This announcement seems to be saying it's 1) untethered and 2) $200 price point. Those will probably increase the current market size but I just haven't seen anyone (anecdotally) clamoring for VR. Curious if anyone has a view on other bottlenecks.
This announcement seems to be saying it's 1) untethered and 2) $200 price point. Those will probably increase the current market size but I just haven't seen anyone (anecdotally) clamoring for VR. Curious if anyone has a view on other bottlenecks.
I'd guess the biggest hurdles are physical discomfort with long term use, and that there isn't yet very compelling VR software.
I don't think its games. At least, it's not obvious how to turn existing kinds of games into VR experiences, and make them mind blowing. In my experience, VR games are not currently very good games, and are relatively lacklustre as tourist experiences.
So what? I wish I knew. But I just don't think there is a compelling reason for most people, even most passionate gamers, at the moment. Which, as a fan, pains me to say.
AR is more interesting, especially if it can get to contact lens size.
No. But that's not to say I don't think it will happen. And if / when it does happen, it will appear to have been inevitable (things tend to feel that way in hindsight)!
> do you think it could end up being like 3d is today
3D is a good analogy. Like 3D, unless there are some unique and only VR experiences, it will be a nerdy way of consuming content that is adequate (or even higher fidelity) on regular kit.
Lowering the price / making the form factor more convenient, can't hurt. But I'm not convinced that what the problem is at the moment.
When we talked to non-VR consumers (it's been a couple of years, but intuitively I can't imagine much has changed), the response was more "why would I want to put that thing on my head?", rather than "does it have to have a wire?" Price was a big turnoff, admittedly, but I fear a drop in price alone will simply mean it ends up in the 'barely used gaming peripheral' cupboard with your light gun, your dance mat and your steering wheel.
I would be very surprised if its success comes purely from being a peripheral used by gamers.
VR technology is incredibly impressive, but a lot of problems that VR fans insist are easily solvable keep resisting nearly all efforts at overcoming them. Locomotion continues to be a huge problem that severely limits VR games. The third-person style of Lucky's Tale didn't catch on as it made too many folks feel just a little bit too wonky, if not completely motion sick. This means that on some level games like The Witcher 3 just can't be done in VR, and that's a tremendous hit to the medium.
I do think there's a future in VR gaming, but the current Vive and Rift will never be the vehicle of delivery. The price needs to go down and the convenience factor needs to go way up. I do think Oculus is going in the right direction with untethered headsets.
"I don't want to put something on my face"
A standalone cheap headset is a step in the right direction, however something like Santa Cruz with 6DOF is when I believe more mainstream adoption will start occurring. Right now the most widely available headset is still Google Cardboard.
Input is making progress, but I continue to think using your hands would be the best option rather than any controller.
To me, it feels like the hype around VR is starting to wane.
Right now, the hurdles are price, form factor, and motion sickness. I think last two problems are why broad adoption may never come.
I'm one of the people that can't wear them. The first ones I tried were in 1992 (the pterodactyl game) and after a couple of minutes, I was ready to barf.
I tried VR in the 90s as well and did get dizzy after 20 minutes or so. I have a Vive now and The experiences are completely different, worlds apart.