I think VR is at the point smartphones were from 2000-2007 until the iPhone showed up. It's going to take another generation of devices that incorporate all of those features in a really well designed package before it goes mainstream.
I think VR is at the point smartphones were from 2000-2007 until the iPhone showed up. It's going to take another generation of devices that incorporate all of those features in a really well designed package before it goes mainstream.
* Vive has huge problems with tracking devices. It needs to track 3 things and usually 1 has a problem and is not tracking properly sigh * The coords are annoying * FOV is too narrow * picture quality is crap (low resolution) * steam vr (as steam itself) is low quality software * the device is heavy on your face, uncomfortable and makes you sweat (in the face.. nasty) * lack of compelling content that has things just right (i.e. doesn't make you sick)
From developer point of view: * openvr library can be confusing, documentation is lacking and it's married to steam :(
I think the author is overshooting the importance of VR. The next generation hardware will undoubtedly improve much and there's definately potential especially in fields like visualization work and gaming too. But lets be honest there's a whole bunch of basic "productivity" apps and light user content apps (think your average phone app) that really doesn't have much to gain from VR. Undoubetedly some of these will want to jump on the VR hype (once it comes) and quickly make totally horrible half-assed versions of their software for VR.
You had to have a pretty good imagination to look at any 2004 phone and envision the iPhone, but once you had the 1st gen iPhone it's pretty easy to imagine a modern smartphone. It's pretty much just the same thing only more so.
Before the iPhone, nobody had any idea what improvement on the smartphone would be required to get them in the hands of everyone. All anyone could say was "a smartphone isn't for everyone". With VR, just in this thread half the people are saying "I just hated the resolution, lack of portability and software", similarly specific objections like people had with the initial iPhone.
I actually had the opposite experience to you. The first iPhone wasn't very special to me. "So what, it accomplishes everything my current phone does, only with pinch zoom". My first Oculus dev kit experience, terrible 720p display and all was captivating.
The limitations were obvious though. The small screen and low resolution made it hard to read much text. It was really slow, both in processor and in its 2G connection. And it was clear that there was a lot of work to be done on the software and design technology side.
The Vive feels pretty special to me too. Presence, that feeling of being in another place, a fictional place with fictional rules. Perceptually perfect hand and head tracking. The chaperone system to let you move around the room with confidence.
The limitations are obvious: high system reqs, cords everywhere, low resolution, flaky software, and again we need to question a lot of our assumptions about the kind of software that we write. All of that's being aggressively engineered away. I'm bullish.
What was your alternative way to move across the country?
It's nice to get accurate directions when you really, really need it. There's also something to be said for getting lost or wandering every now and then.
Or just the phones themselves?
Which I think will look like:
- Inside-out head tracking (hololens and project tango)
- Dedicated VR GPUs (heat and power issues)
- Better resolution (4k per eye is getting close to desktop screen res)
Then phones will go into 'VR mode' as we're seeing today with daydream, so it essentially rolls out automatically and without additional spending from consumers.
All incremental improvements to really take it mainstream
Sure you could technically play video games in your house on the Atari 2600, but they were so much worse than arcade games they were sort-of still a gimmick.
The NES was the first home game system whose games were good enough to get lost in. But that doesn't mean there wasn't tremendous room for improvement.
Wireless at least ships in Q1 in China, Q2 for the US (TPCast)