Why we've never fallen in love with virtual reality
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It's a great way to scratch my aviation itch and is also great for practicing procedures, especially when paired with a live air traffic control network like PilotEdge. My brain seriously forgets that it's a simulation when I'm in it.
This could be a way to revolutionize flight training, and make it more accessible. The entire cost of my PC build including VR gear and software is a fraction of what real-life flight training costs.
I guess it depends what kind of flying you do in the sim but do you find it still provides a fun factor? Like is it immersive enough to go fly around in the mountains? Or hop around some lakes in a seaplane? Is manipulating switches and buttons other than the primary controls cumbersome within VR? I remember the original ‘virtual cockpits’ in MS Flight Sim and planning around go find the right switches and buttons to click really took away from the experience.
I’m really interested in this idea but haven’t found a setup to try out and I’m hesitant to spend a bunch on it just to test it out.
BUT I enjoy flying VFR in busy airspace with the PilotEdge network, and also IFR flying. For the communications and IFR flying, the mental tasks you do in the sim are identical to what you do for real. After an ILS approach to minimums in the sim, I feel like I got a workout. It definitely keeps my head in the game.
The controls become second nature very quickly.
As someone who has a career in all of this I just want a way to fly low and slow without dropping $20k+ on an aircraft plus all of the other ongoing expenses and time that incurs.
MSFS2020 certainly looks promising but so did FSX. I suppose I’ll just have to continue waiting until the VFR experience improves or I can afford an aircraft.
Thanks for sharing your experience!
I know nothing about flying but it's something that I am always thinking about learning, but if VR is good enough to scratch that itch, I'm up for it.
VFR on the other hand is all about visual reference to what’s outside. To truly have a VFR experience in a sim you would need incredibly detailed rendering of the outside world which is very graphics and memory intensive. FSX from Microsoft came close but at the time it brought most hardware to a crawl with the settings dialed up and then MS abandoned the franchise.
If MS pulls off their new sim well we might finally be there where a decent VFR flying experience can be simulated when combined with a head mounted display that lets you easily look around out the windows. Time will tell though. I just read something today saying 40 FPS at 4K on a GTX2080. That’s pretty intense.
You just interact with the cockpit as you normally would, pressing buttons, pulling levers, and twisting knobs.
In the virtual cockpit, there is a tablet app that displays all of your maps/charts/checklists/reference materials. Works pretty slick.
The limitation, in this case, is being affluent enough to have a large empty indoor space to dedicate to VR so you don't bump into things as you walk around; and the desire to calibrate the thing correctly. It's like setting up a really good sound system to listen to music in 5.1; really fun if you like that kind of thing, but "meh" to most people who are happy with a smart speaker.
In my case, when I played a friend's VR setup, he had to have his entire living room completely empty and the system calibrated correctly. Even though his living room was rather large for a Boston-area apartment, it just wasn't large enough, and I kept bumping into a specific wall where his system was miscalibrated.
Such a system will never work in a typical tiny Tokyo, NYC, or Hong Kong apartment; but I could see it selling being a good niche in suburban areas where it's common to have large basements.
The Oculus Quest isn't like 5.1 sound at all. I kickstarted the original Oculus and would agree with your characterization there, but the Quest is entirely different. It's self contained, not needing to be tethered to a computer, and the boundary configuration is a snap. You do it from within the VR, observing your own room with its cameras, and just draw the boundary walls. Many games you can even do seated but "room scale" ones only need about 6ft x 6ft, which most people even in tiny apartments can put together.
We have enough space if we move a table in the living room, but we have to do that every time we want to play. So to me it seems worse than the 5.1 setup, because you only have to do that once.
(Additionally, I don't want the lenses to get dusty, so I keep the Quest in a travel case -- so I have to remember to take it out of its case and charge it during the day if I plan to use it in the evening. The whole thing feels like a bunch of hassle)
I don't know if they use VR, but all Formula 1 racing teams have simulators set up, not only for learning the cars and tracks, but also for working on car setups before the race weekends. Same with flight schools -- they're all throwing you in a simulator before the real deal. I can say from experience the crummy "simulator" I got as part of my $150 Groupon "flight experience" package paled in comparison to the realism of $300 worth of Oculus, a $100 joystick, and $100 worth of simulator software. Especially for helicopters, I'd say, you really need the sense of depth.
Heck, even the most physically immersive VR game out right now (Boneworks) encourages sitting play-- so maybe the huge open area isn't that necessary.
However, my definition of "tiny" might not compare against your definition of "tiny" well.
I have a VR setup and I absolutely love VR gaming, and yet I'm sitting here on a Friday night on my desktop computer playing a 2D game because I can't be bothered to go and get my laptop (which is VR capable, where my desktop is not) and clear floor space and plug in my VR headset.
It's not just that it's a universal pursuit which currently has niche appeal. It's a niche pursuit. It's not just about floor space, it's about floor space in which you can relax into your VR space and know you're not going to be interrupted.
The only disagreement I have is the space argument. Once you have your "vr legs" and can stomach free locomotion, you basically never move your feet again and so "roomscale VR" shrinks down to a 1m x 3m window. That's about the space I have available in my office and these days it's generally sufficient for anything I want to play.
Furthermore, it remembers setup for each space very accurately so setup is a one-time operation for each new space.
However, the stream is delayed quite a bit so we do this with the TV muted -- otherwise the experience in VR is annoying (especially with music games like Beat Saber).
You could perhaps work around that by using some good isolating head phones, but then it would be impossible to have a conversation between the folks on the couch and the person in VR. (in which case, why are you streaming to the TV then?).
I really don't know why Beat Saber doesn't allow it, it would make so much sense.
There's potential for extremely immersive experiences even in the Vive's smallest play area. Right now, as I see it, the bigger barriers to VR adpoption are cost of equipment and social norms. Right now VR tends to be an isolating experience, and there aren't a lot of experiences that allow for VR and non VR people to interact, let alone have multiple participants in the same space.
After that my wife and me got a second hand Vive for 350, and it’s been amazing. I never play regular games any more, and even she (who never played any games) now enjoys it a lot and plays with me from time to time.
All this is to say that I do think VR is here to stay, it just blows regular gaming out of the water... but it definitely is at its infancy - games look and feel the way PC games did 10 years ago..
(As for myself, I tried a friend's Oculus Quest extensively two weeks ago. Now I'm sitting at home, drawing up plans in Inkscape for how to rearrange my furniture to accommodate a room-scale VR area.)
I tested VR-headset directed at professional use: VR-2 Pro https://varjo.com/products/vr-2-pro/ Now every VR headset directed at consumers feels like utter crap. PSVR and Vive experience is ruined.
If you are willing to cough up €5995, you get really blown away until something better comes along and there is still long way to go. Field of view is just 87 degrees for example.
On the other hand VR is amazing. I’ve since switched to the quest which helps with most of those issues I mentioned.
For some people, this is a good thing.
The difference is incredible, and even cellphone VR was pretty cool.
I think most people haven't tried PC gaming and are stuck with cheap VR knockoffs.
Science fiction predictions of the future are almost universally comically bad. People should know this by now; we completely lack positronic brains, warp drives, moon bases and tricorders. VR is a science fiction prediction of the future, just like positronic brains. The fact that people won't pay lots of money for a cheesy 3-d glasses experience as a proxy for science fiction VR shouldn't surprise anyone.
Well, if the current trend of battery improvements holds, and considering the unfathomable amounts of money and time thrown at the problem, we're hopefully about 10 years away from devices that can last 1 week on a single charge. Not quite Captain Kirk material, but we have about 240 years to get there.
> nor fiddling with it when he was bored
Do you consider this a minus? Most people consider it a huge plus :-)
It's the same amount of energy as 11 milliliters of gasoline or a third of an ounce of fat on a piece of steak. Batteries (and explosives) are shitty at storing energy compared to hydrocarbons.
"The iPhone 11 Pro Max beats that estimate by some margin, lasting just minutes shy of a full 48 hours between charges."
For 1 full week we need 3.5x capacity.
Plus, at a certain point, the gap between (weak) explosives and batteries becomes really small. After all, the main difference is how they release that energy :-)
The Trek franchise should have some reference to the Texting Ban of some stardate.
I think it was pretty clear that you had to press a button (or tap a badge) for the thing to start listening. Not sure how Android works, but Apple does have such a button, where you can talk to Siri without saying 'Hey Siri'.
> I can't just speak to communicator expecting it to... connect me to the right person.
I've been watching ST:OS on Netflix recently, and this seemed like something that was written by someone who obviously had never had anything like the technology they were working with. At any random time, Kirk just says, "Captain to medical. Bones, are you there?" And McCoy never says, "Sorry Jim, I'm in the can; I'll get back to you when I'm done." Or even, "Sorry Jim, I'm in the middle of removing this piece of shrapnel from a red-shirt's knee; I'll have to get back to you in an hour." Nobody is ever going to the bathroom, or eating, or sleeping, or having sex, or even just busy doing something else; they're immediately available to talk to you, 24/7, right where you expect them to be.
That's obviously an unworkable nightmare. One way or another, you're always going to have to request a connection, and wait for the person to accept or reject it.
They mention it in passing in a later paragraph, but the cost of the headset is peanuts compared to the cost of a system that can provide a consistent, high-framerate, high-quality image. While cheaper options exist (Daydream/Gear VR, Oculus Quest, PSVR) they just don't have the quality or framerate to really send home the "future of gaming" VR has been sold as.
I'd argue we're still minimum three years away from seeing mass adoption of VR in the household/consumer market. With raytracing still being in its infancy and software optimizations for many-core CPUs just beginning, it'll still be some time before mid-level <$800 systems are capable of providing a good VR experience.
Have you actually played with the Quest? I've had many people use mine, also people who used Vive or Rift before and nobody was disappointed with the quality of it. If realism and frame rate were the most important part of gaming, then Pokemon Go and Candy Crush wouldn't be as profitable as they are. The majority of people want simple, arcade style entertainment, not hyper realistic sagas that take hours to finish.
I've lost count of the number of times people have used that template and turned out to be humerously wrong. My favourite is probably when people tried to use it for Japanese phones > iPhones then the next generation iPhone wiped the competition in Japan.
People want good entertainment more than they want their senses stimulated, but it seems very likely that good entertainment which stimulates the senses more effectively will have a massive market.
We're dealing with something where the output can be strictly better than video in a fairly meaningful way. It'll turn out people want that when someone makes a compelling and high quality game/app. Sure, nobody is going to move over just because the visuals are good; but there is artistic space in VR that hasn't been touched before and some of it is going to be amazing.
I suppose the short version is you are right but we've seen people say that before and it presaged massive changes.
Call of Duty on consoles has long been described as feeling better than other shooters, partially because of it's 60fps target since Call of Duty 2. At the time few people would care if "60fps!" was a feature printed on the box, it was more behind the curtain magic.
The only downside is that the graphical content has to be stylized. But in games, stylized looks can be a boon instead of a hindrance. A typical good gaming experience is extremely stylized and over the top, anyway (especially in these "realistic" militaristic FPS games).
This is he first time for me where an emergent new technology in the gaming world feels like a proper thing with actual potential, and not a just a novelty gimmick like motion controls, 3D and previous attempts at "VR" were. I had the chance to try the new Oculus Rift S and the HTC Vive over the holidays with some Beat Saber and Superhot and it was a really amazing experience. I have honestly never felt such awe for a game since my childhood days where I'd witness a brand new graphics engine like Source for the first time.
There is definitely a bright future for VR as the technology will only get better, cheaper and more accessible with time.
Yes, really, You are the exception. By now there is quite a few people who have tried VR in some place or another and the market has clearly shown sales are not skyrocketing at all. It's a very slow growth, we are talking about a few millions headsets per year, which is just pocket money market wise compared to smartphones or even PCs at large. Also, most of the software is utter crap (with a few exceptions like Beat Saber, Tetris Effect) and not convincing enough for anyone who cares about their spending.
The first touchscreen phone was introduced in 1994, the IBM Simon. Yet the first true modern smartphone to get mass adoption was the iPhone, 2007. And truly massive adoption worldwide happened after iOS and especially Android took off, a few years later.
VR has been around as a purely techie idea for 30 years but we haven't really had the tech for something worthwhile until recently. I'd say that we're probably 5-10 years from mass adoption, once we have some lighter high-performance headsets.
It will probably be closer to 5 years than 10 year for the first mass adopted rig.
Then you need super high graphical fidelity (resolution, refresh rate, field of view, etc.) and super portable equipment.
AR has a ton of potential though (e.g. windshield HUDs).
There has definitely been a huge increase in interest with titles like Boneworks and the upcoming HL Alyx. The Valve index has been sold out almost instantly and there's reportedly a huge backlog of pre-orders for it.
That's what they said about 90s VR too. I mean, I guess "eventually" can technically still mean 30-40 years from now.
The Valve index sold out because it is the only way to play one of the most anticipated games of all time.
https://arstechnica.com/gaming/2019/11/half-life-alyx-will-f...
Because of a console's placement in front of a group instead of attached to a single person's head, I think it's better positioned for a wide variety of entertainment experiences.
Large TVs are now cheap enough that they can fill an entire group's field of vision with a shared experience as opposed to having to buy 1 headset per person. Obviously turning your head ruins the immersion of a TV, but I would argue that's not always a bad thing. Sometimes it's fun to be "trapped" in VR, but sometimes it just makes the experience more isolating and difficult to operate (eg how do I watch my kids playing on the other side of the room while I have a headset on?).
The sense of speed and immersion with a good wheel and pedal setup in VR is unmatched by a monitor based setup. I tried it at a VR arcade and kept adding time to my session to keep playing.
I have a fairly nice and expensive sim racing setup at home right now, but my PC cant run any of the current sims in VR well enough for me to justify getting a headset. Between PC upgrades and headset im looking at $500+ in upgrades that I just haven't gotten around to doing, but you can bet its on my list
Don't bother with anything worse than an Index these days, the Vive is amazing in beat Sabre but awful if you want to read the dials.
Sure, the text might be a bit blurry (like on every other game), and the dials look worse than desirable but driving at speed I think the immersion is unmatched.
I have a gtx 1080 and oculus rift s. I haven't tested yet ACC.
RF2 is so good - the only time i really leave for other Sims is if there isn't content for RF2. The big thing rfactor lacks right now is hybrid modelling unfortunately.
If you want a more realistic sim, iRacing is supposedly top dog, but it's subscription based.
I enjoy Asetto Corsa better, regarding the physics, I consider they are about as good, graphics are so much better. The good thing of iRacing is the online competition, which is simply superior on every single aspect, but not worth the subscription model nor the costs.
It may make sense if you run ovals, dirt ovals or rally cross, but since I only run on circuits, it's not worth the money to me.
+ A Shin Godzilla themed helicopter raid which required a customized "cockpit" to ride in with rumble capabilities, + A Dragon Quest free-roaming VR adventure which required a LOT of space to enable + A Mario Kart race which, again, required a customized "kart" to ride in which simulated the physics of every sharp turn I took.
The first and third attractions were about five minutes long each. I don't doubt that there was a lot of engineering effort required to even get to that much content nor the fact that I would likely grow very tired of having to play an extended version of each for, say, an hour or two.
I think for at least the time being, this is how VR is going to be adopted: As a theme park experience where short novelty experiences people want to have is made available with the space and props already provided to enjoy it.
Stuff like The Void[1], where a complete arena is built to supplement the visuals, with physical features that match the VR ones (like physical buttons on walls that match the VR projected ones, moving platforms), smells, wind, sounds, etc.
The future of this is going to be incredibly cool, I think. Just subtle stuff like blowing cold air on your face when you're standing on top of a VR mountain, will do wonders for the immersion.
I'm pretty sure I played a VR racing game in a similar sort of setup in the 80s! There were only ever a handful of games, and they were only found in a very few places, but foir my birthday one year when I was a kid I was taken to the Trocadero centre in London where they had a few of these machines. They weren't massively responsive but they were good fun and for the time they were amazing.
But given just how long VR tech has been around, I do wonder if it will ever be mainstream in any way.
I then got a mixed reality headset and Beat Saber was a game-changer for me. The controls are so simple and are perfectly suited to VR. No motion sickness etc. It's a great game. I've picked up loads of the best selling VR games on Steam and although some have been fun, none quite match up to Beat Saber.
Google Earth with room-scale VR is stunning. Being able to walk around your hometown as if you were a couple of hundred feet tall is an incredible experience.
I'm looking forward to MS Flight Simulator 2020 and it looks like the devs are making VR a priority. This could be a winner for me.
> Many big name adopters have abandoned their VR projects. Google recently halted sales of Daydream, its VR headset, admitting that "there just hasn't been the broad consumer or developer adoption we had hoped".
> Meanwhile, the BBC has announced it is ending the funding for its VR hub, less than two years after it was founded.
6DoF VR with tracked controllers (Quest, Valve Index) is a whole different beast, and actually seems to be gaining momentum lately.
If VR were such a hot market surely you would not see the Google Daydream news and Samsung killing off GearVR. You have to take in account all news, positive and negative, to get an actual view of how the market is doing. And also the investment. And investment in VR has been in the decline for a couple of years now after an initial peak.
And don't ignore how active the porn industry is in the VR space.
I don't own a VR headset and I don't intend to any time soon - it's too expensive and nothing looks enjoyable enough to justify the cost. But once enough big-name games like Alyx get released, gamers previously on the fence (like me) will start to purchase VR headsets, and VR will eventually become the new gaming platform that publishers wants to release on.
[1] https://store.steampowered.com/app/546560/HalfLife_Alyx/
I predict the opposite. It will sell a few headsets maybe (a peak), but that alone will not change the course of the technology at all in 2020. Plus, Half Life's popularity in 2020 has nothing to do with its popularity 20 years ago.
Some YouTube streamers that I watch did a big run of VR games over the past year or so, and without exception they were gimmicky experiences that would have been better with a more conventional setup. Of course needing the equivalent of a GTX 1080 is a big barrier too.
My prediction is that when and if this new Half-Life game comes out, there won't be enough of a user-base actually using VR gear to sustain it; I hope that they have planned for that case and will release it as a normal PC shooter as well.
I hope it's a lot more than 400 000 units (see https://qz.com/1739575/strong-oculus-quest-sales-boost-faceb...) because that's not a large number at all compared to all other gadgets sold at the same time.
Silly to compare it to literally the most prolific games console manufacturer ever.
The quest 100% is less bulky and sweaty, and it includes cameras if people are in your field of control or need to do setup. It really is much better than the last generation in terms of UX and I have the vive and the entire setup.
And of the list of things preventing people from doing VR right now, I doubt strapping the headset on is anywhere near the top (things like cost, PC, space, etc are).
For me personally, a side effect of that is the reason I'm not excited about VR: it's anti-social. I'm shutting myself off from anyone else in my apartment in a way a normal video game doesn't do. It makes me way, way less excited about the potential of VR.
There are games to interact with other people in the room btw and they are super fun as well! Check “keep talking and nobody explodes” and “acron: attack of the squirels ”.
How they’d write an article like this and not mention the Oculus Quest even once is beyond me. It is a game changer and two of my friends have bought one after trying it out once. No cables, no PC, minimal setup, and incredibly immersive.
Also, using VR controllers in thin air for a prolonged time becomes a workout. The human body isn't quite made for keeping arms in these poses for extended periods of time.
However, being able to view and manipulate a virtual object directly in 3d space is pretty darn sweet. Just bending your head or moving your hand beats manipulating virtual canera perspectives and gizmos for precision 3d interaction on a screen.
I nearly forgot: the Unreal Engine editor has a VR mode that brings in the nornal 2D GUI as floating windows. I didn't like that very much, but people seem to be OK with it. I don't know any other DCC software that has VR support.
I still believe that the combination of VR goggles and gloves (can't forget the wrist keyboard!) with the right software would lead to a quantum leap in 3D modeling. Guess we'll see what happens.
> "Mass adoption remains impeded by the hardware required to run it, in my opinion. Take videogames - you need a very powerful PC, a good amount of space, sensors set up around it, and of course the VR helmet itself.
> "The cost runs to thousands and for most it is completely impractical not to mention too expensive.
I appreciate the space concern (I live with others in a condo), but the cost is 1/5th or 1/10th of what they suggest, and they are completely ignoring inside-out tracking with obviates the need for a dedicated room with a sensor setup.
We've definitely gotten $100 worth of fun out of the thing.
EDIT: wording
Keep in mind you'll probably be playing beat saber for the most part so graphics don't mean fuck all (some people on Reddit claim to play on integrated graphics) for the game to be as addictive as crack cocaine.
Also the experience isn't really mind-blowing either. We are still in a physical space where I'll walk into a wall. Virtual reality is far from reality and constrained by reality at the same time. I'd rather game with a large HD screen and use input devices so I still have my senses if I have to respond to the real world.
On a social level, it is comical how myopic her vision for VR is and how far off the mark the focus on VR arcades lies. The big selling point of VR in the near and not so near future is not expensive social experiences on somebody else’s commercial infrastructure but escapism and social experiences including work in the comfort of your own home.
Global warming, rising populations, terrorist attacks, widespread decoherence, pollution and decay in our urban centers are all powerful accelerators and extremely synergistic for the future of VR.
Ginger can also help delay onset.
It can also be noted that motion sickness really only is a problem where the game character moves while you stand still physically (e.g. using a joystick to move around). Other forms of locomotion (like teleportation) are usually fine.
I've got no hope of ever adapting to VR. Just thinking about it raises my heart rate.
While you can become slightly more tolerant with repeated exposure (as you can with anything noxious), the the discomfort never goes away.
And it's not just game character motion. Any camera movement can trigger it, at different levels for different people. If you don't get triggered, count yourself lucky, and don't tell the rest of us to "just practice" or attempt to explain away that it's only X and not ABCDEFGHIJKLMNOPQRSTUVWYZ. Listen to what we're actually SAYING.
I still remember Valve responding to complaints of motion sickness in Half Life 2 with the lame excuse "It's because our technology is so amazingly lifelike." I wanted to punch the guy in the face and ask him if that was lifelike enough for him.
That's interesting you bring adaptation and immersion together. I do feel motion sickness in VR in extreme cases. Interestingly I managed to become more tolerant of it but it came with a significant loss of immersion.
Oh and the "amazingly lifelike" argument for justifying motion sickness is indeed complete bullshit. If you experience motion sickness, it is because it is not lifelike. Bad framerates, high latency, unnatural camera movement, etc... all contribute to motion sickness.
(a) even with latest gen headsets (eg: Occulus Quest) (b) even with applications where you are completely stationary?
I ask because I've shown my quest to probably 15 people now and nobody has had a problem with it in any of the applications where there is no motion of the external frame.
There are VR devices for everyone and she seems to be basing her entire article on the shoddy VR mall experience she once got to try out.
The Quest is the best VR experience today for casual and semi-hardcore users and it changes the game entirely.
https://store.steampowered.com/app/286160/Tabletop_Simulator...
Personally, I'd love to get a group of people together and play a DND campaign or something with it, but other than that, I don't have any interest in VR games.
If anything, these days, I prefer quicker, less immersive games I can pick up and play and put down again. VR's the opposite of that in just about every way.
Development has stalled somewhat over the last 6 months -- the developer is actively releasing updates, but mostly catching up on bugfixes in anticipation of a new expansion later this year. But if you're new to the game, there are easily 100+ hours of gameplay available as long as you're ok that it's not a narrative-driven game. The community is very active, with player factions driving many of the activities in the game from public Discord servers, so the lack of content updates isn't necessarily as bad as it would be in other games. Only like 0.5% of the systems in the galaxy have been explored, so plenty left to discover!
>surface exploration and you can have friends join you on your ship as either a gunner or ship-launched fighter pilot.
This seems like it would be pretty fun. I find space Sims get boring though, they tend to get really repetitive. How does elite dangerous do with mission and system variety? I find in the end, with most games like that, different systems tend to boil down to different numbers on the trade screen, maybe a random event or two and a lot of flying around empty space to get to a planet or stations, load up on some trade goods or get a mission, head to the next system, repeat. Maybe mine an asteroid or two for minerals in between.
These things would definitely be prettier and more immersive in VR, but are they any more fun?
Mission variety is not-so-great, but I haven't taken an official mission in over a year. There is plenty to do if you're self-directed or you participate in community-driven content.
But yeah, ultimately it is a space sim and it can be played without VR (though a significant percentage of players do use VR). It's still by far the most immersive VR game I've ever played. It's also really pretty, especially with some of the shader mods applied (look up some screenshots for an idea).
If you want a game in VR thats more like the old-school Wing Commander Privateer where its less realistic but more focused on the fun/hollywood version of space sci-fi, check out X-Rebirth VR.
Why can’t VR people understand that humans are used to ultra wide vision angle? Peeping into a VR headset removes all peripheral vision, meaning you have to rotate your head all over to see things. It’s like playing quake with your neck.
Make a 180 angle headset and maybe people will feel transported to another place. Right now it’s more like looking into a doll’s house.
No wonder immersive rooms are better
Also, the main thing holding back VR right now is the amount of graphics horsepower required to run complex games at high resolutions and refresh rates of 90-120fps. I don't think there are any cards on the market that can run the Index at native resolution in most games (the software will scale the resolution to your hardware).
In fact it's the tool used to simulate field of view on F1 cars and how they tested the halo
https://hips.hearstapps.com/hmg-prod.s3.amazonaws.com/images...
My girlfriend's mother has a genetic disorder of the eyes called retinitis pigmentosa which causes tunnel vision.
VR is the tool she uses to explain to medical students how it feels to suffer from it.
Magic Leap said they had solved this for their device (maybe they did, not that it makes up for the rest).
Probably not solveable unless we do eye tracking and adapt the screen content to that or change the model from being small screens in front of your eyes altogether.
I agree though. I cannot relate at all to people who say VR is immersive.
I think it's futile to analyse the market pre-Quest and I'm excited of what's to come.
Not that I agree with it, but the general public doesn't care.
I think everyone's experience has been ruined by crappy. The 90s had a VR far but they sucked. Of you're putting a phone across your face, it sucks. The market was spoiled by crappy imitators and gimicks.
Anytime someone tries a real VR headset for the first time, they are usually amazed. I have personally sold 3 headsets just by having friends of mine try mine for a few minutes.
The problem I have is motion sickness. I can only play for very short periods of time, and I feel sick after playing.
I've had the Rift for about a year, and despite people telling me I would get used to it, I still get motion sickness.
Because I've had the experience so many times, now just thinking about playing the game will trigger the sensation of nausea, which prevents me from even wanting to play.
I've had a number of friends and family members of different ages try it. The older ones struggled with the controls but once they got into Beat Saber they enjoyed it. With better content and games I see it finally taking off. I dream of the day we have parking lots/warehouses where people play MMOs on VR and stay fit.
They had just been gifted it for Christmas and were trying out all of the demos.
I put it on and while I could rotate my head in any direction like I was living inside some google maps experiment almost...
The picture was extremely blurry and the entire experience gave me a headache... after probably only 10 minutes of use.
I am not surprised that experience hasn't "taken off" yet. It was terrible.
I can't believe somebody paid good money for that.
As soon as I put it on all I could think was "damnit, we're still 20 years out from this actually working like we expect it to".
You really ought to try an Oculus Quest or Rift S/Vive Pro. PSVR has 1080 vertical pixels, Quest has 1600 vertical pixels, much better lenses, and much better controllers. Not to mention the games run much more smoothly
I know it's natural to pick on the resolution as the reason it doesn't feel right, but our brains are more sensitive to other things when it comes to the feeling of "being there". https://en.wikipedia.org/wiki/Virtual_reality_sickness#Techn... I don't think it's going to take 20 years to address these, not with the amount of R&D being thrown at it.
I do wish there'd be more VR availability in arcade-style places.
> "The cost runs to thousands and for most it is completely impractical not to mention too expensive.
The Oculus Quest is about 50$ more than a PS4 Pro / Xbox X at launch. Still expensive but not in the thousands.
The only way to change people's minds is to let them experience the alternative, I see this both with my Quest and my Tesla. We recently had a game night at work, where multiple people brought VR headsets, but mine was the only tetherless one. I let people play Tea for God, which is a procedurally generated game that lets people walk a long distance in a restricted play area. Many of them had played VR games before, but nobody experienced anything like this and many people asked me more about it, even days later, because they weren't aware that the technology existed.
For example, it's tough to beat Wipeout VR as a future racing experience. The fact that you can look around/through the corners the way you do in the real world when you're driving a vehicle really changes the way the game plays and makes it much more immersive.
OTOH some games do seem to cause quite severe motion sickness (I forget the name of the one I'm particularly thinking of because I haven't played it in ages, for obvious reasons).
The other problem is that ergonomically it's an absolute arse-ache. I have the first gen PSVR which is just an festooning nightmare of cables. The lenses are also way too prone to fogging.
I believe the second gen headsets are better but there are still cable management issues.
It's also, frankly, not that comfortable to wear. It's not painful or anything like that, but I'm no fan of wearing hats because they tend to make me feel too hot, so you can imagine what having a bulky conglomeration of plastic and electronics strapped to my face for long periods feels like.
Really these things need to be wireless and rechargeable but then, of course, you open the system up to more latency issues.
One area I haven't had so many issues, which is touched on in the article, is the drop in quality, and in particular graphical fidelity.
Wipeout VR, I think, runs at 4K on a PS4 Pro but only 1080P with PSVR. I haven't found this to be something that bothers me at all, or at least not with this game.
On the other hand I have found the drop in quality with Driveclub VR to be noticeable to the point where it does detract from the experience.
It really does very much depend on the game though.
Still, overall impressions of the experiences on offer are fairly positive.
Nope. Maybe "of course", if they just lazily hack something together. But the tech is there, today, for low latency.
You really ought to try an Oculus Quest or Rift S/Vive Pro. PSVR has 1080 vertical pixels, Quest has 1600 vertical pixels, much better lenses, and much better controllers. Not to mention the games run much more smoothly
They just don't have their Super Mario Bros/Tetris/Wii Sports/Minecraft/whatever equivalent yet, the thing that'll set the world on fire enough that people will be all like "I'll have to buy a VR headset now, to experience this product everyone else is talking about"
That'd be Beat Saber, in my opinion.
Compare what was an amazing experience in 1995 with MechWarrior 2 VR ($3000 headset + $3000 PC in 1995 dollars) to the experience that Sony offers with the PS4 for less than 1/6th the cost today. I am still excited to see what comes next.
It was a fully themed space and you'd walk into a room full of pods (cockpits) and they'd slide the hatch closed on you. Then lights and multiple monitors would come on and you had a joystick, throttle, foot pedals for rotating your turret, and a massive array of switches, buttons, and their associated little red digital displays for weapon assignments, etc.
It was unbelievable and at the end you all went into a room to watch a spectator view of the match and got a printout with every blow of the match described in log format.
I think I still have my membership card somewhere.
"Most people I know (love it / hate it / don't get motion sick / get motion sick), those who (hate it / love it / get motion sick / don't get motion sick) are the minority."
Does anyone have real data on this, or just anecdata?
many games do not naturally lend themself to vr, and by those i mean the most popular genres, like fps, rpg, action-adventure. Basically every game that requires your feet to move about in a virtual world. I don't think it is suitable for strategy or management games either. So that leaves simulation, racing and some very old genres like on-rails-shooters. which is a sizeable market, but not the mainstream gaming market.
Not true with Oculus Quest which completely turned me from a skeptic to a believer. Just put it on and start playing. No external hardware required.
Oculus Quest really does not require an external computer (ie High-End Hardware), and it _is_ a really good experience (it's also really cheap compared to alternatives), specially the "tetherless" part of it. [You can see a lot of people in this exact thread talk about their experiences with it]
While there is still a lot to improve in terms of quality, not every game needs to look realistic (see: Fortinite - cartoon style).
Maybe someone will finally revive the First/Third Person RPG/RTS niche (not top down), which I really loved in BattleZone 1/2. I think it will work great in VR.
But yeah, really resource intensive, Pimax says you'll need 2 GPUs (one per eye) to get the most performance out of their 8K headset.
Counterintuitively, I think large-scale strategy games are pretty awesome candidates for VR.
Third person games are also pretty amazing. If you have VR and haven't tried the free VR mode released for Hellblade, you're missing out.
Point-to-teleport (worst option, IMO, but good for people really sensitive to motion sickness)
Arm waving - Basically move your arms back and forth like you would when running.
Head-directed, or hand-directed movement direction.
Physical movement in your room with no artificial movement option. This is typically in genres like wave shooters where you can move to dodge and such but not really expected to navigate a whole level.
Some games combine multiples of the above. From a game design perspective, still very much the wild west in VR.
[0] https://www.slashgear.com/panasonic-vr-glasses-are-a-steampu...
Except your brain knows it's looking at a display and not an actual 3D space, and the cognitive dissonance between what it sees and proprioception are always going to limit how immersive VR can be. And that's not even getting into the other senses that VR can't simulate. Sight and sound are actually less important in terms of immersion than taste, touch and smell.
I’ve had vr sets since the oculus dk2, and admit that I probably haven’t used it in over a year, because it’s a bit cumbersome, locks you into a single experience, removes you from your environment, and the relatively lower quality of applications that are available.
There are some really great immersive applications though such as subnautica, google earth, and elite dangerous.
I rather think this could revolutionize any expensive training. Everything with heavy machines would benefit. And every other sector where a beginner misstake can literaly blow something up.
What's to understand here is that it's not said that this killer app "exists". If VR is only a cooler screen, then it will sell like cooler screens. Now maybe it's a killer screen, that is a screen that everybody wants. I guess there is a competitive advantage of thinking like that, but right now, vendors think they are making a software/hardware platform when they have no killer app.
Thinking about art. VR has spatial painting and animation, things completely impossible on non-VR platforms. And, this is where many people fail to grasp what VR killer app really means, they are not a VR way of doing something we used to do on flat screens. Painting in VR is as much a different art form as painting is from sculpting in the real world.
Thus it may not interest ALL existing artists, because it has a learning curve. Just like painters aren't necessarily drawn to try sculpture, not all artists want to invest time discovering what painting in space can unlock.
What will happen in my opinion is that a number of young people that haven't picked their preferred art form yet will decide to spend their 10 000 hours of training in VR, and develop their expertise there. This hasn't happened yet simply because it has only been a few years and in constant flux.
The same may be true in other areas. The very first VR-native people are just growing up.
VR still has a lot of room to improve tech-wise before it's a mature platform, though. Resolution remains not that great, ditto for FoV, physical feedback is meh, most headsets are pretty bulky, etc.
I have a Rift CV1 and a Quest, they're fun platforms for enthusiasts, but it doesn't feel ready to go fully mainstream yet.
If you're genuinely interested in forming an opinion, some of the larger computer stores will have the Oculus Quest available for customers to demo.
Lasted like 3 days though.
The fact that I do actual sports, including stuff with swords occasionally, might contribute to my "gimmick" opinion :)
VR-Goggles, high-end PC, good steering wheel (G27 at minimum) racing seat, ... and ideally dedicated room for the setup
it was great fun (did it for 2 years) but got rid of it because it consumed too many hours
Why not? There are quite a few companies working on these with some success. Virtuix for example (disclosure: I'm an investor) are seeing some steady commercial success in regards to addressing motion[0]. And in terms of feedback, there's a lot of interesting work done Fl around gloves in particular, including by Apple [1].
[0] https://www.virtuix.com/ [1] https://www.patentlyapple.com/patently-apple/2020/01/apple-a...
I recently learned about this company and their product, they are developing (I think some of it is even already available) a full-body tracking suit with feedback zones. Pairing this with a VR headset and immersion would go way up compared to most (if not all) things we have nowadays.
What makes you say "never"? If there are people willing to pay for better immersion, I believe the technology won't be that far behind.
Most of the time, there wouldn't be much tension coming from the cords (other than perhaps representing gravity pulling on the sword's mass), but when a hit needs to be simulated, the right cords would rapidly tense, according to the simulated properties of the object being hit.