I honestly and truly don't understand why people think VR is going to get any kind of mass market penetration.
I honestly and truly don't understand why people think VR is going to get any kind of mass market penetration.
Seriously, try it out the level of immersion is insane, a more classic game feel can be amazing. But something where you move around is incredibly compelling. I watched a friend try to lean on a counter while cooking in Job simulator. I have hit basically every wall in my living room with a controller at this point as well as all the lights.
On the exercise front, Not every game is a workout but at the same time even something simple like the default valve bow game from the lab can wear people out. After all, you are holding a weight at arms length for a while and simulating pulling back an arrow. Its mot a motion that many people do regularly.
Go borrow one or go to some local game meetup and try some's roomscale handset. Its amazing. I'm thinking about taking mine to the bar up the street on a weeknight hooking it up and getting everyone to try it.
VR isn't going to be popular until we have 8K or 16K headsets doing 120fps, and then we have to deal with the fact that it removes you from your environment.
The first generation of VR died off because they couldn't figure out how to solve the product liability issues. That problem still exists, which is why VR isn't going to be usable and is a dead-end.
Also 6dof tracking with hand gesture tracking under 10ms is still a challenge. I think it's possible but needs serious hardware advancements.
I love my bridge though. No hanging cables is definitely a good thing
IMO we need to go through at least two resolution quadruplings on the Vive to get it to be crisp enough for the screen-dooring to not be noticeable.
http://www.roadtovr.com/wp-content/uploads/2016/10/valve-vr-...
Once Vive-level VR comes down to wireless/portable size and down in cost to the $300 range it's going to be MASSIVE. Maybe the first generation ("until we get 16K 120fps headsets") will not appeal to productivity or hardcore gaming buffs, but 100 million Wiis were sold, and there was nothing technically impressive about that thing.
I get that the technology is amazing, I just don't see it getting much mass market penetration.
In VR you have to move a lot more for things to work and the the games are not fitness specific. It definitely gets your heart beating because you often have to hop around like your boxing or doing burpees. Burpees don't look that exhausting, but the constant floor to standing movement makes it challenging. I think this is what makes VR more physical.
Edit: And by multiplayer, I mean everyone in the same room multiplayer. Social multiplayer?
There are some games where another person can participate outside VR (Keep Talking and Nobody Explodes), but it's not really the same at all.
Try it. It's much more compelling than a Wii.
I think the Wii had part of the jigsaw. Imagine Wii/Kinect interactions, a really vibrant indie-dev culture plus that really hard to explain thing - "presence". It's a fascinating time to be part of a technology. I can only think of a few things that came close - the original home computing and video game boom (I was a child - so everything was wonderful), the early days of my time on the internet and the early iPhone/Android days ("I've got a proper computer in my pocket!").
I haven't been this excited about tech for a long time.
Many people i showed it to think its really cool, but out of maybe 15 people, only one has expressed serious interested to actually buy one and he already owns the required PC. Most were also not completely blown away, more like "yeah this is pretty cool and fun" but the expectations were higher than what actually can be experienced today.
There are cool games and experiences, but the tech needs to get a lot better (mainly resolution for me because i enjoy racing games most) and it needs to be a lot cheaper. I am still skeptical about mass market adoption beyond the same people that were interested in Kinect/PS Move.
The balance board sold 32 million units, so it was a pretty major success. That is as many units as Nintendo64 consoles sold. See http://www.gamesradar.com/holy-crap-look-how-many-wii-balanc...
Basically everyone who has ever tried the vive I own wants to buy one, it's just throwing 800$ after a 1500$ box is a bit steep for most people.
I equate it to using an NES back in the day. Right now it's expensive and imperfect but In The mid to long term it's a clear winner.
I have done the 15 min demo to about 40 people so far and everyone wants one. Something that you can already get on a screen like Google Earth is astounding in VR.
As an example, for most people I start with them wearing the display and hand them the controllers with them already wearing the headset. That is the first thing most people think is cool.they can see the controller as it floats into their hand perfectly. That's enough suddenly they can literally touch their computer. It seems really dumb until it happens and then holy crap is it cool.
That's sort of how VR is. In concept not that cool in execution it's amazing.
Using VR actually seems to cause less desire to buy it, including me. It actually turned out to be a worse experience than what I expected.
It's entirely possible the two crowds being presented to differs by that much, but there are so many other variables in play too.
This is a step too far in my opinion. You already have to "crane your neck around" to see what's going on in the real world, all around you, all the time.
I'm also sure there are less physically demanding games/experiences for those interested. Pick your poison.
As you're playing games or working, the only time you ever turn your head is when something external distracts you, and you can resolve it in a split second. If you're using VR and something external distracts you, you have to abandon whatever your doing and dismount the device.
Unless you wear glasses.
As to the original point, people adjust their head position all the time without even thinking about it. It's an unnatural and conditioned response to hear a noise on your right rear and move a joystick or mouse to look for the source of the noise.
i don't think physical movement will be a requirement of vr as a concept. you can sit and eat cheetos all day long if you want.
and in the future, i think we'll have instant-on instant-off see through LEDs so you can hit a button on the side and see through the headset into reality.
Though, to be clear, most of my issues with current-gen VR is because of the state of the technology: low-res displays, bulky and heavy HMDs, clunky wires, etc. In a generation or two once this is addressed, it will be a much more enjoyable experience.
The other issue is in the software itself: there are just no must-have VR experiences yet. Technical demos, unpolished experiments, and shallow gameplay make up 90% of the current catalog. Plus there's the motion problem we haven't figured out yet, where most games rely on teleportation as primary movement mechanism, which is terrible UX.
Here's to hoping this isn't yet another failed VR attempt and that the industry will keep evolving, as the possible level of immersion is truly remarkable.
True, it isn't all that different from what you may get out of a Wii or a Kinect, but it's more immersive, and that makes a huge difference in how engaged you become.