They're revolutionaries within an entirely new industry, and they're spending a lot of resources trying to get it to the point where it'll go mainstream.
They're definitely not phoning it in
They're revolutionaries within an entirely new industry, and they're spending a lot of resources trying to get it to the point where it'll go mainstream.
They're definitely not phoning it in
Everything Valve does is half-arsed. For example:
- SteamOS is half-arsed: It barely gets updated and considering the vast resources available to them, they can actively fix all the problems upstream and pressure/encourage/incentivize game devs to release their games on SteamOS on day 1.
- Steam Machines are half-arsed: Instead of releasing a high-end, premium, subsidized, perfect flagship machine, they just told PC vendors to take SteamOS and do whatever. Couldn't be more half-arsed if they tried.
- Steam Controller is half-arsed: Same as above, they can afford to offer really good incentives to game developers to make the controller a first class input method in their games.
- Vive is half-arsed: At launch, Vive had only one Valve-developed software and it was a simple & forgettable demo. They've been promising to release full, Valve developed games for the Vive since before the release and all we got so far is hot air.
- Steam is half-arsed: Bugs that do not touch money making features have been left unfixed for years. People have been asking for library management improvements for a decade now and Valve simply doesn't care.
I could go on for quite a bit more, but it's probably best to leave it here.
It may sound like a small detail but... when was the last time you saw a macOS app that's not retina? Steam's browser is not retina. Retina Macs have been around for 5 years. Five years.
As far as I can tell, SteamOS did the job it was meant for: be a big enough threat to push MS in a game-distributor-friendly direction, away from pushing a Windows Store only environment.
> Vive is half-arsed: At launch, Vive had only Valve-developed software and it was a simple & forgettable demo.
The vive, hardware, was a full product when it came out. Not half arsed
The lab isn't exactly what I'd call forgettable. It's basically the wii sports of the wii, which depending on who you are is either high praise or damning criticism.
>They've been promising to release full, Valve developed games for the Vive since before the release and all we got so far is hot air.
The fuck you expect? They've promised 3 full games, they're not just gonna shit 'em out.
Do you want them to half-ass it or not?
I'm pointing out that, in my experience, Valve are not this rebel revolutionaries you make them out to me. To me, they have become just another lazy, greedy company who wants to do the least amount of work possible to make the most amount of money possible.
> The vive, hardware, was a full product when it came out. Not half arsed
Wrong. I enjoy my Vive, but it's barely more than an internal engineering sample. For the price they are charging, it's too uncomfortable, the display is way too weak and it lacks polish in general.
Given that, Valve could have chosen to dramatically subsidize Vive to make sure VR becomes the revolution they claim they want it to be. I would personally have much less to complain about if they sold it for, say, $200. Make no mistake, they could easily afford that, they chose not to.
Instead they invested more in gambling & cosmetics sold with microtransactions in their 3 existing, old games (Dota, CSGO, TF2) and the only new game they've announced in a decade? A trading card game, like Heartsone, set in Dota lore. Wow, truly revolutionary indeed.
> The fuck you expect? They've promised 3 full games, they're not just gonna shit 'em out.
> Do you want them to half-ass it or not?
They have also promised HL2 Ep3 in ~6 months after Ep2 released. After waiting more than a decade for it, forgive me if I don't put my trust in their promises.
It's sturdy as fuck though. I don't think you're giving the design enough credit for what they were trying to do with it. Function over form
> the display is way too weak
It was literally the best display available for mass production at the time. And they've even tweaked it to be brighter than it initially was (compared to the same screen, in the rift)
> lacks polish in general.
What kind of polish?
> Given that, Valve could have chosen to dramatically subsidize Vive to make sure VR becomes the revolution they claim they want it to be. I would personally have much less to complain about if they sold it for, say, $200. Make no mistake, they could easily afford that, they chose not to.
Yeah or they could give it away for free. Or pay you to use it.
> They have also promised HL2 Ep3 in ~6 months after Ep2 released. After waiting more than a decade for it, forgive me if I don't put my trust in their promises.
That's fine, but I don't think there's any reason to think that they're sitting on their thumbs when they've said they're actively working on 3 projects.
A history of products that have failed to materialize is an excellent reason to be skeptical of their claims about future projects. The Vive was unveiled almost 2.5 years ago, and has been in customer hands for over a year. So, how long should customers wait for those claimed games?
Further, HTC is rumored to be looking to either spin off or sell their Vive business, and they've dropped the price by $200. This suggests that HTC doesn't expect the Vive to be a money maker for them and are trying to get out now before they lose more money on it, which is another reason to question whether or not the Vive has a future.
I doubt Valve is working on Gen 2 in cooperation with HTC, so the Vive is basically dead
Currently LG is working on a SteamVR headset that looks ok
To add the relevant context I do know, I use both the Rift and Vive routinely at work. The Vive definitely has functional advantages with the lighthouses, but that's really it. The Rift is so much more ergonomic, comfortable, and polished. Looking at these two devices, I cannot believe they shipped at nearly the same price point. I have no idea what "sturdy as fuck" means in this context since I've never considered the Rift fragile in any way and it certainly feels less janky and dev-kit-like than the Vive does. The Rift's controllers are an exemplary model of form and function and absolutely waste the Vive controllers as VR input devices.
Valve's engineers made some really impressive contributions to the field of VR with tech like the low persistence display. However, that smacks to me as the product of the part of their engineering team that has passion and motivation to complete new challenges. As soon as we're back to the same old challenges - developing a compelling narrative game experience - Valve drops the ball again. As others in this thread have pointed out, their fountain of money from the steam platform offers no incentive to innovate. As far as I'm concerned Valve and Oculus are both behind on tracking technology now, since Windows MR's inside-out tracking is a completely superior solution that doesn't require staying in view of real-world sensors, rearranging my house, or screwing hardware to my wall.
I feel Valve gets way too much credit just because they run a digital Walmart with cheap games.
Which part?
Do you disagree that they're revolutionaries when it comes to VR? Every headset out there right now is based on the prototype tech they developed
> Imagine for a second if Nintendo or Sony had released a peripheral like that and had released nothing but a demo disk in over a year.
Imagine for a second that Valve had ten times as many employees as they currently do. Then maybe it would be comparable?
A F2P DOTA CARD GAME!!!IIRC, they were asked about it in this interview and confirmed it: https://www.youtube.com/watch?v=atwE-K8y-ws
Might not be that exact video but I recall it being in one of the ones VNN did.
[1] http://steamcommunity.com/games/593110/announcements/detail/...
Another 5 or so years for both should be plenty.