The current burst is a fad. You'll see it taper off in a couple of years much the same as motion controls. Optical-based VR is a niche product, and will remain so until you can plug shit directly into your brain, Matrix style.
Sadly, without tactile feedback I don't see lightsabers working... you'd swing and then, in the game, "hit" the opponent's lightsaber, but in real life your swing would keep going. That kind of virtual/real conflict would screw your brain up Now, same ROOM virtual reality with two people wielding batons attached to those controllers? That would be friggin' awesome
Sadly, without tactile feedback I don't see lightsabers working... you'd swing and then, in the game, "hit" the opponent's lightsaber, but in real life your swing would keep going. That kind of virtual/real conflict would screw your brain up Now, same ROOM virtual reality with two people wielding batons attached to those controllers? That would be friggin' awesome
Batons would be utterly awesome and easily possible, just make sure they're durable but soft and you;d be good to go. Ensure that the perimeter takes the batons into account to avoid breaking windows, 60" LED TV's and grannies, and I think that would be dead easy to incoporate.
Of course, it would be prudent to discourage twirling around lest you tangle in your wires and fall over...
As for single room combat, I think that as long as there is a pretty hard THUNK in the tactile feedback, and the in-game saber is seen to perhaps slide around and away from the opponent, your brain would figure it out eventually.
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I say this as someone actually planning to buy a Vive, just not for standing still waving a glowstick around. I'm buying it for my business to do stuff similar to architectural visualisations, the sort of niche application it is useful for. And maybe if Roberts ever fucking gets around to releasing Star Citizen, I'll try it in that one day.
It is even closer in real life. So it still looks like color newspaper through zoom lens..
not bad but once the "OH SO COOL" is gone, everyone will start noticing the grid
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Ack... that stippling/screendoor stuff is pretty pronounced
When you move your head you don't notice the screendoor effect that much. I currently have a DK2 that looks way worse than the Vive, but with moving images and the head movement the screendoor effect is bearable.
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Ack... that stippling/screendoor stuff is pretty pronounced
When you move your head you don't notice the screendoor effect that much. I currently have a DK2 that looks way worse than the Vive, but with moving images and the head movement the screendoor effect is bearable.
It remains pretty crap for reading though. It's why I cancelled my preorder - it's blurry enough to limit how far games can go. Inventory and hud will need to be pretty big to be readable and while I'm sure it will be good for arcade games, those are not the games I was hoping to play. Roll on a 4k model in the future! And maybe curved screens which would also help reduce the edge blur.
I would think that virtually all games will be in constant motion - any screendoor effect is going to be lowered by such movement.
I'm more concerned by the apparent lack of clarity of text; that control panel was impossible to read clearly, and I would like to know if that was just a poor shot - maybe motion blur - or that is exactly what you see - which I just find hard to believe given the apparent resolution of the screens being used.
I still maintain, anyone who has yet to actually experience VR has no valid opinion on it's use. I've not used it yet, so my opinion is also not valid, however I don't see this just being a 'fad' - immersive VR is the epitome of PC gaming - and of course it has many, many other uses in engineering, science and education.
I expect the screens to double/quadruple in resolution as tech improves, maybe some built-in processing to help with PQ, and as videocards improve ever more, everything will become clearer and sharper - as well as lighter on the head!
5-10 year from now, maybe we'll just slip on a pair of sunglasses with VR screens
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The current burst is a fad. You'll see it taper off in a couple of years much the same as motion controls. Optical-based VR is a niche product, and will remain so until you can plug shit directly into your brain, Matrix style.
Wrong.
Why? For starters, unlike motion controls, VR works for far more types of games. And in those games, it does add an amazing extra dimension.
Second, motion controls were pretty much nearly mature straight away. There wasn't much to improve and thus what you had then is where it ended. VR on the other hand has still got lots of room to improve and in the next few years, that's going to speed up. There are two major camps (I'll exclude PSVR, that's another market segment) that both have a tremendous amount of money available to do the R&D. Displays have been improving very rapidly in the last couple of years, there is wireless tech in development that will solve the wire issue. And looking at what Valve's doing, I'd say they are forcing Oculus/Facebook to follow suit on some of the more VR-specific developments (the tracking). Those two pushing each other will advance the tech, the only risk for consumers is them pushing separate standards, resulting in another broken feature like 3D.
Third, motion controls have no real useful application outside games. VR does. Is it a "niche"? Yes, it's never going to be as mainstream as an Xbox or PS, nor will all games become VR optimised by default. What I can tell you though is that anything that even remotely resembles a sim will have VR support for starters. Games like ETS2, pCARS, Elite, Star Citizen, flight sims - they will have it, because in those games VR is a 100% natural companion and perhaps more importantly for the technology, most people who really get into those tend to also spend plenty of cash on their peripherals. But it has applications outside games as well, you wouldn't believe what some companies are coming up with. The easy examples we've already seen are things like virtual tours, but that's the tip of the iceberg.
Last, motion controls do not give you the rush of VR. They're funny, but that's it. Playing a racing game in VR is a completely different experience from doing so on a monitor or TV. I wouldn't say it gives the same rush that high speed driving gives in real life, but it certainly goes in that direction. Same goes for flight sims and such, it's not like the real thing, but it does head in that direction an awful lot. And then there's stuff like ETS2, which just feel incredibly natural with an HMD on your face.
As for the above, no, the screendoor effect is not that distracting, at least it wasn't on the DK2. Text legibility was a concern, but that's what the higher resolution is for.
And indeed, anyone who hasn't experienced VR needs to shut up and try it first. Once you experience it, you will understand why it is not a fad. Elite: Dangerous is a great game. But when you put on a Rift or VIve and get inside one of the space stations, it's a whole different ball game. You can not appreciate the scale on a monitor.
I know this might be impossible to explain, but when you see that, you genuinely do feel like you're in a huge space station that's a couple cubic kilometers big. That scale simply can not come across on a flat display. But the same goes even for the depth within your cockpit for example. We feeble hoomans get tricked easily and VR does just that.
Even if VR will fail somehow in gaming scene, places like theme parks with rollercoasters and stuff will use it, it is the future for them, imagine actually feeling g-forces as you fly trough the battle or smth(really being on a rollercoaster). I'm sure there are a lot more places outside gaming where VR is the future or at least part of it.
Even if VR will fail somehow in gaming scene, places like theme parks with rollercoasters and stuff will use it, it is the future for them, imagine actually feeling g-forces as you fly trough the battle or smth(really being on a rollercoaster). I'm sure there are a lot more places outside gaming where VR is the future or at least part of it.
And indeed, anyone who hasn't experienced VR needs to shut up and try it first. Once you experience it, you will understand why it is not a fad. Elite: Dangerous is a great game. But when you put on a Rift or VIve and get inside one of the space stations, it's a whole different ball game. You can not appreciate the scale on a monitor.
It doesn't matter how "good" something is, if the pricing puts it out of reach of 90% of the target market. It's a fad because it's only available for the super rich and the average Joe simply isn't going to be able to justify it... which will have a direct knock-on effect with publishers not wanting to waste even more development funds supporting a device only used by less than 10% of gamers.
Just like motion controls, just like Eye Tracking, just like Head Tracking.
All fads, all but completely abandoned.
I know you don't agree and I know you, and many others, are pushing this as some great game changer and that everyone else needs to shut up until we've tried it -- but I absolutely unequivocally disagree. The only VR approach right now that even has a the remotest chance of succeeding is PSVR because the price point is less than half the competitor devices *and* it works on *every single* PS4 in existence. Vive and Rift are incredible devices, but they were doomed the instant the Suits decided to abandon their promises of low price adoption due to massive amounts of greed. Kind of like Chris Roberts and Star Shitizen.
@Karmeck was going to mention physical feeling in VR, like I tested Cyberspace VR demo below and actually feel a pretty strong gforce feeling in my stomach. Not everyone that tested that demo felt it, but for me that's like 2 years ago not even scratching the surface on whats possible with VR.
I didn't find myself concerned with text legibility when i had the DK2. Also Very good point from @Werelds regards room for improvement. PC & mobile have been and are continuing to slow down, the entire tech industry benefits from VR's success.
It doesn't matter how "good" something is, if the pricing puts it out of reach of 90% of the target market. It's a fad because it's only available for the super rich and the average Joe simply isn't going to be able to justify it... which will have a direct knock-on effect with publishers not wanting to waste even more development funds supporting a device only used by less than 10% of gamers.
Price is a fair point for mass appeal, I think they are kind of early with VR hardware seems to need to catchup, its priced for enthusiasts willing to spend on a monsta rigs. This has worked well for other emerging technologies.
Oh I utterly agree, the price being put on these things is ludicrous. Sony have done the right thing by making their PSVR system half the price with only a few lacking features.
It seems to me, that HTC (which we already KNEW was going to be quite pricey) and Oculus (Which we clearly didn't) have decided to put as muc expensive tech in as possible, and sell the results to enthusiasts only - and I wonder if Oculus in particular, were perhaps told by moneymonkeys that it may not sell to as many people as we want, so we hike the price up to make sure we make profit out of it.
And there is NO way these guys are not profiting from these systems, regardless of the PR we're fed.
I await someone like, I dunno, Goldstar, to bring out a cutprice system, with cheaper components. It's going to happen, Oculus are going to try their damnest to stop it working with anything that has their API, and the masses will give up because it's too complicated to sort out.
Fuck Facebook. I firmly blame them for everything.
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Sony can afford slim margins on the PSVR because they make all their money through software sales. Oculus is relying on hardware sales to sustain them, at least in the short term (I gather they have some sort of storefront planned). The Vive arrangement is a bit murkier. It all depends on what the deal between Valve and HTC is. Judging by the price, it seems like HTC shoulders most of the production cost burden and takes the lion's share of the hardware profit.
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