When will virtual reality take off? The $100 bet
glinden.blogspot.com
glinden.blogspot.com
But for all you jaded folks out there, let me tell you that this is an absolutely unstoppable evolution of computing. All entertainment since sung epic poetry has aimed to briefly take us into another world. Plays, novels, movies, theme parks, and video games have always offered immersive fantasy. This is the ultimate fufilment of that very human impulse, to consciously enter another world. If we lose sight of that, then it will be up to the next generation of technologists to create it.
Ironically, by getting acquired by a giant company, Quest development was set back by that many years.
The real problem isn't technology or even adoption, it's that people who work at giant companies suck at making games.
The reality is, the acquisition of best VR game of any objective measure, Beat Saber, set back VR for all game developers because it will rob other VR platforms of a doorbuster title (i.e. Beat Saber 2).
Also, it enables Beat Games to keep using unlicensed music by fiat of Facebook's legal might, a completely unassailable competitive advantage that is strictly better than actually licensing the music and making a game with it.
It is illustrative of how the things giant companies are good at, which is using their huge cash piles to achieve totally anti-competitive advantages, changes nothing for the status quo of the consumer - they don't pay for the music no matter who the game's owner is - but just winds up harming other game developers.
Consider also Facebook Horizon is seeking to replace VR Chat, I believe the #1 free VR title by installs. How is that benefitting game developers and gaming culture? Just compare a screenshot of VR Chat here (1) to Facebook Horizon here (2), it tells you everything you need to know about why the kind of people who work at giant companies are awful at making games. It's so fucking sterile dude, and it's sterile on purpose.
People have said this for eons about Disney, but it's not comparable. By the way, Disney also totally blundered Disney Interactive, shutting down under the CEO Bob Iger who was known as the "tech" CEO of Disney.
(1) https://miro.medium.com/max/3840/1*I5c-QMDHVPeyC35pM1V4Ng.pn...
(2) https://cnet1.cbsistatic.com/img/9kGJANvUNFtxp5mGEgMIDI95DnA...
There isn't a 100% chance that Beat Saber 2 will be exclusive, but you're right that it's likely and if that happens it will be a shame. My hope is that Facebook moving away from PC VR as a focus means they won't see it as competition, and start releasing previously exclusive games on Steam in the same way Microsoft and Sony have started releasing previously console exclusive titles, but I won't hold my breath.
Huh? All BeatSaber music are originals or licensed.
Facebook wants to be the company to invent the first mainstream VR Metaverse, but that doesn't mean they won't invent the hardware and get beaten to market on the software. They are about to release Horizons which is clearly in this vein, but I expect they are still too early.
Many companies besides Facebook have developed games for the Quest. I guess you could say Facebook sucks at working with game developers, but I’m not sure if that’s true either. Unreal and Unity have well-developed integrations with Oculus [0].
I think where Facebook really falls down is tying customers’ FB account to their Oculus Store purchases (and ability to use the Quest at all). They’re applying a social media platform’s aggressive algorithms to suspend or ban accounts which violate their expansive TOS, which is wrong in consumer product and digital marketplace space. For that reason, mixed with personal experience at the hands of Facebook's algorithms, I have no interest in developing for Oculus.
I don't understand this statement. The Oculus store is open to developers and is filled with third party games. All of the games I personally play are not Oculus/Facebook games.
They're actually opening support for off-store apps [1], but with some limitations:
> Applications will have to meet the obligations of the Oculus Content Policy, but won’t be held to the same technical standards as official Oculus Store Apps.
[1] https://www.roadtovr.com/oculus-quest-distribution-non-store...
What does this mean? We likely wouldnt even have a Quest (or really even a 3rd headset imo) from Oculus if not for Facebook. The Oculus founders were all almost completely about building high end enthusiast hardware, which wouldve almost surely made the market die off again.
Wouldn’t have been possible without a large enough company to bankroll it.
One of the biggest reasons to be skeptical of VR taking off is that Facebook is one of the major players. Between the login shenanigans and their anti-competitive dealings with developers, they have an opportunity to single-handedly tank the industry.
There's some competition on PC headsets, Rift headsets are not even the best, feature-wise. But just like the quest, they score very high on the cost-benefit analysis (I guess we pay with a combination of cash and data).
Zuckerberg sees that it has the potential, and he wants to have an early angle of attack in case someone else innovates first.
Zuckerberg views platforms as chess pieces. He doesn't care what they are - he just wants the most valuable and strategic ones. He's not like a Musk that just builds or a Cook that refines product into a cohesive vision. Zuckerberg is playing war and finding the reverse salients. He's destabilizing and weakening the platform and expanding his reach. He's more like Bezos or Ellison.
And that, IMHO, is why FB wants you to use FB login for your VR experience.
Though there’s something unpleasant about them that keeps me from going back when the novelty wears off. I think it might be because I don’t want to be standing and moving around when playing a game and if you’re not doing that, the motion is kind of unpleasant.
I’m not sure this is something it can really overcome. I think an AR overlay of our actual world is more likely to be the next real platform (assuming the hardware is possible to pull off something like this).
Being in VR is just kind of an unpleasant/isolating experience for me and I’m a pretty early adopter of most things.
In other people I’ve mostly seen a small number of games (mostly beat saber) keep people coming back, but I haven’t seen most people keep using it once the novelty wears off outside of that.
I think there are probably some narrow applications where it’s clearly better than not having it, but I’m skeptical of VR as a platform.
Maybe when the hardware is 10x better/lighter it’ll be a difference experience? We are pretty early on in the medium, movies and tv were pretty bad for the first fifty years. It might just take a while for people to figure out how to use VR well.
Project Cars 2 and DCS make it worth the headset alone - throw in Elite Dangerous and No Man Sky and I have enough VR entertainment to keep me busy for the foreseeable.
Even so, it's incredibly immersive, and if that problem gets fixed it's going to be amazing.
How are both those games with the Quest 2? Those two are my primary interested for VR but I worry about the resolution, frame rate, and controls with my motion sickness.
The hassle you skip with inside-out tracking is worth it on it's own, and the Quest games are honestly pretty good, and I haven't had any issues with Link to PC. Great for PC VR, great for taking with you to family/friends for fun demos (post-covid).
I strongly dislike the forced Facebook integration, but it's hard to contest that Oculus Quest (and likely 2) is a fantastic product.
In the Rift S on a 2080 it's jaw dropping, I'm hoping the 50% res boost on the Quest 2 will make it more so.
I also have a T16000M on the way because of the limitations of VR is you can't see the keyboard so I need more buttons to map everything plus it's a full HOTAS so will work great for DCS.
Fitness. It is much easier to grind in a VR game for an hour than it is to grind on a treadmill for the same amount of time.
I have a Quest, the games suck, but the fitness experience is paradigm changing. Beat Saber was and still is the Quest's killer app, but there are lot of similar games that keep the experience somewhat fresh (not to mention new beat saber music packs, I also use FitXR more than Beat Saber).
I bought my Quest back in May 2019, it died around June 2020, but I was already using it a couple of hours a day by then so had to get a new one from a scalper (during the Pandemic, Quest units were hard to get). I really don't want to go back to life without it.
I actually got the Quest 2 when it came out, but being as the Quest 1 plays that game fine, and I figure I'll ruin it by sweating into it so much, I hardly use my Quest 2 at this point.
Untethered is the future, and once they get lighter and more comfortable they'll be killer devices. I do find the complete shut-off from the real world a little unpleasant, and especially fumbling around for controllers now and again when the unit is on my face. But otherwise, I've gone from skeptic to fan for VR. (And I do think longer term AR is where it will really take off).
I‘ve had a Quest 1 and loved most of it, except that for me, it was extremely uncomfortable and even left marks in my face after a while. So I sold it before the Quest 2 was released.
For me a VR headset needs to be at most half the weight of a Quest 1 (~0.5kg) to consider it for now. And a bigger FOV would also be nice :-)
For example, I used to go running and weightlifting while listening to music and podcasts for example, because I was in the mindset of physical exercise == unpleasant & time consuming therefore I must distract myself "to get it over with". VR workouts sound a lot like an idea coming from that same mindset.
The sweat on the rest of your body is a completely different issue. After about 40 minutes of VRWorkout I usually look like coming fresh out of the shower. Without VR I could never build up the willpower to "grind on" for so long.
Our game does not try to put the game aspect first but the workout. The game elements are subordinate to the movements if your body and the muscles you are using not the other way around.
That's something we have can't compromise on since the movements that are expected from the player (jumping, pushups, crunches, burpees) should not be compromised by trying to achieve some arbitrary goal like hitting an enemy.
Here is a video of this crazy idea https://youtu.be/mFYzaQzsUI4
[1] VRWorkout https://vrworkout.at
Any idea when it will be released natively on Quest?
BUT, Oculus will officialy allow third party games in some form starting early in 2021. So if you are not a SideQuest user you will still be able to use it hopefully soon. Although I'd really recommend SideQuest it adds a lot of value to your headset.
Another alternative would be to use our experimental WebXR version, but that is really only for a quick peek, it's not on par with the native version, not even close.
It is like hanging out in a sweaty gym, you get used to it. But the quest isn't exactly idea for it, which is why I think my headset konked out after a year of heavy use. I hope it gets better.
> not "grinding" and distracting yourself while getting this physical thing done.
To each their own of course. Shadow boxing has been a thing for a few decades now, this is just shadow boxing to music with visual, audio, and a bit of force feedback. I personally need to be distracted, and I like to be able to keep my heart rate at 70-80% without expending extra will power.
It works really well and mostly solves 80% of the issue.
She's really good at beatsaber (top ten in global leaderboards for many of the songs), but plays under my account (just because I already had one).
Somewhat comically this lead to a coworker seeing my username and asking me about my beatsaber ability. I'm pretty mediocre myself.
I like Beatsaber a lot, it is less of a grind than FitXR, but I still come back to FitXR since I can get a better workout there (Beatsaber is a good warmup).
Fitness is literally getting your body into a more physically fit form, it has nothing to do with "connecting with the real world.", whatever that means. I'm down with anything that motivates people to elevate their heart rate.
No disrespect to you, but I can't help but feel sad about the future that that video game points to. Your last sentence, especially, is for me really lamentable, in the literal sense of that word.
Could this be because of the missing resistance while moving / throwing / touching VR objects?
VR tries a few tricks for this, teleportation, tunnel vision, etc. but ultimately if you're doing movement like you would in a normal FPS/RPG style game where your character is walking and you are not it's unpleasant.
You can get used to it, but I still prefer just sitting and playing on a couch with a TV. The VR controls are still a little clunky though and better haptics would definitely help, but that's not most of the issue.
I'm the exact opposite. I enjoy that a lot more. It's more immersive, and I've already lost about 15 lbs just playing VR. imo it's a fitness machine disguised as a video game peripheral
The appeal, unarguably I believe, is in being immersed in the fantasy, which I think is a different kind of appeal from what you seek. I actively dislike "abnegation" type games, but the idea of being transported to somewhere else, exploring different realities, amazes me (I'm dying to try Myst on VR), and putting physical effort on it adds to the fantasy. So maybe VR isn't for you, simple as that.
I've seem lots of people (online, yes, but still) keep coming back for Pavlov, Population One, Half-Life Alyx, Star Wars Squadron, VR Chat... I really think there's something there.
This is what stops me from buying VR. I don’t want a new form of gaming(r)(tm), I just need 3D display and my chair, kbd & mouse to play my regular AAA games as-is, but with depth perception and appropriate fov. Instead they suggest you to stand and waive your arms in few pretty average if not crappy games. Also, finding a VR-enabled game that will actually work with your headset is not as easy as one may think.
I understand where you're coming from, but I disagree.
When I first got into VR back in 2013 it was cool for a minute, then the novelty wore off. I dabbled with it over the years, but it never stuck. I felt like you do.
2016 the CV1 came out and I was briefly reunited with a strong interest in VR which, eventually, faded. The next few years I didn't play much, and when I did, it wasn't for very long.
The problem was entirely CONTENT and it is FINALLY in 2020 starting to come around.
We have seen some absolutely excellent AAA games released that are loads of fun and not just glorified tech demos (though to be sure, those still exist).
- POPULATION:ONE
- Metal of Honor: Above and Beyond
- Half Life: Alyx
- Asgard's Wrath
Any many more. I'm finally finding myself using my VR headsets DAILY. In fact my Oculus CV1 which came out 4 years ago is still my all around favorite!
I think as content improves (especially multiplayer content) and the headsets get more comfortable and easy to put on / take off, we will hopefully see continued expansion of this medium. It's THE way to game, if you ask me. Nothing is more engaging then jumping off a building, spreading my arms to fly, then pulling them together to grip my gun and land a quick snipe on someone in mid air. Keyboard and mouse can suck it.
I also enjoy watching movies in it as well, I don't watch a lot and was considering buying a TV but this has really delayed me doing so.
Unfortunately, I lost my lunch after 5 minutes or so and had to lay in a dark room for a couple hours to get over a bout of nausea. Excited for the future though if they can solve that problem for people like me (I also get seasick easily).
Nausea is heavily tied to framerate and latency -- a really beefy machine with a Valve Index should be a lot easier on your lunch.
I know that personally I once binged GTA V hard over a week or so, and had to catch myself before I started driving on the wrong (right-hand) side of the road one day out of habit.
Maybe it is just me but I can achieve perfectly satisfactory immersion with a good book.
But i guess it's just me there could be a market for instant immersion. I have second dev version of oculus at home, never used it much. I also went to a VR venue in London and it was great fun. From my perspective VR would work great in venues, as a night out alongside bowling, karake and similar options. I can't imagine using it reguralrly at home.
I think a domain where it can exceptionally shine is the adult entertainment industry.
It's not clear this generation of technologists will be able to get there even keeping it in sight. Which isn't to say it's not worth plugging away at.
Your second paragraph is compelling, except there are exceptions. Remember 3d tv?
I think once the need for a headset is eliminated (like Star Trek's holodeck) it will take off. Until then, having to strap something over your face is asking too much. It's too isolating.
You can't obstruct people's eyes - glasses get a pass because they're a handicap, and folks with sunglasses communicate by wearing them.
We will need to live many more rounds of evolution to give up the idea that covering your eyes to 'go somewhere else' won't be a survivally threatening move...
and what's more, we're just starting to fully appreciate how smells and air (quality, pressure, etc) play a role in 'us being there' - don't even begin to think about the small gravitational pull between all of our bodies at a concert.
Long story short, it will take a long time and a lot of generations to die off before we appreciate VR as much as a physical experience.
The feeling of vertigo and momentum in games like Jet Island that makes you weak in the knees, looking out your cockpit and being awestruck by planets and stations in Star Wars Squadrons or Elite Dangerous, dodging bullets in Pistol Whip and Superhot. The dream of the 90's is alive - the technology is here! It's so good and I can't wait until quarantine is over to share this with more people.
Previously I'd used a friend's Oculus DK1 (not good) and then later a friend's HTC Vive (getting there). The Quest 2 is a major improvement and I look forward to the next generation of headsets.
I have tried VR many times over the years (I vividly recall there was an interesting arcade game back around 1990 that used it). I got a vive. I tried others.
But after using it for a while, I returned to a monitor and keyboard as my preferred way of interacting. There's still something sort of self-limiting/tiring about VR.
Is it just me?
Except for the iPhone part, I bet this exact comment was made in 1991.
I don't see why people are so obsessed with instant and explosive growth. Almost no recreational product has seen this kind of growth and they have all continued to exist just fine.
VR is ready today if its something you want. Its fun, cheap enough and has loads of games. If you hold out for something better you will always be waiting because there will always be something much better in 5 years.
Edit: gaming is larger than the movie and music industries combined
Unless we can come up with a use case for VR beyond gaming and fulfilling escapist fantasies. It will likely just be another contender for entertainment dollars.
Smartphones on the other hand essentially made it possible to do anything a general desktop pc could do for people on the go without having to be tethered to a chair infront of a desk. Phones can be used for payment, notetaking, etc. There are people who use smartphones and don't play games at all.
It's sort of the inverse of the smartphone use case.
Is it there yet? Of course not. But if/when it does get there... that's a much more compelling use case than a smartphone.
I predict VR will be slightly larger than the racing wheel market but they will not become super common in the next decade because they require a large amount of space. This doesn't matter at all because even today VR games and hardware are great fun to use.
Gamers like to pay for collectables, DLC, limited editions, figurines, steam sales for games they don't play, etc.
Meanwhile unlimited music streaming is $9/mo. (Are concerts and merch considered in the "industry" revenues?)
Unlimited steaming on Netflix is $13.99/mo for their mid-tier plan.
If games had an "unlimited streaming" subscription equivalent, the industry's revenue would be much smaller.
In addition, there are unlimited streaming services for games, one of which being Xbox Game Pass which is growing in popularity. Unfortunately it doesn't feel the same because how many games can one truly complete on a monthly basis?
Single player video games are also in that range - 30-40 hours of gameplay for $60. But where it gets really crazy is endless games (Sims, Factorio, Simulators) or free to play games (League of Legends, Fortnite) where you could be entertained for thousands of hours for a couple of dollars. I personally played a free to play game for 2000 hours while spending about $40 total on it.
Even movies are pretty cheap, considering we most of us watch what’s included in our monthly subscriptions of Netflix/Amazon/Disney. Even buying/renting movies works out to about 1$/hour.
Conclusion - we’re in a golden era for entertainment where the options are nearly unlimited and dirt cheap.
That's only half the gaming market by revenue. The other half is mobile gaming and those games are typically under $5.
If you count by player, then the mobile market is larger.
nowhere near comparable in reach. Way more people watch movies than play games. Since movies are typically cheaper to consume, it appears as a smaller industry while it is actually bigger in reach.
I don't believe that is true, any evidence for this?
56% of US households have at least one gaming console.
Likely no consumer product will reach the success of the smartphone.
And while cooking is enjoyable, that doesn't mean you want to spend the time on it every single day, twice or more!
Do you think restaurants are a novelty? Takeout/delivery/fast food?
Which is to say, it's still an unwieldy box you put on your head. But even hand-tracking works well now, so for a lot of games you don't strictly need the controllers.
I think that at some point there will be an iPhone moment for VR. However, I think we're still far enough away from it to not know what it'll look like.
Education (language learning, geography, biology, engineering...), real estate, porn, psychology, situational training (firemen), scientific visualization and collaboration, spatial painting and other artforms, social interaction, movie shots planning, etc.
Suppose we had 2 computer games.
One that perfectly reproduced real world "graphics" and "gameplay", looks like a real life high resolution video. Everything is life-like but you use fairly standard controls and a regular display.
Second that comes with perfect VR integration including physical resistance somehow, unlimited running space, ability to taste foods and whatnot. But the mechanics and graphics would still be off (current-gen).
It's pretty clear to me #1 would be way more immersive and the bottleneck is game/simulation tech, not VR tech.
This comments sounds like what people would've been saying of smartphones: "I've gone my while life without a smartphone, why do I need one now?"
I said the same thing about smartphones, big screen TVs, good office chairs and a few other things. You either learn from your mistakes, or you don't.
Not all, no.
You can't lay paint strokes in mid-air around you if you are not in a virtual reality with different physics. That art form simply did not exist before.
You can't understand whether the dimensions and arrangement of a not-yet-built house or movie set is appropriate if you can't visit it in person. It's a threshold change from seeing a model or a 2d tour.
If you are a burn victim, you can't "escape" your thoughts unless your visual cortex is completely flooded by imagery. Similarly, researchers trick the brain of people with spinal cord injuries to reconnect or regrow neurons. Again the "headphones-for-your-eyes" aspect that floods your input channels is used to trick the brain, and this was simply not imaginable before.
> real estate
How often do you do that ? Once every few years ? Aren't regular 3d models / regular virtual visits enough ?
> porn
Tried it, extremely awkward at best
> psychology
?
> situational training (firemen)
You can train in your Vive for 5 years straight, nothing will prepare you to the real deal. Just like playing a racing video game doesn't make you a racer.
> scientific visualization and collaboration
It's neat but does it change anything fundamentally ?
> social interaction
Nothing will replace real world interactions, be it facebook or VR it's all a gimmicky at best
> movie shots planning
?
Sounds like a solution looking for a problem. VR isn't new at all and besides gaming it really didn't pick up speed in any other industry. If anything AR could be a "revolution", if miniaturised enough (contact lenses size).
I received a free HTC vive after participating to a conference in 2016, used it a month and it's in a drawer since then. None of what the speakers were promising happened, VR is still the thing you get out once every 6 months to show it to a friend, the wow factor lasts 30 mins.
It's a great demo but not something I want to spend much time in.
Wondering if the same thing is not going to happen with VR as well.
If that's the case, the sales are hardly convincing. If this was such a revolution you'd see more people buying them. Beyond head tracking and movement tracking, the fact that you cant feel anything (no feedback) in the world you are supposed to be in makes it illusion breaking.
Comparing to phones, I think this is the point where we have keypad-phones. Content is still limited, but using your imagination you can create good experiences.
Personally, I switched to VR/Quest gaming from PC this autumn, and I feel good about it. I feel healthier than sitting in front of PC. I also feel less isolated with the family, as we have more 'playing together' now. As a developer, I'm exited to try out to create new kind of experiences, like I did 16 years ago with phone SDK's.
If you think yourself as a creator, I think you feel a fool if you wait another ten years - seeing the times when a single person could do something meaningful, going past.
It's surprising how much imagination people lack.
It's like people who told me "humans will never fall I'm love with an artificial human". Lo and behold, that Chinese AI has 600M users. Now the discussion have moved to " they shouldn't " and then it will change to "I want one too".
The same will happen with VR and AR.
I went with code-only approach (no binary assets) and built a primitive development environment that works in VR. Now I have a neat little virtual shed with different experiments and demo projects. Geometrical landscapes, driving & flying, teleporting, various gizmos...
Currently I'm tweaking physics engine to work with hand tracking skeleton. Masses connected with springs turn out to be amazingly palpable even without any haptic feedback and with simple cartoonish visuals.
VR is already fun and we're in for a wild ride once AR hits the market.
I for one can't wait for full field of vision pop up adds to infest our daily lives. How exiting.
I'll take advantage of it just as soon as uBlock Origin VR is released.
I saw similar thing from Mr.doob[3]. Few years ago Carmack talked about live-coding VR[4], but code was on 2D monitor.
[0] https://twitter.com/j_miskov/status/1312701109232902144 [1] https://www.dropbox.com/s/mqw1s04z70dm3y4/vr-physics.mp4?dl=... [2] https://github.com/jmiskovic/indeck [3] https://twitter.com/mrdoob/status/1263498538316636162 [4] https://www.youtube.com/watch?v=30wNPgx6D8E
1. https://www.youtube.com/watch?v=dWbm9AzgDxw
2. https://www.youtube.com/watch?v=ZqI_j6pDdjg (start here if you're a developer)
I, personally, see VR as being much more exciting than AR, from an entertainment and capabilities perspective. I don't want to be limited to my small living room or whatever setting I'm in. When I'm in the real world outside of my house, I can't imagine what AR would bring that wouldn't be completely utilitarian, like replacing my phone/watch with a virtual device, holochat calls, maybe add more trees, etc. But, I'm also not very imaginative.
What do you see in the future with AR?
But that's not to say that fully immersive experiences have no future. I just don't think VR will fully take off until it's available in a small form-factor, and likely combined with AR in the same device.
I briefly played the HoloLens AR game where you have to shoot at robotic bugs that crawl out from your walls.[1] The fact that I could duck behind my office partition was awesome. The fact that when I blew a hole in my wall I could see the "studs" behind it was similarly cool.
In an ideal world, I could trace out my house and play up and down the stairs. Or go to a field or forest and play in a whole other world.
It's predictable that big players will want to control every aspect of AR because it gets them complete attention while device is on. Facebook has already pounced. I'm more interested in VR/AR that is in service of user and that means open source.
AR lets you bring virtual experiences into a more ad hoc setting. You can't really play a VR game while waiting for the bus but you could be feeding your AR pet.
Flashback to 1995. I'm a 17 year old PFY invited to beta test a VR headset from a local company. My Uncle was an investor and I was technically savvy and the target market.
I had a copy of Descent that supported VR, and while it was a bit of a hassle to get setup, I got it working. The experience was incredible. After the first use I said to myself "this is the future". I had permission to test the headset for two weeks, and I wanted my friends to see it as well.
So I invited them over that weekend. And that's where the problem set in. When one person was using the headset, they were gone. You couldn't interact with them in any way. They might as well have been in a different room. Then I said to myself "this is not the future", and haven't touched VR since.
There is no amount of technology that can get over this problem. It's not about FOV or resolution or immersion. It's a social problem. If you live alone at home, and want to plugin then great. But if you live with someone, its distant, weird, and kinda creepy, to have the other person in a headset and unreachable.
Both have headsets (used to be a cost issue, gradually getting solved) and play the same thing.
Or one has AR glasses and can peek into what the other is doing and communicate with them.
An internal camera captures the face under the headset and presents it on the outside with correct parallax (could be presented with AR or with auto stereo display), AI in the headset can tell when someone is wanting attention etc. and use other cameras with depth reconstruction or depth sensors to fade them into the VR player's world.
I agree VR isn't great for a party game or hanging out with your friends in your living room, but that's OK because that's not the experience most people are having today.
Or for local play, there are one-vs-many party games where one player wears a headset and interacts with a group of people in the same room who aren't in VR.
Keep Talking And Nobody Explodes is a great example of this where the other players are referring to a paper manual to help you defuse a bomb. https://www.youtube.com/watch?v=hqelfBKuiic
There's Acron: Attack of the Squirrels where one person has a headset and other people play against them as the squirrels with their phones. https://www.youtube.com/watch?v=LP29BxhvHfc
Or Davigo, maybe a less social one because it's VR vs PCs and not likely to be in one room, where the VR player is a giant trying to swat at the tiny humans who are playing a 3rd person game where they team up and throw bombs at the giant. https://www.youtube.com/watch?v=HL7a63MMx6Q
Even if you don't have a game where other people can be involved, you can still cast the headset view to TVs and tablets. It can be plenty of fun to pass a single headset around taking turns in Beat Saber if everyone else can see what's happening.
I'm guessing none of that was the case in 1995, so I wouldn't be so quick to stick to a 25 year old judgement of what the technology can do.
Would I play it in VR mode for hours on end every night and stop talking to real people? No. But not all my activities need to be social either. I can go for a four hour hike in the woods by myself and no one gives me a hard time for being too isolated. Or maybe they do, but I don’t care because sometimes that’s how I want to spend my time. To each their own.
One other feature of the Quest that I should mention - you can double-tap the side of the headset at any time to turn the game world off and immediately switch to "passthrough" mode where you see through the headset's tracking cameras. This obviously works best with single player games that can pause themselves until you tap back in, but in those games it makes it no big deal to drop out of the game for a moment to interact with people and things in the real world. A bit weird to talk to you while you have a big headset on your face, sure. But this was added in a software update well after launch, and it's way better for staying available to the real world than needing to take the headset on and off.
That is a really depressing and dystopian future that I am not sure if I want to live in. Yes, MMOs and games like GTA-O, Roblox, or Fortnite are in the same area already now available. But in my opinion this only increases the actual isolation and I would believe that the post VR experience emotional drop down could be severe. It also brings up the backdrop of Ready Player One, where everybody is occupied by the VR while living in decrepit containers seemingly without a desire to fix it.
The player is not isolated because they know they are being watched. Works good with BeatSaber, SuperHot, etc.
It's basically the same as a group taking turns at an arcade machine — not solitary.
Honestly, the privacy policy made me a bit uncomfortable too
Wouldn’t each person in the room having a VR head seat solve this problem?
It helps to have at least two friends for that scenario. for Just one friend you're probably better off playing a non-vr game and trading the controller.
these days we're farther apart and one friend has a child so he's worried about covid. we play "ghosts" (Phasmophobia) once in a while.
in summary: 2 friends required (minimum) mirror the screen headphones off the ear
But I'd also say that FOV is really, really important. Right now the experience is just like putting a little TV on your face with an IMU. Immersion requires peripheral vision and spatial audio.
All that said, I think people playing alone is a big enough demographic to support a VR breakout, if the killer app comes along.
A friend and I bought quests and we both loved them except for one really annoying problem: space
At least as of early 2020, there was a huge market mismatch with VR: the people that have 6'x6' or more space to play in live far out in the suburbs, but the people that have the disposable income to just by a quest just for fun tend to live in apartments in the city. My friend and I both had pretty spacious living conditions for living in a city, but we perpetually joked about the dream of one day having enough room that the occulus didn't warn about having less space than required.
But with the sudden migration of many people out of cities and into more spacious suburban housing I'm curious if this will create an increase demand for VR. If you have an extra 10'x10' room that can dramatically change how fun the VR experience is.
I stopped playing VR mostly because I was tired of re-arranging furniture and re-calibrating the Index when I did so.
I guess if you live in a house and have a basement or 'rec room' with no furniture, it's less of a hassle to play ping pong or Beat Sabre in VR. Otherwise it's VR Poker with its random social toxicity where I can sit on the couch and interact with people if I find a table without kids or mean people in it.
Yeah, nothing has changed in social VR in 25 years.
/s.
There are multiplayer async party games that can be played with 10 people (I've done this a lot!). There is online multiplayer. Dismissing VR because you played descent on a 3dof box 25 yrs ago is kind of lame.
> There is no amount of technology that can get over this problem. It's not about FOV or resolution or immersion
This is frustratingly dismissive and easily disproven. Look at Acron: Attack of the Squirrels! Look at Keep Talking and Nobody Explodes!
I'm as isolated playing Counter-Strike on my PC as when I am on the Oculus Quest.
That would solve the problem the parent is stating.
Monthly membership. You go there to play, later to socialize at the "space bar" exchanging tales of lore with other like-minded people.
That sounds like a "not enough headsets" problem.
Also, that is like lamenting the lack of co-op split-screen games. Many games supported that mode back in the day, they don't anymore. Because people are either playing over the internet OR bringing their own consoles.
You just need a VR headset for everybody...
The CAVE approach projects images onto wall-sized screens (eg, via back-projection), and can be 1-wall up to 5- or 6- walls, if the floor/ceiling is categorized as a "wall".
This is massively expensive compared to the VR that's widespread/affordable these days.
But it's also far more social, where multiple people can be present, though at least in the 1990s the head-tracker only followed one person. And they could easily see each other.
Handwaving, with the right synchronization on the glasses and high frame rates, I could imagine multiple head-trackers. Back then our frame rate was limited by the decay rate of the green phosphor in the projector. These days I suppose a wall of large displays, edge-to-edge, with very high frame rates interleaved for multiple users, might work. Again, I haven't followed what's going on in VR, but it might be a technology which addresses at least some of what you correctly point out.
Carolina Cruz-Neira, the developer of the CAVE (and at the time with the email address "cavewoman"), has some lectures on the social VR and her research, on YouTube. Don't remember which ones specifically talk about it, and couldn't find one in a quick look.
My wife watched me play the entirety of Half Life Alyx that way, and she enjoyed it a lot. And were were able to talk and share the experience the entire time.
https://www.oculus.com/experiences/quest/2345082335516570
You can also stream the VR game to your television if it's a single player experience.
You're also discounting the fact that we have the internet now and we can do multiplayer online.
BUT, the VR ecosystem is a shitshow. So many manufactures are making crappy headsets and wondering why they don't sell. The HTC Cosmos Elite, for example, ships with old base stations and clunky-as-hell Vive wands, and costs almost as much as an Index. Windows Mixed Reality is, for one, not "mixed reality" at all, and the tracking is so fucking broken I'm honestly surprised we haven't seen class action lawsuits. Most VR games are just normal 2d games with VR tacked on, or if they are made for VR they're tiny.
Valve made a good headset and it's been sold out since launch. They made a good game and it's won awards and sold to pretty much every single person who can play it. Facebook (as much as I hate they're a major player here) made a good headset with the Quest (not with the Rift), and it's been sold out since it launched as well.
Just make good products and we'll buy them FFS. It's not that complicated.
I wish I had more time to play it! I'll put it on and start playing, and two hours later I'm still going, I'm exhausted from the workout, and I don't want to stop.
And my six year old loves it too! She loves to draw in 3D. She loves the YouTube VR roller coasters, especially because she isn't big enough for the biggest coasters just yet.
And every other person whose tried it loves it too (sadly with lockdowns I don't get a chance to share very often because I don't see a lot of people and have to quarantine the unit for two days every time I loan it out).
My sister in law is an artist so I dropped her into the 3D paint program. In 10 minutes she had made a beautiful 3D sculpture from nothing. My brother refused to give it up for days because he couldn't stop playing.
And I just got a second unit from Amazon to participate in a virtual world experience for re:invent, and it was the most awesome way to have a remote meeting! The sound is directional, so you have an idea of who is talking, and the avatars have hands, so you can see people's hand movements as well as their head and body movements. It adds so much to the conversation to see body language.
Let's just say I'm a bigger fan than I thought I'd ever be. Especially since the last time I tried it it got really motion sick, but that was years ago. The tech has come a long way.
Productivity is quite strongly correlated with screen size, so I'm expecting quite a leap in this regard when the right software is matched with the right hardware.
The resolution is pretty good already and rapidly getting better.
What I'm excited about is hand tracking [i] so that I can use a real keyboard (and interact with real objects e.g. coffee cup) to type while I'm wearing a headset.
Varjo is getting closer to that resolution level, but their headsets are priced for enterprise ($8k i think?)
Overall VR feels like it needs a 4x resolution bump. Basically a 16k 360 video rendering and 4k x 4k per eye vs the 1832x1920 per eye that the current q2 has. To do that well you probably need something like a two 3080 GPUs, one for each eye.
Even after that, maybe even an 8k x 8k would give a big improvement. We don't have GPUs that can render that today.
Foveated rendering is definitely needed for this to become possible.
https://www.roadtovr.com/varjo-xr-3-vr-3-announcement-specs-...
Most? Is there anything, no matter how expensive, which is currently capable of clearly presenting large bodies of text? The moment something like this appears I'm going to buy it even if I had to sell my kidney for it!
EDIT: forgot about input. I'd probably be willing to finally learn to touch-type, if that would be enough. I'd probably be happier with being able to see the keyboard once in a while, though.
VR headsets are generally stuck in the mud at about 15 pixels per degree.
But it makes sense when you consider how crippling the hololens field of view is... https://mk0uploadvrcom4bcwhj.kinstacdn.com/wp-content/upload...
Headsets are still a little bulky (and not enough resolution) for that to happen. Once that's fixed (and more importantly, with many people shifting to work from home, so they don't have to care about people staring), I expect it to become a pretty popular thing.
If the virtual monitor is overlaying a camera feed of your environment(AR style), this will be amazing. Imagine a headset not much heavier than sunglasses sitting on your desk, rather than a big (or multiple!) monitors. Put it on, you have as much screen real state as you would like, and can be made to look like an actual monitor.
That's with our current 2D thinking. We can probably do more useful visualizations in 3D.
But once it hits the point of being usable I don't see why we won't see a complete domino effect where people start setting up complete virtual offices in VR. And that will ripple through whole teams flipping to VR a sa way of working. Putting aside sheer "size", you can make VR monitors any shape and in any position you want. So I can actually have a gigantic monitor with a complex technical diagram on it, then a vertical one next to it with a code listing - and these can be floating in space in a totally unrealistic way. Then I can have email floating in the air behind me ...
When Facebook bought Oculus for $$$$, the collaborative community which had been pushing the envelope, exploring for possibilities, rapidly died. People took it as a hint to switch modes. And eye-tracking rent seekers, already in low-volume high-cost exploitation mode, weren't then incentivized to support exploration.
Gaming had dollars, and so became a dominating focus. But it also had challenging constraints, which further pruned exploration. Do you want higher resolution, to allow text and programming in VR? Well, a panel existed, but gaming standards of immersion and such were too GPU intensive for the market at that resolution, so ... feel free to diy it yourself. In an environment where diy was no longer a supported thing. Programmers - a niche market.
Facebook et al, even Chinese OEMs, aren't interested in niche, or in making "commodity" hardware. Consumer platforms, and lock-in, and unicorn dreams. Even while that further cripples exploration.
Nreal light AR glasses are a laptop-comparable 1080p 3D screen at 2 meters. As with their dev kit, consumer availability is now first in China, SK, and Japan, then later in Europe, and eventually in the US. So asia now, and maybe US late next year. And the glasses are developed on linux, but you can't have that - no unicorns there.
Here's this amazing tech, and instead of an exploratory ferment, we wait for a few large companies to navigate patent thickets, to eventually meet the severe constraints of creating mass-market consumer devices. And then we'll dig in to exploring.
A less concentrated industry might have been more interested, creative, and effective, at gathering such fruit, and exploring for accessible markets. Perhaps yielding a less slow takeoff. A counter argument is that Intel's RealSense does exist to build on, and Leap Motion's hand tracker and Project NorthStar. A counter^2 argument is these are outliers, with LM's work only remaining available, because they dropped IIRC three separate acquisition attempts by Apple. Most work hasn't remained available to use and build on.
But perhaps a healthy commercial-diy blended market was never an option. Given a patent regime optimized for pharma-shaped industry. There seemed a long-term pre-concentration pattern of patent dodging via non-commercial software, and hardware "kits". Leaving many capabilities already unavailable, because a bit of commercially-motivated effort was needed, but discouraged by a too-small community market and/or associated patents.
The current concentration of effort may well get us more quickly to eventual phone-scale broad consumer adoption of XR. It has motivated the supply and R&D tech chain in a way a small market never could. But perhaps it has also contributed to a less-diverse flatter takeoff. And perhaps, if XR encounters difficulties with mass consumer adoption, it maybe have added a fragility risk of larger delays.
The problem isn't the cost. It's that moving around while wearing VR headgear is only safe in either customized environments, like the Star Wars location based entertainment system, or when movement is in a small area, like Beat Saber. Which is why Beat Saber is the #1 VR game.
Read the setup and cautions for full-body tracking in VRChat.[1] It can be done, but it's not popular. Partly because it requires the agility of a dancer to use properly.
Wearing VR headgear while sitting down isn't worth the trouble. Plus about 10% of the population gets nauseated when visual and actual motion differ.
On the other hand, make an AR headset that sells for $79.95 and runs Pokemon Go, and you have a hit.
You don't need customized environments, you need some free space around yourself. I live in a small apartment and I do just fine.
One of basic aspects of VR is setting up a virtual "play area" that the headset warns when you are close to leaving so I don't see how most of the complaints are valid.
For most people, if they have issues with this constantly they should make their guardian smaller and put the system to be more sensitive and show the guardian earlier. If this doesn't help then you are out of luck but for most people, it works fine.
You are on point with most VR systems. However, you should try the Oculus Quest 2. All you need to do is clean a room regularly. That said, Oculus Quest 2 has excellent and obstacle detection compared to other VR systems, as long as you're more conservative making your boundary (leave extra space between the boundary and an actual obstacle like your couch) you should be fine.
the cheap hardware is coming, though not at that price level for a while. I think tilt5's board game AR is dropping sometime this year.
It's like looking out of a damn periscope on a submarine, which is the first VR experience I would develop for the oculus quest.
I liken where we are with VR right now as to about 5 yrs ago with IoT. Arduino and Rpi began to gain huge momentum due to the low cost of entry and availability of more and more useful tools. Quest hopefully is just the start.
Interestingly enough this is the primary reason that my quest is collecting dust. Once they forced a facebook login for accounts I decided it was no longer worth me clearing an open space in my apartment.
5m sales/year isn't a lot, but it's a lot more than nothing.
VR is competing with phones, tablets, and TVs today, which are in my opinion good enough and way more convenient. The experience within VR might be amazing, but it has to be so good that you forego other more convenient devices available to you.
Been playing almost every day for more than a year now. I'm still amazed of how low friction it is to start using. I just grab it, put it on my head and all of a sudden I'm in the VR world.
Is it? That's the main selling point to me. I don't want to stare at a screen, I want to look around a cockpit. Even outside light bleed is bothersome - I'm in freaking space, my brain is like where's this light coming from?
It still takes some time to put a headset on and remove it. That can be improved. The Quest also has cameras if you need to see the outside world right now for whatever reason, which is a compromise.
What behavior is it not compatible with?
Perhaps there isn't a desire from mainstream consumers to entirely block out the outside world in the first place.
It is now with the Oculus Quest. Put it on your hands and head and you're good to go. You should try it. For me this was the biggest game changer. I use this multiple times a day for my workouts / game sessions.
Prior to that, it was really annoying with PCVR. It felt like a ritual setting up PCVR prior to playing and it was a chore cleaning up.
When I tell someone to buy a Nintendo I know they're not going to call me to complain about how annoying it is to use.
I've never had any trouble with my glasses or focus with the Vive. (granted, my glasses are fairly small)
And I've never had issues with my play area being messed up.
I don't mean to belittle your issues. I'm just curious why our experiences are so different.
Also, I do think the "Killer app" for VR has already been found: education. The US Military, Airforce, and NASA has been using VR for decades for training for example, and will continue to use them. There are several startups working on adapting VR education to other high-end use cases like surgery and enterprise training as well. I think those will still be niche, but will probably make for a couple companies with longevity in the end.
There are some unexplored but interesting pieces to the VR puzzle that also haven't been either invented or put together yet: better hand tracking, better haptics, better eye tracking, better displays, and lighter headsets for example. Potentially some combination of these will result in a 'must have' application for VR. Who can say when this will happen though.
Meanwhile, comparing a Quest 2 vs a 2013 headset like the Oculus Rift DK1 is like night and day. No comparison. Everything about it is a vast improvement that completely changes how you experience VR.
For XR to take off, I think something akin to the metaverse needs to exist first, so applications can develop within its framework.
1) ROI for the platform's premium was not worth it, due to... 2) lack of must-have apps, due to... 3) poor ratio of difficulty designing a great user experience vs low number of outfits trying to build that software, due to ... 4) fragmentation in technology (AR & VR) which results in different user experience in each platform, and low rates of adoption especially given dispersion over different platforms, consequently there was far less financial motivation for a company to invest long term resources.
With VR/AR, the obvious killer app is 3D model generation, because you could turn efficient workflows into money, but the amount of effort that has been thrown into desktop publishing is so much that the bar for a VR/AR app to get over is very, very high. If your audience is professional 3d modelers. The mouse is such an excellent precision instrument, it's going to be a long time before we have a 6 degree-of-freedom input device that can match it for precision and ease of long term use. The existing CAD companies with funds sit on large portfolios of software, and a fantastic VR/AR experience would devalue them, so they don't have a lot of motivation.
Long story short, it's going to take longer than the PC revolution, because the adoption-conformity numbers are not as good. I'd guess another ten years?
From my experience don't most professional 3D modelers use some sort of pen tablet like a Wacom? Now I'm thinning I would love if Wacom pivoted to the VR/AR space and made a special 6 DOF pen you can use. I hope they don't go the way to Kodak and just get stuck being a pen tablet company while artists make the jump the VR (eventually?)
If you look at where we are now vs. 100 years ago, our technology would be utterly unrecognizable to them. When people of that age predicted the future, they didn't do great. I'd like to think we have better foresight, but the reality is we'd probably be just as bad at predicting what things will be like in 100 years.
The thing that amazes me is the exponential nature of human progress. Even if we made linear progress - that is, some "equal" amount of advancement in the next hundred years as we did in the last, that would be incredible. But of course our progress builds on itself, and so if we assign a value of 100 to the amount of progress in the last hundred years, we're likely to have a 200, 300 or 400 over the next hundred years.
Personally, I'm betting on pretty much all computer interfaces being directly connected to the brain and people living off of earth permanently.
A proper VR rig is likely going to cost you >$2000, and it's going to need a dedicated room of your house. It's really inaccessible.
But man when it works... Playing skyrim, or fallout in my vive was such a pleasant experience for me.
Sounds exactly like the requirements of the very first home TVs.
Oculus Quest 2 is $299. If you have a 1m x 1m space you can play a majority of games.
If my headset broke today, I would order a new one same day.
I have a combo routine that involves Synthriders then Beat Saber and finally pistol whip. These all exercise different aspects - Synthriders builds muscle mass in arms, Beat Saber is more cardio, and pistol whip has me crouching / squatting to do my legs.
You can even use it on a stationary bike if you get a $20 cadence sensor
Put it this way, for simulation gamers it's a godsend compared to a 3 or 4 monitor setup with head tracking.
Everyone interested in the potential of VR should check this out: https://youtu.be/LQT6sQ6o0uY
And I also have more video games than I could ever play but I have spent quite a lot more time in VR table tennis. It's very realistic and fun. And a lot easier to figure out than most of the games now which seemed to be designed to be as intricate as possible.
The requirement to have a Facebook account makes it a complete nonstarter by itself. The fact that I can get locked out of my hardware that I purchased because Facebook's software decides my account isn't 'legit' enough? Gonna be a serious nope from me.
I had motion sickness when I tried the early first-person shooters, but got over it when I learned to keep the (non-moving) screen bounds in mind. That' just impossible in VR, and when the motion in my eyes doesn't match my vestibular system, wow, it's bad.
Sigh... some of the games were amazing.
It's very sad that as of right now, you're forced to choose movement freedom (e.g. Vive Wireless) OR the highest refresh rate / highest resolution (Valve Index). And don't get me started on the proliferation of low quality "mixed reality" headsets. Honest enthusiasts have no options for high quality "world scale" VR. The best VR experience is STILL found this way, e.g. https://www.youtube.com/watch?v=9DvB07X84HM - but it requires a shitty headset compared to the Index.
VR most likely would have ended up with the same experience (but better quality) if the manufacturers built better quality headsets with wireless and higher resolution (most likely attached to a high quality laptop in a backpack), priced it more highly (1500-2000$+ in kits like the youtube video), and then let VRs merits sell itself, rather than allow half-baked headsets to frustrate and dissuade people.
I disagree -- it's the same principle that makes me motion sick on boats, when I can't see the horizon for reference. It's a vestibular thing, not just a vision-system thing.
But the reason it's really bittersweet is you _don't_ have to get motion sick in VR, if you just try experiences that don't take control of your in-game/in-experience "camera" and move it without any input from your physical head. In other words, as long as the camera in-game only corresponds 1 to 1 to your real life head movements, there is no motion sickness for the vast vast majority of users. I've given tons of demos and beat saber won't make new users sick. Superhot won't make new users sick. Echo VR, Skyrim VR, anything that doesn't map head movement -> camera movement 1:1 has a 75% chance of making a new user sick, whether immediately and badly or after a medium duration experience and mildy.
But people who are early adopters and have overcome the hump of nausea and forgotten how it feels continue to expose new users to poorly chosen first experiences with joystick movement or even worse - just straight up camera movement entirely unmapped to user input. That and naive users not realizing they need to limit their first experiences to non-joystick locomotion experiences.
It's a bit like if everyone who tried alcohol for the first time took 10 shots of vodka and then span in circles for 10 minutes straight instead of sipping an alcopop or a beginner wine or beer.
There are also hardware solutions like vibrating motors you place on your wrists (or neck/near-the-ear?) that could help as well.
And vignetting and tunneling approaches to keep a fixed frame of reference in the users field of view for those that are advanced enough to begin with joystick movement.
But anyway, in 2020 the most compelling use-case is still porn. And laughably, many people who may have tried VR porn in 2016 or who only viewed free/old/poorly-made files have also had that well poisoned for themselves as well, while newer, higher quality VR film (and porn) is incredibly more realistic and immersive than early attempts or that which you could find on pornhub.
> It's a bit like if everyone who tried alcohol for the first time took 10 shots of vodka and then span in circles for 10 minutes straight
Okay, that made me laugh, and I think I see where you're going, but I really think it's different.
Alas, one of the first things I tried was RecRoom, which has thumb-stick navigation that was set to super-fast movement, so that was the first thing that really got me.
Where I disagree with your idea is that days later, in simple, slow, self-controlled movement (such as the ladders in Vader Immortal) it got me again.
> There are also hardware solutions...
Yeah, if someone came up with some non-drug way to take this away, I'd probably get a VR system right away (after testing it with my friend's system, of course!)
I have a pretty high tolerance for motion sickness in VR. However, if I play something like No Man's Sky for one hour, in the normal locomotion mode, my mouth will start to water, which for me is a prelude to nausea, so I have to stop. That's goes for other games too, even if the blank the peripheral vision(although that helps).
I can play for 10 hours straight (and I have) if I use the teleportation mechanism.
I'll get nauseous in Subnautica.
A few people have tried Beat Saber, they all seem to have been ok.
Planes, cars, spaceships don't bother me. My wife threw the headset away in Elite Dangerous when the ship banked. But I feel perfectly fine. Shouldn't that make me nauseous too? After all, things are moving and the vestibular system is not registering anything.
Maybe that's because we are used to cars? And could it be that the nausea can be "trained" away?
The sad thing is that it's like saying, "You can play any game on this system, as long as the game's name starts with the letters A-D. You can't play any game whose name starts with E-Z, though!" You're going to miss out on a lot of great stuff, and frankly, there's tons of non-VR games to keep me busy forever.
I had wondered if larger companies would do VR technical interviews to remove biases in their quest to "hire the best". You can have a whiteboard, and the usual schtick, but you can disguise the voice, height, gender, ethnicity, etc of a candidate, so the interviewer can focus on the communication and the solution.
And then the interpersonal part of the interview can be done in person and unmasked. After that, both parts of the interview can be conjoined during the committee evaluation.
I never went down this avenue, because I thought sourcing candidates was a bigger problem than evaluation accuracy, and all but the biggest companies don't worry so much about their interview methods.
I was tremendously excited about it, to include messing around with VR development in my spare time, until the Facebook account debacle dropped my enthusiasm to zero. I’ve used my Quest maybe twice since my account got caught up in all that. I have no plans to develop any software for such a closed platform with arbitrary gatekeeping.
Sure, I would love to buy VR headset but there are things that are stopping me, and until they are fixed, I will wait before buying, it is not a crucial piece of technology after all (like robotic vacuum cleaners are :D )
- I will not vendor lockin myself into some store "Hey, buy xy monitor and you can only use software for it from xy store".
- I will not pay for the VR substantially more than good monitor (of normal size)
- I will not pay extra for games that I have already bought as non VR
- I will not upgrade my whole hardware just to be able to use VR (I do understand why hardware requirements are as they are but I will just not do it)
- I will absolutely not buy anything subscription based.
- I will never buy it from facebook (,google,...), I dont consider them a trustworthy company and I am not buying anything that is positioned in home from those.
- While watching tv, playing playstation whole family can have fun, for the same price, not just one
And once I go trough all the points I dont think that here is any VR headset that fits. And to me all those points are showstoppers. Maybe buying new computer hardware can be left out as a showstopper, it is just a huge annoyance.
Bottom line the VR technology is not even a problem at all.
Everything around is.
Steam VR games, the largest VR market, have no vendor lock in AFAIK
> - I will not pay for the VR substantially more than good monitor (of normal size)
A Rift 2 is $300 right now. Many of the windows ones are also in the $300-$500 range. I don't know what your range is. To me it would be unreasonable to limit the price to $100. I've bought monitors for $800, $1500, $4000, $200, $400.
> - I will not pay extra for games that I have already bought as non VR
you don't want non-VR games ported to VR. They suck
> - I will absolutely not buy anything subscription based.
I know of no subscription based VR except porn and even though you're paying for access to their libraries and you download unencrypted mp4s. Your subscription just gives you access to new content.
> - I will never buy it from facebook (,google,...), I dont consider them a trustworthy company and I am not buying anything that is positioned in home from those.
Agreed though sadly, in my experience, they do have the best experience ATM (I know others disagree...) I hope that changes meaning I hope the experience elsewhere becomes better.
> - While watching tv, playing playstation whole family can have fun, for the same price, not just one
Not sure what your point is here. you're comparing apples to oranges. That's like saying "I'll never buy a snowboard because my car carries 4 people"
The reason VR is struggling is the same reason that most exercise games eventually struggle. Humans are lazy and prefer sitting on their asses and click buttons with near zero muscle activity.
https://www.getsupernatural.com
Even boxing is amazing and tiring
I'm not sure if you're joking or not, but your alternative is a giant, heavy, antique that's hard to find and that probably costs a few thousand dollars not including maintenance; and it plays only one game.
I would highly recommend at least trying modern VR (Google Cardboard doesn't count) before having a stronger opinion on it
you think this contraption holds a candle to its VR counterpart?
Hmm.. I think you are in the vast minority for sure. I've been following (and an adopter) of VR since the beginning and I think this is really the first time I've heard someone say something like that.
What I don't get is you say "sensory deprivation" but you are anything but deprived on sensory.. you feel like you are in another place with visual & audio. I guess when there's a loading time or something and it's all black, I can see what you mean a little bit..
https://store.steampowered.com/app/798810/Natural_Locomotion...
It really doesn't help that you're basically stuck buying the facebook-locked Oculus (either the Quest with a more limited game selection or the Rift S which requires a good PC), spend a bit more and get a Vive Cosmos, or you can spend boatloads of money and buy the Index (or buy an old Vive and piecemeal the Index parts you want since the lighthouses are compatible).
Any VR that is not roomscale will feel limited, and any VR that doesn't use some sort of tracking for the headset/controllers (IR based, usually) will feel clunky and will lose track of the controllers constantly. I tried (and loved, despite its limitations) Google Cardboard and Daydream, but those definitely never took off. Playstation VR isn't roomscale so you can't move around in the environment, so it's inherently limited.
The Windows Mixed Reality inside-out tracking works for 95% of what you need to do -- overhand throws don't work reliably since your controller leaves the tracking area, so you have to throw things by doing awkward pushing motions most of the time.
So again -- I'm faced with: - Upgrade to a more expensive headset to get better tracking but still have low/medium quality ($300-1000). - Upgrade my GPU to max out the quality on my current headset ($300-1000). - Do both ($600-2000).
In all honesty, for the limited amount of time I spend in VR (1-2 hours once or twice a week, mostly for exercise with Beat Saber or BoxVR) -- None of those options appeal to me. I'll just keep using my headset until it dies, and then we will see where we are at. There's not enough new features coming out (or enough new VR hardware in general coming out) to justify an upgrade every year or two, especially when it relies on my PC having sufficient specs to power it.
I love listening to music in surround, but it requires time to fill a room with speakers placed just right.
A few years ago I tried my friend's VR setup. He had to set up a room just right, and the space had to be completely empty or you'd smack into things. I even smacked into a wall where some sensor wasn't calibrated right.
Even the economics of dedicating a large, empty space for VR means it's mostly for "rich" people. You could be middle class in the 'burbs and pull the car out of the garage to do VR... But what if you live in a tiny SF or NYC apartment? What about even denser living conditions outside of the US?
I get the complaints, and VR isn't really something that suits me as I get nausea really quick with headsets messing up my hearing somehow. I had this same effect when I took the train and had to face backwards to the direction the train was heading. It's really unpleasant and losses all novelty in about 10 minutes.
But, I have to ask: with the advent (or promise really) of 5G why wouldn't you take to being outdoors for a session of alien blasters VR instead of being suck inside? One of the cool things I think AR has over VR is that we saw how the Pokemon game fad got people who spend way too much time on their phones to go back outside with the right incentive (and putting aside the massive privacy intrusion it turned out to be) and being able to interact with their environment as part of the game quest. I can't see why a designated area in the park couldn't be allotted for that, and it would be cool as you could share it with younger kids who may not be able to afford or have access to the unit to ever try it and ultimately build community with other enthusiasts.
I saw that happen with some of the local kids with drones at my community park this year after seeing little to no kids the year earlier ever playing there. By the end of summer it looked they were all making videos or something together.
This is one of the cooler unintentional things that happened I was learning to fish out at the pier; the looks on some kids faces when something 'feels like a bite' is hilarious, and its pretty much Christmas if they ever catch anything even if its just bait fish.
There are Bitcoin meetups in VR happening right now, but to be honest I'd rather just go to the conference calls one where you can see a stream along with the attendees faces. Anything else seems off putting, but then I don't really get the appeal of something like second-life interactions with avatars.
I was re-watching season 3 of the Expanse, and that ship building puzzle in the train station on Mars with all of those kids assembling it looked like a really cool thing to have if we could work out the tech. Hacking culture can't be introduced early enough in my opinion.
Specifically:
1. It looks real 2. It's affordable 3. AI characters become believable
If anyone's played with Replika.ai lately, you'll know #3 is starting to get really close. #1 and #2 are inevitable.
So at some point it becomes wildly rewarding to spend hours hanging out with your AI friends in virtual space.
Simply being in a 3D space isn't enough. Most people seem to experience this as a neat trick, but not something they feel the need to make a part of their daily lives.
But building emotional bonds with characters who are only accessible in VR? Or perhaps can be texted (like Replika) and then met "in person" in VR? I see that being worth many billions.
And kids interacting in a virtual school would be a nice addition to a real school too.
This is really a situation where “more technology” is not better.
Now I have an index a quest 2, and spend far, far too much time in VR. Nothing comes close to PCVR gaming in VR, and quest 2 titles are starting to become really good. Population 1 is probably one of the most enjoyable games I’ve ever played in my entire life, and I don’t even like battle royals.
Yes there are some things we need to get better at, but I just can’t imagine something this transformative, that is consistently sold out, doesn’t take off at one point, even if it is 5 years away.
His sales estimates are a little low, unless he's only including PC VR. PSVR alone has sold ~5M units by most estimates. In the most recent Steam hardware survey, about 2% of users that completed the survey have VR devices, which is roughly another 2M users. That doesn't include Quest and Quest 2 sales (many people never use the link cable), or the few Rifts out there that aren't on Steam. So while it's highly unlikely that 6DOF VR devices have sold 10M units, its likely cleared 8M units and could easily surpass 10M in 2021.
The biggest issue right now is lack of software. There isn't much to play at all in VR, and there are very few great VR titles and only a handful of good ones. For HN commenters that want the infinite screen experience, I unfortunately believe that will be relatively niche (you sell to a bunch of programmers) and none of the current players are really focused on enterprise as games have been the stickiest thing so far. Quest 2 is pretty high resolution and eventually a tracked keyboard and infinite office will ship, so it might still be the best option for a while for people looking for VR productivity.
Gilmore and Pine “Experience Economy” suggests that we are now in the transformation economy. Maybe VR needs to be transformative?
Oculus, Vive, Index - these are like the pre-iPhone smart phones. They're bulky, slow, they kind of do their job, but they're not something everybody wants.
VR has to get better. The resolution and FOV are terrible. The gameplay paradigms kind of suck because movement is such a pain.
AR honestly seems even further away. Pokemon Go and all the other AR trinkets are clunky toys. I can't ever see holding up a device for anything other than picturing furniture in a space, and none of these apps even work well.
An AR headset outside of industrial/military uses is a pipe dream that will rely on miniaturization and being fashionable. Google Glass wasn't cool, and nobody is going to wear a bulky HoloLens anywhere. There's a lot of work that needs to be done.
Modsy works well, but it is a curated hands on experience.
That said, the end product is really nice.
That said I think there are still unexplored workplace markets like medical, mechanical etc.
There seem to be a very, very small number of consumer applications: heads up nav display for bicycle/motorcycle operators comes to mind.
https://www.youtube.com/watch?v=-fKpJ-hKbiE
I haven't tried Supernatural but FitXR was a great improvement from Beat Saber (granted, BS is more fun but the workout is nothing compared to FitXR or Thrill of the Fight).
I'm very excited for the future of fitness in VR. Oculus Move shows that it's a rising star.
Every game I’ve played uses some hack to make up for the fact that I can’t just walk anywhere I want in the world they are presenting.
I don’t think this is a solvable problem, but I could be wrong. Occasionally a game will do a very good job disguising this problem, but I’ve never seen anything that hints at a solution.
We're getting the bottoms of our toes wet and calling it immersion.
Although even if this was technically possible, it would likely open up companies to massive potential safety issue related lawsuits.
iPhones were replacing something that people already had with something that did it so much better than before that it seemed like magic. I can't see VR doing that unless the tech becomes so wonderful that it can be added to spectacles/contact lenses or the experience injected right into the brain cheaply and someone creates a killer app that people will want to use repeatedly.
There will always be technical and industrial uses - training, visualization etc that can justify expensive headsets and expensive content creation but those are niche markets.
VRChat.
More and more of my furry online circles are constantly posting VRChat videos and photos. Give it a year or two of the gear needed dropping in price and I think it may finally explode in usage.
The ‘rona helps here; all the furry cons have been cancelled but furries still want to be cartoon animals at each other. There have been virtual cons via VRCHat already. I don’t have the spare cash to get a vr setup myself so I can’t talk about how well they went off, but I bet the virtual-first cons founded this year are not gonna go away just because physical gatherings are safe again...
Oculus Quest (just looking at the hardware) may as well by the first VR headset because it’s the first that is both feature complete with full head and hand presence and doesn’t have to be tethered to another bulky system and doesn’t cost $1000+ to get started.
First time I demoed quest to a friend he had ordered one off Amazon 2 minutes seconds after taking it off and him demoing it to his family and friends sold 4 more.
warning: discussion about guns
> Half Life Alyx seems to me to suffer from the same problem, a fun game with some compelling content, so great to try, but not a must-have. Exercise programs like Supernatural or Beat Saber fall in the same category, fun, cool to try, but not something without okay substitutes or alternatives.
I think HL:Alyx is a game changer. Elite: Dangerous sold me on it initially. I regularly use Beat Saber to stay fit during the pandemic -- the recent addition of multiplayer is amazing. VR Chat is really awesome. I find it's not nearly as exhausting to hang out with friends in VR Chat than a Zoom meeting.
HL:Alyx -- the fidelity, performance, and detail given to the content is amazing. But what was unique about it for me was that it made exchanges with guns actually harrowing and... more cinematic and believable. A lot of FPS' have to band-aid around the fact that the player character can soak bullets/zaps/whatever because the lack of spatial awareness of a projection onto a 2D surface means most casual players are going to be running into the middle of a fire fight and expect to have a reasonable chance to win.
In one of the opening scenes a soldier catches you off guard and points a gun right at you. In VR, without even thinking, my hands went up. In any other FPS, unless that interaction was scripted, I would have just shot back or ran.
Yet even because Alyx isn't a super hero or wearing some high-tech recharging shield, it still feels cinematic. I'm physically ducking behind walls, tossing items and using bits of junk as a temporary shield.
And it does advance the story of the HL universe so there's that... I wouldn't say it didn't change anything. It raised the bar for VR content that was lacking original content from AAA studios.
Elite: Dangerous. VR changed how I play completely. I was instantly better at flying. The added benefit of depth perception improved my reaction speed and spacial awareness. I play on a flat monitor now and again but it's too boring and awkward.
Although you can't argue with the numbers -- it's not mainstream in the way that a Nintendo Switch or other game system is.
But I wonder if that's not so much a content issue but if there were other factors involved like, say, how FB has managed Oculus or how it wasn't deeply discounted at first to gain adoption like most new hardware platforms are.
Because VR manufacturers were unprepared for the surge in demand, things like the Quest were out of stock constantly for months. The Quest 2 is still extremely hard to find outside of crazy scalper prices or a 1-month wait if you buy direct.
Besides which, 10,000,000 seems very large for an early adopter group a anyway. I'd argue that anything selling 1million+ units has pretty much made the mainstream.
Still, that wasn't the bet, but it may very well be that demand for 10,000,000 existed, it just outstripped supply, at which point I'd say the spirit of the bet was fulfilled.
Managed to put together a small skunkworks team to develop an application to view data - goal was to gain insights through manipulation and viewing data in an immersive space. We had a novel approach to do this.
Problem is COVID-19 hit so getting other people to try it became impossible and most target users do not have their own headset. We used video's to showcase but its obviously not the same.
Project on ice (for now) but we felt there was definitely something there. What we developed was not the final killer product but it got people talking a lot.
Its (VR/AR) time will come, that's for sure, but we need more 6DFs, lighter, capable standalone headsets.
Current VR just seems not quite immersive enough to feel real or worth using for most things but slightly too immersive so that it ends up being unnerving after a while.
The lack of tactile stimulation doesn't help either. I think if they could come up with some kind of gloves that could simulate pressure and touch, that worked reliably as controllers, VR would become more popular.
Here are some experiences I wish I could have: 1. Virtual presence at a concert or sporting event 2. More apps or games where I sit down and can move around but still experience VR. Controls seem awkward still for this type of thing. Maybe it contributes to motion sickness.
Mobility is a huge problem that needs to be solved. Until then, VR will be a peripheral like the Kinect, great for one-off interactive experiences involving your full body... but never able to deliver truly transformational gameplay.
Mobility was solved with untethered devices. Just put it on and start playing immediately. No dedicated area required.
VR gameplay isn't remotely comparable. Perhaps it's due to VR linking us with our real-life limitations. In real-life, I doubt many untrained people can turn 90 or 180 degrees, raise a rifle, sight in, and fire accurately in a under a second.
I'm not saying there aren't great VR games but VR doesn't appear to add new elements to the genres or gameplay beyond "now try this without an accurate mouse/keyboard/controller" or "you can now see a virtual representation of your hands... and use them to awkwardly manipulate the environment".
When you say "Blaston.. (provides).. gameplay that would not be possible in another medium", I think that's what you're referring to.. the awkward manipulation of the environment. Blaston is a very simple 3D game that absolutely could be played without VR but wouldn't be nearly as goofy and fun. Perhaps that's it, perhaps the "akwardly manipulating/traversing the environment" is the unique gameplay that VR adds (similar to Kinect). The human element I guess you could say.
It seems as though the trade-off is a boost in immersion for a simultaneous reduction in game and gameplay complexity.
Blaston and Superhot on the other hand tie you to the same physical boundaries you're actually in and make me feel like I'm actually in the game. I dodge bullets by stepping aside or crouching. I physically aim to land that headshot.
Even though the graphics are simple it feels more realistic since my maneuvers represent what I can actually do with my body in real life.
I think the key is to accept that you can never be the John Wick you are in regular games and add some unique mechanics utilizing the restrictions. Superhot has the slow motion which makes you feel like you're in the Matrix when pulling off good moves and Blaston has a really cool gun gameplay (having to balance picking up guns, firing, throwing and dodging simultaneously) and the intensity of standing right next to another player trying to shoot you in the face.
Blaston has also managed to capture gestures in a great way and there's a meta game for greeting (waving, bowing), praising (thumbs up, clapping hands), doing GG (bumping fists with the other player) etc so the other person feels really alive. That's something novel I haven't experienced before.
It's 100% a trade-off though with the core gameplay always being inferior due to the limitations. Game developers really need to work around that fact not to end up just making a bleak copy of a "real" game. It's also probably a different target audience since it should produce different types of games if done right. Kinect is not a bad comparison but I think the potential of VR is much greater.
Disagree with this strongly.
VR brings realistic physical motion skills in to replace thumb-twiddling on controllers. When I play VR table tennis I am exercising my gross motor skills. It is a 100% different experience and type of skill acquisition to anything you will get from flat gaming. There are actually pro table tennis players who now train in VR because it is so realistic and of course they can fine tune to the nth degree what they want to work on. Alternatively, games like Space Pirates have you literally swaying and ducking bullets coming at you in 3d space. There is no comparison at all to me moving a joystick to achieve the same thing.
You have absolutely nothing like that in the non-VR space. Being able to physically swing weapons is night and day vs clicking a mouse. Picking up a bad guy and throwing him, etc.
Also, in some FPS type games (like paintball, or Battle Dome).. being able to literally peak around corners is a game changer for the feeling of immersion and it makes a huge gameplay difference.
Finally.. Climby! Being able to have a climbing simulator that you are really using your hands/arms and having a feeling of vertigo. You don't get that with keyboard/mouse & 2d.
Considering the massive success of group games like Jackbox.tv and Among Us, I think the killer app for VR has to have a group competition or co-op element. Single player VR stuff was cool but felt pretty isolating.
So it seems like we are about 1 generation away from having something mainstream for work, so probably 2 years away.
We are a remote team and I decided against Quest 2 but was borderline due to text legibility. I would probably buy everyone a Quest 3 though as a way to interact on some things.
"VR System Guide Summer 2020! Updated with Reverb G2, and all recent info. By Evanlyboy"
https://old.reddit.com/r/SteamVR/comments/hzkl36/vr_system_g...
This was the source cannel - https://www.youtube.com/watch?v=WJy8VU1mV08
Note that the image is a contentious summary (people talking about the camera's focus and aperture, and the many comments on the Index's screen shot) https://old.reddit.com/r/virtualreality/comments/j15plf/12_h...
For VR to succeed at that level it needs: better UX (Quest is close but needs to be 2x resolution and content richness / latency) and ease of use needs to be 100.
I.e., it needs to replace people’s glasses and/or be as easy as turning on the tv. I.e., very lightweight. Again Quest is the closest but still I’d say 25% of the way there.
Another bottleneck was that standard graphics pipeline in GPU had too much latency to keep up with user movements.
The PSVR and camera doesn't even have an upgrade for PS5 yet. So that's too bad.
Something more advanced like the Oculus Quest 2 or HTC or Valve, but for powerful enough hardware people and brands people already have would be the right move.
Also an ability to ditch the external camera requirement.
and also ditch the cords, but we can revisit that stretchgoal later.
What? Going from essentially zero consumer sales to 5m/year is 'nothing'? It's not smartphone or even console numbers yet, but it's not some tiny insignificant niche anymore (now it's a significant niche).
VR is the flying car of software: so amazing to imagine, so impractical in real life.
Infrared film can do infrared colors, and people who need to see those colors use it and to them is invaluable, but that need is not a mainstream need. VR is infrared film.
Forget about photorealism - cartoony, Nintendo Wii style graphics are much more forgivable on VR hardware. Currently, VR is bad considering the cost.
But AR - that's different - and I think it will happen the second we can get a full day of use out of it in a normal glasses form factor. (With enterprise scenarios driving earlier larger form factors)
The popularity of video games proves that is demonstrably false.
or
When VR doesn't merely solve for an "immersive" experience, but rather provides for a better way to interface with 3D "space" than does a 2D monitor.
The mod community have made beat saber incredibly immersive in the way of light shows and "wall maps" which go beyond just hitting blocks with your sabers. I'd recommend checking out an example like this - https://www.youtube.com/watch?v=pZd_I86i8eQ - which is like being inside your own personal rave
That being said maybe that's all "3D interface with 3D objects" is right now?
So might be more accurate to say: When our current 2D interfaces like file systems/operating systems, entertainment (movies/tv), socializing, etc are addressed a 3D objects in a 3D space.
I'm unfortunately not convinced it will ever "take off". At least not in its current incarnation of HMDs and controllers. There are just too any limitations.
1) You usually need a 10x10sqft open space to use it. Sure there are examples of experiences or tools that you can sit in chair but they are very limiting.
2) You're isolated. Watching TV or playing a video game you can be in the same room as others but standing in the same room as other playing VR is kind of off putting (maybe that's just me)
3) People get sick from motion so more limits on what you can actually do. I generally don't get sick and have played a few games 5-8hrs a day though I have experiences serious debilitating sick for 3 hours nausea in 2 "VR hacked into a not designed for VR" games
Other issues are chicken and egg.
* You can't show people what it's like to be in VR without them being in VR. If you stand out of VR and look at the screen it looks just like a standard video game. The feeling of presence is not something you can show in video so the user who doesn't have VR equipment will never get excited about it from videos of what the experience is like
* The audience is too small so there isn't enough content. There's a ton of tiny indie games but there are very few well made AAA VR games. Some AAA games have a VR mode but the game wasn't designed for VR and so is usually poor. I'm sure this will be controversial if you're a fan but for example Eve Valkyrie fails for me because none of the controls are in VR. You need to sit at a keyboard where as I just want to reach out and touch the controls that I see on the control panels of the ship I'm in. No Man's Sky did some of this better with it's VR control stick and thrust stick and the exit handle but failed everywhere else where all the inventory screens are designed for joypads, not VR.
* This is more of the same but many interfaces are bad or to put it another way they are kind of like "by gamers for gamers" I almost wish valve/oculus had shipped controllers with no buttons or at most one button per controller to force the devs to put the controls in VR. In VR they are usually intuitive where as most games it's press one of the 18 buttons on both controllers (Oculus has A,B,X,Y,Left Trigger, Left Grab, Right Trigger, Right Grab, Left stick Up, Left Stick down, Left stick left, Left stick up, Left stick press, right stuck up, right stick down, right stick left, right stick right, right stick press and there's actually to more, left menu button and right menu button.
I realize that 1 button per controller would be limiting, I just wish more games/tools/software embraced VR more
* Inside out tracking of controllers and Quest level smartphone hardware are very limited. I know many owners of Quest are enthralled with it but for me it's a step back. The fact that it can't track your hands in all directions at all times breaks many experiences. Designing around that limitation basically means giving up on many experiences. Similarly a smartphone GPU is just not up to providing the top level experiences. It's like Switch vs PS4. Sure there are wonderful experiences on a Switch but there are also 100s of PS4 experiences that are just not possible on a Switch. Same with Quest. It's underpowered so Beat Saber, great! HL2: Alyx, not going to happen. (even with the link which you can go read reviews of blurriness and latency. People make due but it's not compelling the same way high powered VR is)
It probably will eventually be a successful thing, probably slowly and incrementally, but I think that the rush to be first to market caused all parties involved to make some mistakes that prevented the wild success they were envisioning.
- They should have been even more experimental. Bootstrapping a market is difficult. The way it goes is that the audience is zero at the start, so no sensible publisher or developer would risk their money over the years it takes to build a game, so the platform creator has to fund them 100%. But that also means that the platform creator gets to control the games and how they're made. I got the sense that the VR platform owners were overly controlling. I was involved with several different headset makers and they were pretty specific about how the input devices had to be used, limitations on the permissible content, and what kinds of games they were looking for. That makes sense for a mature platform where you know what a killer app looks like, but I think they needed much more experimentation for VR. When we first started building for VR, our team strongly believed that it would be the most fun to make games that focused on small-scale, close-up experiences, basically fitting everything on a tabletop. But we were steered away from such ideas, in part due to platform pressure. I guess they felt that big, splashy, open experiences were going to dominate (or would at least make good screenshots for marketing), but they were wrong. Long distance scenes aren't actually that cool in VR because the stereoscopic difference goes to zero; it becomes no different from looking at a monitor. Maybe small-scale stuff wouldn't have worked out -- the lack of vergence cues may cause additional eyestrain -- but it still seems like a big unexplored area of potential.
- Fragmentation is a huge problem. Even within one single headset model, developers cannot assume that players have more than a seated chair's worth of space. If you make a game that accepts that limit, it feels like you're "not really doing VR" and that pisses off funders. So you try and awkwardly have some sort of "progressive enhancement" that makes the game more fun when moving around the room, but still playable when stationary. You really have to build the entire game around such a compromise, so most such games felt very demo-y (e.g. Robo Recall, Job Simulator). Plus all the options for the inputs -- remember how the Rift shipped with an xbox controller? Building a game that can use either xbox or 3DOF or 6DOF controller is madness; the paradigms are totally different. So you're pretty much limited to building a lowest-common-denominator system, which sucks. I think Oculus is trying to address this now, by focusing on standalone headsets, but that saddles them with additional technical challenges so it'll be a few years before that can succeed.
- Inputs are everything for VR, and I don't think people realize how late in the game they actually were. When Oculus and Vive announced, the problem of having accurate-enough handheld controllers was not known to be solvable. Valve's "room demo" had inside-out head tracking that looked at barcodes plastered on the walls, clearly a temporary hack. Good game development takes years; not having a reliable input paradigm to count on _severely_ impacted developer productivity. That said, vehicular games like Elite which can treat the VR headset as a more immersive display were and continue to be some of the high points of the VR experience. I think that they thought that more genres of games would behave like that, but, no.
- I think it was a mistake on Oculus's part to have different levels of buy-in for their platform. It would have worked better if there was one package that everyone bought, even if it was expensive. Maybe the thought that they could have a cheap version for the masses, and people who wanted a better experience could spend more. But it isn't the case that getting the fancier VR package improves the visuals without affecting the gameplay; the different controller types and increased precision substantially changed the types of games you were able to play, exacerbating the fragmentation problem.
- The technical road to having high resolution displays and low-latency rendering was too long. It may be there now, after 5 years of concerted effort, but it wasn't in 2016. If the renderer can't keep up, it's super noticeable in VR. The analogy is capacitive touchscreens. Until they were _absolutely nailed_, they were worse than no touchscreen at all.
Game platforms fail to take off all the time, this was just one of the more well-funded and public ones. Remember the Ouya? Google's various game platforms preceding Stadia? Stadia itself? Failure is the norm; what might eventually turn this around is the very strong dedication some people have to the idea.
When people talk about how VR hasn't taken off like they expect, I really wonder about their understanding of technology. As a high end technology, I think VR is doing great. There are some pieces of work that people like, but the state of the technology reminds me of smart phones circa 2008[1]. Technology is getting better, but there's substantial disagreement about what a "good" experience needs. Do we need higher resolution? Easier access? Better integration? Obviously all of them are good but the point is that the field is still very much in flux and even people who have spent thousands of dollars on a nice setup are looking forward to the next generation.
I also think about LCD televisions. I don't really know what their sales numbers are over the years, but Wikipedia tells me they started selling more than CRT TVs in 2007[2]. They came on the market in the 1980s[3]. That's a ~27 year journey from being in a consumer good and becoming the dominant technology. Smartphones improved uniquely fast, and since VR is (right now) more firmly centered on luxury and leisure, I wonder if the arc of LCD televisions isn't more indicative.
I think VR will "arrive" when you can spend under $100 (maybe $200?) and get all "the good parts" of the VR experience, like my friend did with his cheap phones. It will also help if the high end is better established than it is now. It can't be used or home-made or just a part - one price for a low-frills version of what you came for. I think successful technology needs a "bottom-end" as well as a top-end and I don't think VR is very close right now. The first Oculus shipped to consumers in 2016, which puts us 4 years into my proposed ~27 year arc. That feels about right to me.
Edit: for all my skepticism about VR, writing this post has me researching the price of headsets again :p
[1] As a point of comparison, the first iPhone sold 6m units. https://en.wikipedia.org/wiki/IPhone_(1st_generation)
If you don't get that, then you won't understand the What, How, When of VR. (Hint, it's a long way off)
- Fresnel lenses!
- No haptic feedback?
- Closed hardware/software.
Unfortunately in the future electricity prices will mostly limit VR to non-realistic graphics, f.ex. Cyberpunk 2077 can't render (full blast) at 60 FPS on a 350W 3090, so to get 90FPS on both eyes you would need (if it was possible, it's not) more than 3x 3090 at a whopping 1000W!
And this is at peak everything: memory speed and litography; with cheap- energy, hardware, (food, rent too) etc.
The final medium is not VR, it is regular 3D MMO action potentially with server-side neural-network brained mobs/npcs! How is that progressing Mr Carmack?
Things would get really interesting if Apple decided to enter the standalone VR/AR arena with their cutting edge ARM chipsets
The graphics sucked, the lag sucked, it gave some people nausea and others an unwanted sense of vertigo. Prices for high-end equipment were (and still are) ridiculous and unattainable for the mass market. Even if you could afford it, do you also own a space big enough to set it up? And if you did, was it convenient to have to be in that space to use it?
The premise of VR as a foundational technology is totally flawed. VR is for experiences that take you out of reality, but most people aren't looking for that on a daily basis. Entering VR is comparable to going to the movies: it's something to do once you've exhausted better options.
To those who say the technology can never get there, I disagree. The market will explode once the first real AR/MR device arrives. People won't care what it looks like or that it has a pervy camera if it's the most amazing piece of technology they've ever used. It will be like the first iPhone - an "Aha!" moment in amongst a sea of products that just don't get it. It won't require lighthouses or setup or spatial mapping or wires or the social isolation of being at home, it will just implicitly understand the world wherever you are and will be available to you when you need to use it. Like a phone in your pocket.
And I'm sure with the equivalent of a sleeping mask such a device would be VR capable as well.
It's coming, but it won't be a product from a startup (anyone remember Magic Leap?) and not for maybe 5-10 years.
Also, I believe a lot of hype around VR is that it is a necessary first step before VR.
Finally, while I agree that AR is the “mobile phone” type of revolutionary product, I still think VR is going to be wildly successful. To me, the limiting factor is the builders tools - it’s so expensive to put together good interactive VR content.
I no longer have a Facebook account, so this is impossible for me, right? But let me check Google. Bulky, isolating, still requires controllers. Yep, nothing has changed, as expected. People who have staked their livelihoods on this technology are mad about my initial comment but the fact remains: nobody is buying these things, and the product hasn't changed meaningfully since the last iteration.
To point to specifically inaccurate or misleading statements of yours:
1. "still requires controllers" - incorrect, hand tracking is a thing, and on its way to a user friendly input. It's not clear why controllers are a negative - do you similarly criticize the PS5 for having a controller and not meaningfully changed?
2. "The product hasn't changed meaningfully" - here, 'meaningfully' is a weasel word. 50% more pixels, for a device where pixel density is important for usability. A 25% ($100) price drop, in a device that is now significantly cheaper than gaming consoles. The ability to drive better graphics with a tether to a video card. (BTW, this is a < 2 year product cycle for a bleeding edge device.) What do you consider meaningful?
3. "nobody is buying these things" appears to be incorrect, literally and directionally. Expectations are for 3M units sold in 2020. Pre-orders were 5x for Quest 2 versus Quest 1. Perhaps you meant to say "me and my friends haven't bought one"?
Which is about where it was last time I checked in. Most VR games require use of controllers do they not? As long as you have cumbersome interfaces like handheld controllers or hand tracking that doesn't handle occlusion you can't maintain a suspension of disbelief. If it's not clear why controllers are a negative, you're not really getting what VR should be. I don't criticize the PS5 for having a controller because the main focus of game consoles isn't the display technology. The screen has succeeded as a timeless medium for bringing people into another world. It's less awkward and cumbersome than VR, so it's actually better at creating a virtual reality than an HMD.
> 50% more pixels, for a device where pixel density is important for usability. A 25% ($100) price drop, in a device that is now significantly cheaper than gaming consoles.
Resolution is actually one of the least important aspects of VR (unless of course, the rest of the experience is so mediocre that it's all people can focus on.) The breakthroughs in VR will come in the form of human interfacing improvements. Only once a device can truly understand your intent can it become believable. For as long as you have to hold a controller or think about how you interact with the device, VR will continue to be a gimmick. It's a UX problem as much as it is a hardware problem, but the UX will be obvious once the hardware is solved.
> "nobody is buying these things" appears to be incorrect, literally and directionally.
I guess it took the entire world sitting at home to get 3M people interested enough to buy the latest VR system. Cool. If it was actually what people wanted, everybody would be scrambling to get one. 3M says to me that it's more of the same. I feel like I've taken a time machine to 2005, being told how great the latest Palm phone is while knowing the iPhone is just around the corner. Can't you see that the technology just sucks compared to what it should be? Only once it is what it should be will it be what you want to believe it is today.
> me and my friends haven't bought one
Again, why would I buy a device I can't use?
Progress isn't linear. There have been significant jumps in the past few years. Sales appear to be supply constrained. Many people have lots of joyful experiences.
That said, your conclusion may be correct. Predicting the future is hard, and your subjective perspective doesn't justify the certainty with which you comment.
That said, this is probably not a constructive conversation for either of us, or HN. I wish you a pleasant day.