There's still some room for growth as better products come out for better prices, but I don't see everybody adopting it, it's too much of a hastle.
There's still some room for growth as better products come out for better prices, but I don't see everybody adopting it, it's too much of a hastle.
I think their biggest challenge for growth is that you really have to experience it to get it. People understand what "new Xbox" is all about, it's the same as the last one except improved in easily quantifiable ways, and they'll go spend $500 on it.
VR is still a new thing that people don't understand. But I think it'll get there.
Just got a Horizon beta invite today but I'd presumably need to merge my Facebook/Oculus accounts to use it. Instead, I'm thinking about nuking my Facebook account (dating back to 2005) and having to create a fresh one for Oculus useage only when they force me to for the Quest 1 to keep working.
I guess it's now or never, since once the account merge is required I'll have a bunch of real money purchases tied to my Facebook account and can't just up and delete it anymore.
https://arstechnica.com/gaming/2020/09/review-we-do-not-reco...
The standard head strap is cheaper, with upgrade options available if it bugs you (obviously that kills the $300 price point, but for most people I think it's fine). The controllers feel and perform the same as before, except now there's a thumb rest that isn't "Oops I pushed the Oculus button."
For certain IPDs between the 3 positions, the new lens setup doesn't work well, but the software apparently does understand more IPD steps and will position the displays properly if you carefully balance the lens position slide in between its spots where it locks.
The worst thing about it might be losing a sliver of peripheral vision at the sides, but from what I understand this only happens if you use it at the wide IPD setting and don't use the glasses spacer. And even if you're one of the people affected by that, the screen is still a good trade-off for the higher resolution and framerate.
EDIT - I should say that's the worst thing about the hardware. The actual worst thing is the Facebook account.
There are cool single-player experiences, sure, but that's not all it's good for. And with standalone hardware that doesn't require an external sensor setup and powerful gaming computer, they're really quite accessible.
I know you were just reaching for an example, I’m just saying it’s a pretty bad one. A better one would be “the kids can spend time with grandparents far away”, that’s an actually-desirable outcome for most people.
For older family members, Echo VR and Void Racer are probably not the games you’d want, but mini golf and bowling you could.
And you always have the “Oh no! My battery’s dying! Nice seeing you!” escape hatch ;)
The direction the Oculus/Facebook have taken with the Quest line addresses many of these issues (sacrificing quality of the graphics). VR is possibly going to have its breakout moment.
The first generation of Rift dev kits came out in 2012, and the consumer version didn't ship until 2016.
https://www.theverge.com/2013/10/18/4853108/oculus-cto-john-...
> "The way I believe it's going to play out is you will eventually have a head-mounted display that probably runs Android as a standalone system, that has a system-on-a-chip that's basically like what you have in mobile phones," Carmack said during an interview with Engadget. At least for right now, the VR device relies on its host PC to assist with its immersive functionality.
> "Maybe that means you can only do Quake 3 or something inside there," said Carmack, the man who himself helped build franchises like Doom and Quake at Id software before joining Oculus. But he also predicts a "best of all worlds" scenario where such a headset would still be able to connect to powerful PCs for higher-end games. But an untethered experience offers many benefits, he said. "It does make a big difference not having a wire dragging off your shoulder. It's significant."
Historically (that is, from the point that VR first became a buzzword in the '90s), the importance of low latency and other ergonomic issues has been consistently underestimated. Improvements in hardware were usually eaten up by greater rendering fidelity and scene complexity, keeping latency right on the edge of acceptability, which unfortunately means that about 10% of the population experiences loss of orientation or motion sickness. A similar effect occurs on standard desktop setups, but affects a much smaller group (something about the difference between moving the scene in response to head vs. hand movements).
As long as developers (of both platforms and games) keep trying to push more polygons at faster refresh rates without addressing latency, 1-in-10 people are going to reject it outright, and rather more forcefully than in a "eh, not for me" sense.
Keep in mind that the reason disagreement between the inner ear and visual field causes nausea is to get you to vomit harmful psychoactive substances, so it's a pretty deeply rooted response that doesn't respond much to desensitization through exposure (ie. If it's a problem for you, you may not be able to "get used to it").-