Valve’s Gabe Newell: VR could “turn out to be a complete failure”
arstechnica.com
arstechnica.com
It was a lot of fun at first. I don't use it at all anymore and am selling all my equipment. Not even the potential of upcoming VR titles is enough to tempt me to keep it.
None of my friends even ask to demo any of it. They lost interest faster than they did for Wii Sports years ago.
* Image quality is bad.
* Hardware requirements are still very high. I have a very high-end machine and VR titles like Raw Data still do not run very well.
* The locomotion problem is not being solved. It's been a year. I never adapted to it either.
* The headsets are not comfortable. Both of them are painful for me to wear after ~30 minutes.
* Rift+Touch tracking is bad and more or less completely broken for many users.
* The front-facing configuration championed by Oculus is not enough. You'll instantly want more.
* Clearing out space for room-scale is a big pain. I'm looking at new apartments and am facing up to the reality that the Vive is a huge constraint.
* It's very anti-social. Honestly my SO does not like it when I use a VR device because it completely shuts her out.
* The base equipment is still far too expensive for the quality of the experience.
* There's very little worthwhile content. People are still talking about Space Pirate Trainer. That's a little demo that has been available for a year, but it's still considered one of the main titles.
* I was most excited about Budget Cuts when I got the Vive. It was heavily hyped months before the Vive was even available for preorder. It's still not out with no announced release date either. That'll be an amazing title for sure, and I will regret not being able to play the finished version whenever it does finally come out.
I encourage everyone to try it. It's a ton of fun at first. But think hard about whether you'll stay interested after a few months and whether it's worth the effort of setting up, clearing out space, keeping your gaming machine up-to-date with the latest hardware, etc.
VR hardware is great step-up from the common gaming setups, where you only have to render a single scene @ 30-60 FPS and display it on a monitor @ >1080p. VR is much more involved than that. Not only do you need to render the scene twice, but you have to do it at a resolution >4k per eye (which probably isn't even enough to satisfy all users), and on top of you should do it in <20ms or something in that order, to be sure nobody gets sick. _including_ position tracking.
The rest of your points can be solved, once we can mass-produce hardware that meets the specs.
I've heard perfection needs less than 7ms latency. That's over 140 FPS, possibly higher if you have any kind of double buffering.
I'm sure there's someone working on a headset that tracks eye movements and adjusts the rendered resolution of the image on the fly. The human eye has something like 4-5 megapixels worth of photo receptors, but the absolute majority of them are located in a relatively tiny area of your FOV where your eyes focus on.
This is what I'm waiting for. Easy bar to set for any new gaming tech.
I thought maybe some existing games like War Thunder would be best for taking advantage of VR: a plane simulation where being able to easily look around you would be exhilarating and useful. Here's one guy's experience with a Vive:
https://forum.warthunder.com/index.php?/topic/336758-a-user-...
So, beautiful but flawed. I've played and burned out on War Thunder already, so it's not a selling point, but I was hoping there would be more by now. Doesn't seem like there is, and it sounds like the resolution and refined experience isn't quite there yet.
You can do that with FSX, X Plane, Elite Dangerous.
The hardware requirements are just ridiculous.
You don't play Onward? Everyone should play Onward.
I don't get sick from movement because the ground textures are plain. Running in place while moving is also wonderful for acclimation to artificial movement.
If Onward was the only VR game in existence, I would pay roughly half of the Vive's sticker price for just that. I am very excited for later iterations of that game, as well as higher budget knockoffs that may come in the future. But I could play the current version for years if necessary.
With you on most of your points though. I wish the built in camera wasn't attached to the virtual controller - it makes it hard to use and thus very antisocial.
I agree though that I unfairly overlooked Onward due to my personal lack of interest in it.
Eisenhower certainly played the military need card. It's unclear to what degree that was actually his primary motivation.
>smart-phone GPS is a pure "side-effect" of ICBM guidance systems
Military, yes, to a large degree but not ICBMs specifically. If ICBMs are going off you can't depend on GPS still being operational. ICBMs rely primarily on inertial guidance with a star sight around apogee to provide any corrections.
I considered getting a VR headset just to stay current with technology but decided not to largely for this reason. With a wife and kid it's hard enough to occasionally play games but at least if I do I can still have a casual conversation while I play.
> Rift+Touch tracking is bad and more or less completely broken for many users
Interesting. Admittedly I've only had the opportunity to try the Rift/Vive for around an hour or so total, but I've never really experienced either of these issues, at least in the games I tried (Fantastic Contraption and The Unspoken). The tracking was flawless (except during the one or two times I got outside the range of cameras/lighthouses, but that only happened because the demos were using a 2-sensor configuration, so my body could block the line-of-sight if I turned the wrong way), and image quality was good enough to not be noticeable. Did you only start noticing these problems after using the headsets for a long time, or was it an issue for you right out of the gate?
> The locomotion problem is not being solved.
Correct me if I'm wrong, but isn't the big issue with that that it's easy to get motion sick if you move around at all in VR? Don't most games solve the problem by letting you teleport instead? How do you feel about the titles which don't require you to move around at all in-game?
> It's very anti-social.
This has been true in my experience, but only to the extent that any other type of video game is. Are there no good local multiplayer experiences in VR yet?
Personally I'm still thinking of getting myself a Vive or Rift, but probably not for a year or so. My plan is to wait and see what the second-generation devices look like.
Two incredible things to look at with respect to the promise of VR:
1. Multiplayer Climbey - multiple people in VR jumping and trying to grab each others hands, not fall off the building, etc. hilarious and very social. Should also mention, that's a user created building.
https://youtu.be/extNh3Z-ikk?t=294
2. Google Earth VR - this video is from the Giant Bomb crew who are typically a little cynical and have been fairly underwhelmed with VR in general for games. But they all LOVED this: "...it might not work for the folks at home, but this shit is profound and crazy."
https://youtu.be/X_zEHzZern8?t=253
VR right now is the worst it's every going to be, a year from now it'll be better and cheaper and in 5 to 10 unrecognizably better.
It's very similar, you tap the screen (or you can plug a computer mouse into your phone) to start flying in the direction you're looking.
https://i.imgur.com/0NUacn2h.jpg
https://play.google.com/store/apps/details?id=com.google.sam...
As you point out, it can be tough to clear out entire rooms for room-scale, so recognition of real world obstacles seems paramount to proper enjoyment (regardless of how much you think that is immersion breaking).
Socially sharing the same spaces together with friends/family I think is more important than a lot of people at first realize. It's especially important for business applications and things that aren't games, but even in games, cooperative sharing of spaces may be the defining difference between good games and great games.
Even projects like "Spectator Mode" allowing cameras to share in the spaces seems like important baby steps to breaking VR/AR/MR out of its shell and more to something that enriches the spaces around us rather than locks us in and closes us out.
I for one think that's the direction all of this needs to go in order to be more than just a toy, more than just the flavor of the month ViewMaster for adults with big enough budgets.
These are all issues that can be solved by technology - a lightweight wireless HMD with 8k per eye that requires no other device for full body tracking would tell a much more compelling story, but we are probably many many years away from that.
But that doesn't solve the core problems with such a device: it is inherently antisocial (who wants to watch a movie with their boyfriend with the two of you having a HMD strapped to your head, even if it gives you an amazing IMAX like experience?) and would be dangerous to wear anywhere but in the comfort of your couch. This guarantees that there'd never be any consumer use for it beyond hardcore movie/video game enthusiasts. Some interesting niche industrial applications are emerging, and that is likely to continue, but my mom won't buy one like she bought a Nintendo DS.
The usual counter argument to this is "well AR solves all of that!" - but then the required technology puts us decades away from any realistic product.
If you spend a lot of time thinking about this question and can come up with a few compelling answers, there might be a lot of money in it for you :)
The enormous social benefit is remote. You can have a social interaction with any of the BILLIONS of people throughout the world that are connected via the internet. You can connect with friends and relatives that live thousands of miles away.
I'm not going to be in VR 24 hours a day, but if I can hang out with a friend twice a week that lives in England, how is that anything but "social"?
I don't agree with this. It's much easier to be aware of your surroundings when you're just looking at a monitor versus having a full helmet strapped onto your head; you can't even notice someone walking into the room, let alone acknowledge them.
> The enormous social benefit is remote. [...] You can connect with friends and relatives that live thousands of miles away.
I don't agree with this either. A video call is much more interactive, since you can actually see their face to read their reactions to things or even show them what you're currently doing. With VR, at best all you get is a rough interpretation of them presented as an avatar in a virtual environment. You'll never get a video of their face, since it's covered by the gear, nor can you quickly pan around to show your surroundings, new car/baby, etc.
Have you tried VR before? I've played paintball and gone on quests with people all over the world with my Vive. VR is the complete opposite of anti-social.
Not only that, we had "VR" (with shutter goggles) 20 years ago that you could have said exactly the same thing about, and exactly the same thing happened. The hype train failed to stop at reality station, jumped the tracks, rolled down an embankment, and burst into flames. VR lived on in niche applications. Just like it's going to this time.
It doesn't need to be that fancy. Current resolution with perfect positional tracking on a mobile device with 2hr battery life, finger tracking, and photogrammetric passthrough could tell 90% of the "compelling story" your 8k device is for. And you could definitely make experiences in it worth a $400 price point.
We could be as little as 2-3 years from a device like that? At at a premium price point at least.
Remember that people had no problem staring at 320x240 screens, as long as you didn't make them jump around in a pukey way.
Headlines are always "clickbaity" whether they're online or in a dead tree newspaper. They exist to grab your attention and make you read. If I were writing a headline based on this topic, I'd choose something along the same lines. It's not nuanced but it's not misleading either.
Here, for comparison, the way I parse the quote:
A) "We're optimistic. We think VR is going great" - overall assessment of the situation, WE think = Valve perspective
B) "It's going in a way that's consistent with our expectations," - OUR expectations were realistic and not overhyped, it's going as planned
C) "we're also pretty comfortable with the idea that it will turn out to be a complete failure." - because A and B we expect VR to do well, but as a company Valve is ready to face the risk of VR being failure
D) "Some people have got attention by going out and saying there'll be millions of [VR unit sales] and we're like, wow, I don't think so," - slow initial growth is within Valve's expectation
Later some issues with current state of the technology as well lack of killer app are mentioned, but [B] Valve expected VR to be not perfect at the start and [A] it's doing well by their criteria. [C] is for me only about Valve the company being OK if VR fails not about VR actually failing.Here's the quote for people who read comments first:
"We're optimistic. We think VR is going great. It's going in a way that's consistent with our expectations," says Newell. That said, "we're also pretty comfortable with the idea that it will turn out to be a complete failure.
"Some people have got attention by going out and saying there'll be millions of [VR unit sales] and we're like, wow, I don't think so," Newell continued.
By establishing SteamVR, and attempting to make SteamVR work with any headset, valve has basically ensured that if VR does turn out to be successsful, Steam will still be the shop you use to buy the games for it.
They managed to cut off a possible existential threat to their steam business model that could have come in the future.
There are FPS games for VR. They're OK. VR gear may just be an optional accessory for hardcore FPS gamers. Virtual worlds? Well, you can connect into High Fidelity right now. Few people do, and it's boring in there anyway. Teleconferencing? Get real.
(And yes, fanboys, I've tried the things. I've used an HTC Vibe, a Microsoft HoloLens, and most of the earlier VR gear back to Jaron Lanier's original demo rig. The resolution has improved, and the head tracking is far better. But there's not much compelling to do in there.)
But I agree with other posters about low resolution being an issue.
Also: the Facebook factor. Oculus has been a couple orders of magnitude less interesting since it was acquired by Facebook. I don't give a crap about avatars and VR chat, and I don't think anyone I know does, either.
I envision a time where I can just put on a headset and I'm in the companies virtual coding room. Other developers join in whatever timezone they are in. You could have developers who are in company HQ and remote all over the world.
Each developer could be locked into what ambient sound they are in and then can connect to 1 or more people in the room to talk.
Want to screen share between 1 or 2 people, then a screen pops up virtually and these people could debug code, diagrams, whatever it may be.
When I'm coding, it's on my laptop but simultaneously coding on the VR one as well. I could share that screen and a coder in another country in real-time could collaborate or have a fresh pair of eyes immediately.
Imagine being on a viral IRC with coders all over the world, working on an open-source project as if they were right there next to you?
When I say this, everyone is connected to the virtual world. Not as a floating orb, but an actual body. They can see your face, emotions, hear your voice.
I think it would be a game changer!
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Other uses could be 360 degree concerts. Where you can choose whatever vantage you want.
The possibilities are endless for VR, it really just takes someone to keep polishing that use-case. It's not going to be a home run for another few iterations at least!
This would be pretty cool, and you'd probably be able to lower the videocard requirements as well.
VR headsets don't distribute pixels evenly across the entire view-space, the lenses concentrate the pixels toward the middle of your vision. So if for example you had a display that took up the center 25% of your vision in VR, it might have 50% of the actual display pixels. 50% of 4k is 1080p.
So you'd end up with a display that looks pretty large, but is only 1080p. Not optimal, but definitely usable.
That's something.
the headset would need to capture your expressions somehow and translate into your avatar doing the same. if not, you'll get Second Life level crap.
it will take a while.
Ki-Adi-Mundi working from home here.
Not games. Not business applications. Not practicing open heart surgery or bomb defusing.
No, the intersection of VR and Mass Interest will be something a lot closer to YouTube-Meets-Network-TV-Meets-James-Cameron. "Hardcore Henry" for other genres like Comedy, Drama, Romance...There's a big problem though. The Tech Industry and Content Creation Industry fight each other like petulant, smart-ass, greedy siblings.
So it ain't going to happen any time soon. AR will, in the meantime, become extremely compelling through Content Creation Applications. Microsoft is screaming ahead in this realm, with the Surface Pro platform edging into Education and the Surface Desktop likely a contender for studios worldwide in all sorts of areas (Visual, Film, Music). Microsoft, unless their compass is totally out of whack, will eventually have a compelling reason to add AR into a high power workstation.
I probably spent about $5k+ on VR between the Oculus, Vive, my PC hardware, and a few games. I was lucky enough to be able to get in early so I got discounted pricing on a lot of the stuff and made some money back selling old dev kits and whatnot. VR is absolutely not within reach of the average consumer in any kind of palatable way. Sony VR, IMO, is just not compelling for users when you factor in that you have to buy a PS4, the camera, some move controllers (potentially) and all for a pretty cool but ultimately short-lived experience. Until we get some games, apps, and experiences that are repeatable and re-usable, VR is just going to be this niche thing. I can see exactly where Gabe is coming from and, like some other comments have said, I think he's going to be ready to sing the success of VR when there's a very low barrier of entry - wireless HMD, body tracking, prop tracking, and, most of all, when it's comfortable and an actual experience.
"Gabe Newell on VR: "We're optimistic. We think VR is going great. It's going in a way that's consistent with our expectations"
That's a direct quote from the same story that more accurately reflects his position.
ADDED: It's also not especially newsworthy that the CEO of a company developing VR says VR is doing great. It is far more newsworthy for him to acknowledge that VR might not succeed.
My reasoning is this: imagine the perfect phone VR viewer.
It would be something like a much improved Google Tango. You hold your phone, and it is a true 3d view into virtual reality, the refresh rate is 90hz, and tracking is perfect. It literally just looks and feels like a little window into VR.
Like opera glasses.
And in fact, if you watch people using VR for the first time, many people try to keep a hand on the headset. I wonder if there is some deep desire there, to maintain separate control of your viewpoint and the line where the virtual and physical intersect.
I suspect that in the long term, many people will be happy to watch what's happening in VR from a bit of a distance.
And big downside a headset has is transition cost. You can text me a VR link, and I can put down my french fry, pull phone phone out of my pocket, hold it near my face, and look around. With a headset, I need to get it out of my bag, strap it on, adjust it, etc. And that's assuming full mobility.
The other consideration is that we've already fairly carefully titrated our interest in realism vs abstraction as a society. People still read books, people still watch cartoons. These are not seen as lesser artistic experiences than a gritty realistic film. They are just different. VR will be the same, some works will be amenable to immersion, but people will still keep writing novels and cartoons and VR will be a niche too, to the extent cartoons are a niche.
I think there is also a gap forming between the "anything is possible" crowd and the "no, common sense is real, men are men, dirt is dirt, god is god" movement. Public spaces in VR will look pretty unappealing to the latter. VR will be a godsend to trans people of all stripes, but not everyone wants to transition somewhere.
I'm not sure 3D work done while sittings really a particularly niche application, unless you interpret "work" narrowly (in which case, I just think it's wrong.)
And, in any case, advanced AR is many years behind VR and mostly builds on top of it (it requires solving a super of the problems required for successful VR) so VR could be quite successful even if that was true in the long term.
Makes me wonder if programming could benefit from the 3D screen that a VR headset effectively provides. (And I mean this in a completely neutral way: I really wonder, and need to think about it.)
Then, you just make sure the space you are in is empty.
Aka, don't be dumb. Just put the VR system in an open space, and you'll be fine.
It's just that they see it as an ongoing experiment so they're okay with this iteration of it failing probably because they haven't bet the farm on it.
- It's too bulky or uncomfortable - It's too expensive - There isn't enough good content - There aren't any killer apps - Resolution is too low (and relative optics, screen quality and FOV issues) - Its not wireless
All of these problems are actively being worked on. I'd argue that there is core tech missing from the current round of VR headsets that will come later and enable exciting applications.
My future concerns with the VR market are consumer perception, which might cause people to reject VR or AR even if a killer device with a killer app comes to market, and the larger existential issue of people will never want to interact with software in 3D space, and something about 2D (or text, or speech\audio) is inherently more convenient or easier to grasp. The former issue can be solved by good marketing, word of mouth, but the later can't.
On HN the most commonly mentioned "killer app" for VR is infinite 2D screens, which is one of the most boring and unimaginative thing you can do with VR. AR "killer apps" tend to be equally boring, floating notifications and maps. Occasionally people mention telepresence, but its largely still straightforward applications like live event streaming or teleconferencing.
A high quality AR\VR device with the proper infrastructure could essentially give people limited super powers, think time travel, teleportation, conjuring\illusion, being in multiply places at the same time, reality remix, etc.
The only caveat is that the implementation doesn't give me any motion sickness.
In terms of actually having a viable workstation, you'll need to wait until the resolution of these headsets gets high enough for easy text reading, which is 2-3 years out at this point.
I probably used the wrong term. Substitute `nauseated` in place of `motion sickness`. When you say "locomotion" do you mean the player physically moving, or movement in the virtual space?
I get nauseated just watching a first person shooter on a normal monitor. I also tried one of those VR goggles that you stick a phone in and wanted to hurl after about a minute of watching a roller coaster simulation.
Locomotion methods are also a big problem, but Eve is a cockpit game which usually doesn't trigger people.
There's this other thing though. Augmented reality. Technology is kind of here and inexpensive. If you have a relatively modern phone you have AR access, maybe not the latest and greatest, but it's there. Yet, I think that one is a complete failure so far. So many false starts! Content is gimmicky at best and it seems people don't care at all about the technology or potential about it. It's commodity now. When AR happens, it's great (see Pokemon Go, Eyetoy, etc.), but it doesn't live for long (see Pokemon Go, Eyetoy, etc.). Where's AR headed?
It may turn out to be a novelty, but it may be an important one.
I do agree that AR is a huge gimmick that probably won't be solved until VR is firmly established
1. engaging story-line
2. flow-inducing gameplay
3. social involvement
4. sheer boredom while on public transit
Because VR is so new, no artist has yet created the "epic" story or "flow" game-play that requires VR. Social with VR is potentially revolutionary, but currently, the multi-camera setup required to full mo-cap yourself properly and the lack of tactile output means social interaction in VR is not quite there yet. And because of the setup required, one can't exactly play VR while in public transit.
On the other hand, I do see VR having a lot of work-related applications like 3D modeling and architecture... it's just that no one has written those programs yet.
I dunno, I think that consumer sit-and-consume is more viable than most "expensive simulator" applications: VR isn't useful for things where either more-than-audiovisual interaction is important, and it's arguably lower quality than a high-rise little physical mock-up with a flat 2D display for most vehicle, etc., simulators.
Now, if we were talking AR, I'd agree that the military and other expensive simulator market is where AR's big initial market is, because AR can layer on top of and enhance the best-available conventional training systems.
It's:
- Inconvenient
- Expensive
- Doesn't solve a direct need
I don't think VR is going to disappear or anything, but I can't think of anything with the above three traits that has been a mainstream success
I'm not hating on VR, I just am skeptical that wearing a face helmet and ignoring your surroundings is going to be a mainstay in our culture.
Need to double the resolution in each eye and improve optimization by A MILE to fix those minimum framerates. The experience is just terrible, you kind of need to drink the kool aid to think otherwise. Nice to see Gabe leading the charge for better tech here.
Tons of sales because it's cool, then people realize they have no idea what do with it.
People do know what to do with an iPad.
I think the iPad's current problem is that the trend towards using larger phones made them less useful as a device between a phone and a laptop.
The iPad can only be claimed as a failure compared to investors' expectations, or compared to the iPhone. In the most recent quarter (Q1 2017), Apple sold 13.1 MILLION of them. Over 6 billion dollars of product sold in one quarter sounds pretty great to me.
Significant US Ownership Growth: http://www.pewinternet.org/2015/10/29/technology-device-owne...
Minutes spent using tablets: https://www.wirelessweek.com/news/2016/03/death-desktop-65-d...
Sure, from a capitalist perspective it was a great product. It created an entire market and earned lots of revenue.
However, ownership more than doubled and internet usage stayed flat/declined. We succeeded at making people want something, but it was not something they needed.
VR is clunky and unless its as simple and sleek as wearing eyeglasses it will go nowhere.