'd certainly agree that prospects for something like an environmental HUD a la Glass are much better than an "immersive" experience that leaves you blind to the real-world.
Clean up the fit and finish and minimize VR sickness for the mass market 2.0 product. Early adopter products are about keeping people engaged with content and unique features.
I guess my primary gripe is that it's just not comfortable relative to any other form of entertainment. It's worse than reading on a phone or tablet. It's worse than playing games on a phone, console, or PC. It's worse than watching movies in the theatre. Sure, those are high bars and VR is still kinda young. But all the hype is quickly being exposed as bullshit. VR isn't catching on. Catching on looks like the iPhone in 2008-2009 or the web in the late nineties.
I imagine future AR tech to be better in this regard, when you can adapt to whatever your interior looks like, and when you go wireless.
Though just getting that new wireless addon for Vive and attaching easier headphones (Rift has the edge there) would reduce the threshold for "just play for a bit".
The analogy I like to use is current VR is like an early PDA (Palm Pilot, PPC or Newton), which means we're 5-10 years out from a mature device that could be called a VR iPhone. Its possible that somewhere along the way everyone gives up on VR and AR, which can enable many of the same experiences anyway, but its also possible that VR is still missing a lot of what makes a compelling mass market consumer device and there will be an iPhone style product that everyone emulates in the future.
- All in one, mobile - Positional tracking - Full hand tracking (ie Leap Motion) - A robust, fleshed out UI paradigm
Apple never would've release the Rift because they would've sorted out the UI first. Shit there's probably a team at Apple doing exactly that right now.
TV, phones, and the internet all caught on because they enhanced social experiences. The TV became something to talk about and experience jointly. Phones allowed communication over great distance and quick access to information. The internet was the 10x factor of the phone.
When we start having VR rooms ala star trek, then it will catch on like fire as it will become a social experience.
- Outside of car games, space sims, or any other game where the main character is mostly sitting down, does VR work well?
- Apart from games what other applications are there at the moment?
-Anyone try replacing their monitor with a VR headset? How'd that go?
- Anyone try combining a VR headset plus a kinect? Seems like a natural combination.
2). Few in the consumer space, most of them are tech demos with little real utility. Tilt Brush and Google Earth are among the most compelling non-game offerings.
3). I've made some half hearted attempts at REPL/console type stuff in VR. It's barely useable, the angular resolution is still prohibitively small. I use 4 physical monitors normally, and while I like the idea of replacing them with a VR headset that future is still quite far away.
4). I've also made some half hearted attempts at this, and others have tried as well, but this was in the era of the DK1 and I didn't achieve anything meaningful. I'm definitely going to give it another go with the Vive at some point. The LEAP motion however integrates very well with VR (either headset) and I'd recommend experimenting with it. I've made some pretty compelling minority-report style tech demos that feel pretty natural to use. Granted I'm aware of the LEAP's tracking limitations and stay within the space of gestures/hand poses it recognizes without problems. When I demo the tech to other people they often have MUCH more trouble than I do. Mostly because of occlusion problems. The LEAP is basically just 2 cameras without much stereo separation so one hand occluding the other, or the back of the hand occluding the fingers etc is something you've got to be cognizant of when using it.
Very well. The thing I hate most, as a non-gamer, is having to learn all of the confusing controls. I really like that VR games take away most of the complication and allow you to do what feels natural. Probably for the same reasons a lot of people like the Wii. I've been having a lot of fun in games like Vanishing Realms:a first person dungeon crawling RPG http://store.steampowered.com/app/322770/ , The Unspoken: where you have magic battles in a New York like setting http://www.insomniacgames.com/games/the-unspoken/ , and a bunch of the puzzle type games.
>- Apart from games what other applications are there at the moment?
Not enough in my opinion, but I've spent the last week using Oculus Medium to make 3D models, and using Quill to make VR paintings. This is actually the area I'm most interested in, and I know that some companies are working behind closed doors at the moment to make more creative tools as well as business and social type tools.
-Anyone try replacing their monitor with a VR headset? How'd that go?
I do this frequently for consuming movies, but the resolution isn't at a point where I'd recommend it for long periods of time if you're doing text editing. I still occasionally browse and listen to music with the screen set to a gigantic size, but it hasn't replaced my monitors.
- Anyone try combining a VR headset plus a kinect? Seems like a natural combination.
Several companies and individuals are. This guy has been involved in the VR scene for many years and has some interesting experiments using several kinects to do mixed reality work http://doc-ok.org/?p=965
Microsoft's HoloLens has a Kinect in it. They use it for gesture recognition and mapping the room. The amount of stuff Microsoft crammed into that headgear is insane. Four cameras, a Kinect, a GPU, a specialized GPU for the AR, an IMU, a Windows 10 PC, a projection display, speakers, and a battery. It works pretty well, too, although the projection area is too small.
Honestly it's really fun. I don't sculpt or anything, but drawing a tree about the size of my arm and then zooming in, "expanding it" to be the size of a normal tree and standing in it's shade was one of the trippy-ist experiences I've had. So. Cool.
> Outside of car games, space sims, or any other game where the main character is mostly sitting down, does VR work well?
Yes, you need a cockpit or something if you want to move while sitting down, otherwise most? (including me) people get sick. This has the downside of limiting the visibility though, which is a problem given the relatively low resolution. In a cockpit with limited view things further away look pretty bad.
But the Vive got 'room scale' which is where VR really shines. Basically any game you can play within your 'play area' works very good, unfortunately there are not that many. Point-and-Click teleporting can be used for moving beyond your 'play area'. It works well but breaks immersion a bit and gets awkward if you want to avoid enemies etc. I can highly recommend the Minecraft mod 'vivecraft' in that regard. My most played game with Vive so far, even though I never played Minecraft until then.
In general things work best that happen right in front and the controllers are very precise, so any interaction with them improves the immersion a lot. I'm still waiting for a RTS game where the world is scaled to the size of your play area. Skyworld looks interesting and heard good things about Out of Ammo (haven't tried either).
> Apart from games what other applications are there at the moment?
Google Earth VR was truly amazing. It's the first thing I would show anyone, it's so most closer to actually being there than anything else. Tilt Brush is a great application as well and Kodon looks cool (haven't tried it). Both are a complete new way to create 3D objects and I believe we'll see more of these. Unreal Engine has now support for editing in VR which looks super cool, but since I don't do game development I can't say if it's a real improvement or more a gimmick.
> Anyone try replacing their monitor with a VR headset? How'd that go?
Resolution is too bad for 'virtual screens', but I think it could be used to visualize complex data much better than any multi screen setup.
> Outside of car games, space sims, or any other game where the main character is mostly sitting down, does VR work well?
It works pretty well. There are some pretty compelling standing/room scale games out there. Either because of market immaturity or game design limitations, "larger" games (i.e. Mass Effect is large compared to Minesweeper) seem to be a bit in short supply. Oculus may have more as of the Touch launch, but I'm staying away from their ecosystem for the time being as I think what they're doing with exclusivity is hostile to consumers.
The illusion is convincing enough that a friend of mine who tried my Vive fell over because she tried to lean on a virtual table. Neither I nor anyone I've had try my Vive has suffered from any nausea.
> Apart from games what other applications are there at the moment?
Not totally sure. A lot of the obvious things have, I think, at least been tried (e.g. CAD walk-through for architects). There is also a lot of content that's hard to define as "game" or not, e.g. Tilt Brush (a "painting" program).
> Anyone try replacing their monitor with a VR headset? How'd that go?
So far, so far as I know, all the programs that attempt to render your regular desktop environment (or parts of it) to virtual displays suffer from low quality and massive latency that makes them borderline unusable. So I don't think it would be a good experience.
> Anyone try combining a VR headset plus a kinect? Seems like a natural combination.
Probably, and there are some other products out there that try to do similar things. But the held motion controllers are surprisingly natural, especially since often it makes sense to have a physical stand-in for a held object in-game.
This was the same early adopter community that wanted to spend the money, buy the rigs, develop for the platform, and further VR in general.
Now when I see old school innovators join up, it just feels like they've sold out by association.
I don't know what's going to save its image? Maybe a killer app?
Most companies gave really favorable reviews of touch, and gear vr has sold really well. I think the image problem is mostly just vocal Reddit users.
I feel like the concerns were more around what that ecosystem was going to be like, than the viability and or cool factor of the hardware itself. (i.e. just because I was an early adopter of a dk2 does not mean I am on board with Oculus for the long run).
> Most companies gave really favorable reviews of touch, and gear vr has sold really well. I think the image problem is mostly just vocal Reddit users.
Something like 80% of internet users use Facebook. Anyone that thinks that Facebook integration is going to bother the average person (or care that Facebook just owns the company) is out of touch.
Do you have a source far that percentage? It seems high.
http://www.pewinternet.org/fact-sheets/social-networking-fac... https://www.statista.com/statistics/246230/share-of-us-inter...
"Market leader Facebook was used by 79 percent of internet users" https://www.statista.com/statistics/246230/share-of-us-inter...
"71% of online adults use Facebook" http://www.pewinternet.org/fact-sheets/social-networking-fac...
"72% of all online US adults visit Facebook at least once a month" https://www.brandwatch.com/blog/96-amazing-social-media-stat...
I trust Facebook with the information I explicitly share with it, i.e., posting photos or comments on Facebook. I do not trust Facebook to have unfettered access to a microphone, camera, and activity just to be able to play a game. The Facebook integration was, well, integral, and not just an opt-in for enhancing social aspects. You can't use the headset to play local content without phoning home (short of using old drivers/OpenVR or something).
Of course maybe this still places me in a minority of users because I have the same reaction when a mobile app requests every permission possible, which seems to be the case with all apps now.
Fair enough, I care about privacy as well but I'm just pointing out you need to acknowledge most people aren't bothered by this.
> I do not trust Facebook to have unfettered access to a microphone, camera, and activity just to be able to play a game.
I'm curious: do you have Whatsapp or the Facebook app installed on your phone? Facebook could spy on you via this or Oculus but if they were found out it would be seriously damaging to the company.
Many many people don't give a crap though, I have friends with Alexas and Xbox kinects in their living room. Kinect cameras can actually see you much more clearly[1] than the obfuscated Oculus ones which mainly see IR.
[1] some games have video replay on kinect, clear visualization of faces, etc
The average person is not an early adopter of expensive tech gadgets.
For me they'd save a lot of face if they just opened up their APIs/store to other headsets. They tried to pin down the PC VR HMD market and failed due to Valve/HTC. But they're still trying to become the Steam of VR despite Steam doing the same and having the distinct advantage of already being the Steam of everything else. But there's definitely room for other storefronts out there like GOG and EA's Origin so I don't begrudge them wanting to take that 30% for themselves but let me use whatever HMD I want.
Revive is a free option, that works with the Oculus Store and the Vive but that's obviously not as nice as native support from Oculus.
https://www.engadget.com/2016/09/26/why-is-the-oculus-founde...
People were also very upset about the Facebook buyout, which I remember hearing took the Oculus execs by surprise.
Palmer has not been popular with the community as Oculus has transitioned from a Kickstarter project to a grown-up company that got acquired for $2B. I personally think people are way too harsh on him, and that their expectations were unrealistic.