The IBM Personal Computer released in 1981. By 1989... yeah.
iPhone came out in 2007. By 2015, smartphones ruled the world.
The IBM Personal Computer released in 1981. By 1989... yeah.
iPhone came out in 2007. By 2015, smartphones ruled the world.
Advanced phones with proper os, apps, camera had been around for years, and personal digital assistants before that. Tablets, too. iPhone got the form factor and ui exactly right and triggered an explosion, but it was far from the first. We might still be in the "smartphone, pre-iPhone" years.
1. Feature/smart 'Phones' were around before the iPhone *and* were already pretty much ubiquitous. VR headsets don't do much but sit on shelfs (either in people's houses or in distribution centres not being sold).
2. VR has arguably existed in some ways before the Quest, Nintendo Virtual Boy was from the mid-90s.
Maybe the iPhone comparison isn't right, but if we're decades into developing this technology and still very early in development I think we should assume we're a LONG way off these things becoming mainstream consumer devices and we should be wary of any company that brings them to the consumer market.
Quest has 6+ million monthly active users. Steam 2-3 million. Sony doesn't publish numbers but a good guess is 3-4 million active players.
If you allow for some overlap, that's roughly ten million monthly users, and in sales VR is already more successful than a lot of computer platforms of the past.
I find it really hard to believe that 3 million people put on PSVR2 every month. That thing gets basically no content.
There is no way that those numbers are right.
EDIT: Yeah, Steam has 120 million active users per month. And the 6+ million users for Quest is from 2022, during the pandemic and metaverse bubble. Would be curious to know the trends for 2023 and 2024 thought.
- lighter/more comfortable
- faster to get started when you put the headset on
- more social experiences and event organized in VR
- shorter time from headset on to hanging out with your friends in VR
A number of years ago I convinced a bunch of my friends to buy the Quest after being blown away by board games in VR, but turns out Catan only worked for the Go and it was a lot of work to do something together in VR.
IMO there needs to be some sort of lobby that does not take you away from hanging out with your friends when you’re in between games. I should be able to easily join a lobby or pause a game to go to a lobby and wave at my friend who’s playing to pause and join me in the lobby
It's this and one other point: Games that people aren't bored of in an hour.
To me, very few games have come out for VR that don't feel like gimmicky experiences. Even Half Life Alyx, as advanced as it was, kinda felt like a theme park ride after a while. I'm not sure if there's technical reasons for it, but it feels like nobody is taking VR development seriously.
It's hard to justify strapping a TV to my face and feeling uncomfortable for one-off experiences. Even if there was a game with some depth and replayability, I would be even more annoyed to play it on such an uncomfortable headset.
Almost everyone I know is not using their VR headset anymore. I'm not sure it will ever move past that phase, because people want it to be smaller and, simultaneously, more technically immersive. So we're in some weird in between zone where it's neither.
The "technical" reason for it is very very very simple: Nearly no video games are actually improved by "increased immersion" to an extreme. Chess won't be more fun because you have to physically move digital chess pieces around a virtual board, people playing Call of Duty do not want to physically move their arms around to aim, and don't want to jump around to move, and if you aren't doing those things you don't want the downsides that are inherent to a VR system, like extreme seclusion of wearing a headset, physical ability being an inherent filter, clunky UI, nausea etc.
The TWO areas where VR is useful, flight simulators and driving simulators, haven't even fully adopted VR simply because it's too much hassle.
VR is only a gimmick unless you can benefit from that extra immersion, and most things cannot.
The Wii sold gangbusters because everyone and their grandma could understand "swing remote to swing tennis racket", but you couldn't actually build a hyperaccurate tennis sim off of that because a Wiimote is NOT a tennis racket and you cannot get beyond that. VR is the same way. Everyone can experience the "Oh VR is soooo coool" gimmick but very few genres inherently benefit from what VR provides.
But for some reason there's practically no uptake on any of this outside of sims. I would love to see a first-person shooter that is fully VR enabled while still allowing me to use WASD + mouse. In fact, I already kinda sorta do that by using 2D theater mode with games like Insurgency: Sandstorm, but that doesn't give you the actually useful VR stuff like the ability to turn your head to look around etc. If somebody were to make an FPS that did all that, they'd have my money in a heartbeat.
I see this come up, over and over again. It's so obviously wrong based on even a basic reading of the market. The Quest is unambiguously the most popular VR headset and it's store has barely any cockpit simulators at all.
As for tennis, one of the perks of Quest is that you can take it anywhere, including a real tennis court: https://www.youtube.com/watch?v=atuIRf59hzc
At a smaller scale, Eleven Table Tennis is an extremely accurate VR Table Tennis game that supports paddle attachments. It is extremely close to the real thing, professionals use it for practice.
Couldn’t disagree more. Experiences in VR are insanely immersive and this is why there’s so much love for VR.
Also, I played Catan (a board game) in VR and it was the most social experience I’ve ever had in a video game.
The amount of sensors we have on controllers now means, it can pick your slight wrist movements for top spin, side spin and more accurately measure bat speed. The physics engine on these games are so close to being realistic.
Now, let's compare it to IRL and since I played college level cricket, I'll tell you the difference. When I practiced as an amateur, I was able to face at the most 25-30 pitches per day. Of them, only 1 or 2 were what I can remotely call "quality" pitches and I'd have to spend 3 hours per day.
In the Metaverse, in 3 hours, I'd have faced 750 quality pitches including 95mph pitches (The highest I ever faced in IRL was 70mph) including extremely difficult curve balls, deception etc.
All this for a marginal cost of $0 and the physics and simulation will only get better
I tried beat saber for like 10 minutes and never bothered with anything else. The headset’s just too big a hassle, and blocking out the world sucks a lot.
Plus I can’t help but think of the VR headset guy from the Pearl Jam video “Do the Evolution” when I look at the damn things.
Kinda like how I think of the dad from Serial Experiments Lain any time one of my kids walks in and I’m in front of a glowing screen.
Gross.
I have access to a Vive headset for school project right now and do not find it very fun to use, Beat saber remains the only VR game that is at least on the same tier of replayability as osu.
- App sharing / libraries doesn't work properly yet. (The owner has to secretly log in to each individual app themselves, before anyone else can use it on the device. There is no documentation informing anyone of this requirement)
- Add/ons or DLC also don't work properly yet. (You have to 're-unlock' each individual DLC, for it to share to anyone else on device in something like Beat Saber, for example)
- Child permissions don't work properly yet. (The notification does work, but a parent is not allowed to approve an app from that notification, the child has to entirely shut down and restart the whole device, before an approval takes effect)
- Screen sharing doesn't work, at all. (If you have a child, you just can't ever mirror their view onto a TV or Tablet -- full stop, no exceptions. Which also means, there's no way to help a child who is wearing a headset -- ever). Note that "taking the headset off" triggers a state reset, so a child can't hand the headset over to their parent for help, since the face sensor will kill state the second a face is removed.
- Windowing UI doesn't really work yet. (You can have windows, but only three, and only side-by-side, and only for a select few apps) -- it's more usability-restricted than even stage manager on an iPad. You can tell the Quest is designed around the expectation that you will be in one-and-only-one full-screen game, pretty much the entire time your wearing the headset.
- Online sharing is app-dependent, a bunch don't work. Many more don't work at first, you have to spend 30 to 60 minutes "unlocking" the right to match-make. (making the online/networking more seemless is critical because of the nature of the device -- you can't both look at it the way you might with a TV or PC or Laptop or Tablet, since it's a worn device)
None of this is dealbreaking stuff, none if it needs any kind of "new invention" or anything to fix. But as a product, friction is still really high here, and I can see why it's not necessarily super popular outside of techie/gaming scenes yet.
This is definitely not true. The Meta Quest app can connect to a headset and show what the player is seeing, both video and audio. Been watching my kid play various games for years.
Also not sure what state reset you're talking about. I've definitely grabbed the headset from another person and continued with the game.
You don’t have your kid on a child account, you have your kid using an adult account. Child accounts can’t screen share —- it’s acknowledged in the Quest FAQ - https://www.meta.com/help/quest/articles/in-vr-experiences/o... “only the primary account can cast”
> Not sure what state reset you’re talking about.
Setup a child account. Let your kid login. Have the kid take the headset off. Congrats, everything just got killed, and it’s now PIN-locked to the adult account. When the adult types in a PIN, it trashes the child’s session, and starts an Adult session.
(We work around this by gently holding the face sensor with a finger while moving the headset around between people, to trick the headset into thinking it’s still being worn -— but this is ridiculously broken, no one should have to do that just to get it to work)
VR makes a ton of sense for video games, but I just don't see how it could enhance the rest of my day-to-day life. I don't see it becoming a good general purpose computing platform that most people use all day. I see it being useful for specific niche tasks like CAD, but I'll never put on a headset just to send an email, file my taxes, or browse the internet.
Came away very impressed with the technology, but really didn't like having the damn thing strapped to my head for 15-20 minutes.
it reminds me of getting the original 3ds that could do some cool AR stuff, and could do 3d without glasses, but ultimately was an impressive tech demo that I mostly didnt use.
I already spend too much of my day in front of phones and monitors, I'm not sure if the answer is moving the screens closer to our eyes and shutting out more of the world.
industrial applications for sure can have a niche with this, but as a mass market device I think there's a long way to go, even if the experience looks good.
Coincidentally, someone I interacted with mentioned "I never thought I'd get rid of my Blackberry" in passing, which reminded me of the term once popular term "Crackberry".
I find it incredible there's still only 1 actual "serious" VR game - lots of people then recommended Skyrim VR, a game from 2011.
Is VR gaming in an absolute standstill?
If you're dead set on only AAA games then yeah, it's not a useful purchase, but that doesn't mean it's "standing still".
0: https://medium.com/@nemchan_nel/vrchat-breaks-records-with-9...
In 1989 market was still fragmented and PCs were weak (286, amiga, mac + old 8bits like atari and commodore).