So now that the dust has settled, why did VR did not take off in a large fashion?
So now that the dust has settled, why did VR did not take off in a large fashion?
Asking uses to buy yet another piece of expensive hardware to play what amounts to minigames.
$599 USD (OR 799) for two screens strapped to a facemask. that's a hard sell
too expensive also most gamers are neets who live in tiny attics or crowded basements and won't have the space to use it
Too expensive, Average Gamer dont have the Hardware to even run VR games nor to buy a Headset
It's a screen thats really close to your face and will also likely make you sick. It's worthless. Has nothing to do with expensive I read on here you can get some kind of phone VR for 30 bucks but even that's too expensive because again it's just a screen that's close to your face and makes you sick so it's worthless.
fuck your teleport systems, if thats the future of VR it can get fucked
Because making games takes time, years. Real developers have barely had the chance to start showing their work.
Another year for the full sized games to start coming out and prices to drop further and VR will be a fully established thing.
PSVR kinda did - 10% of RE7 players used it, which is pretty big for gimmick
Other vendors have zero access to mainstream audience and nonexistent marketing power, so they didn't have a chance
yall retarded,
it is, every company is investing in it.
your especially retarded
its not, people used to get sick driving cars too. theyll get their legs or the tech will get better
most of the games are trash right now but the ones that are good are great. flat gaming will always have its place but vr is so much better
it needs a killer app. Doom 3 is REALLY cool but at the end of the day it's still just a mod to a game most people already played and I think most people don't know about the doom 3 mod or know how well it works.
all of the other games are too bite sized, and usually built around one little gimmick that can't carry the game.
that said I bought a vive and don't regret it at all. the porn is in another league that you cannot even comprehend.
It's too expensive for what it provides.
To get mass market appeal the price needs to be affordable for the mainstream.
VR released with a near 1000 dollar pricetag on headsets at launch (different depending where you live but in most places it was somewhere between 800-1200) stacked on top of the roughly 1000 dollar price tag of a gaming rig good enough to run it (and that's a minimum, depending on where you live a rig good enough to run VR at launch could run you up to 2 grand).
It's just too much money for anyone other than enthusiasts who are really excited about the technology to be willing to pay for. Add to that the extra factor of having no solid release titles for the platform and there is just no reason at all for most people to buy it.
Even now it's still too expensive, 600 bucks plus the cost of your rig for PC VR, 400 plus the cost of a PS4 for the shitty Sony version and it still only has about 2-3 games that are even worth playing (and at least one of those can be played without VR anyway).
What VR needed to see mainstream adoption was a release pricetag no higher than 300 dollars that runs on hardware that costs no more than 500-700 dollars with at least 1 or 2 full length AAA launch titles to go with it.
This would have been completely achievable about 2-3 years from now but everyone decided to start bringing it out 5 years early when the current consumer hardware could barely handle it and no one bothered to make arrangements with publishers ahead of time for some good release titles.
Maybe next gen though user. Maybe next gen.
>expensive
>Intrusive
>still gives some cunts motion sickness
>All the games are fucking "OHH LOOK HOW PRETTY!" with no fucking substance
has it right
The technology isn't really that impressive.
It's not even really "technology." Stereoscopic devices have been around since the Victorian Age.
New paint on an old gimmick.
Addition to that, you have to strap a bulky pair of ski googles to your face.
Holographic displays are much more interesting.
youtube.com
No clue how long they will take to scale up with a resolution and fidelity that would be sufficient enough for modern games.
5 years from now itll be good enough even the poor will finance for it and the computer just like they do for the latest smart phone
mfw when my friends and Sup Forums are years behind what im experiencing and have no one to really talk to about it
The technology isn't really that impressive.
laser pointers have been around since cats were invented.
New paint on an old gimmick.
Addition to that, you'll shoot your eye out.
>it is, every company is investing in it.
Not for gaming applications, though. It won't even be a particular effective social media device like Zuckerberg thinks. You can't take a ducked faced selfie wearing a helmet.
And what's this prove? Companies have invested in a lot hyped technology that never panned out.
1440p VR at 90+ fps is pretty cool. Full head tracking. Full interaction. Full virtual reality. Completely different to what the old stereoscopic devices. Only thing missing is nervous system integration into the world. What is missing is touch and feel.
5 years at least before that tech can create complex images at all.
10 years at least before that tech can even create visuals that are more than just the basic laser colours (Green, Red, Blue). Even longer before
Even longer before they can make something that moves and is interactive that consists of thousands upon thousands of polygons and complex colours.
I wouldn't hold your breath user, it's going to be a really fucking long time.
It isn't.
You can do it with a cardboard visor. It's a fuckin' stereoscope with a gyroscope built in.
Good VR has existed before. The VFX-1 that came out in 1995 was pretty damn good. Built in gyroscope, good FOV, and accurate head-tracking.
youtube.com
Issue was resolution and games haven't yet transitioned into real 3D environments, more a fault of the power of computers at the time than VR "being too young." The qualities you listed (1440p/90fps) are the result of computers maturing not VR.
>Only thing missing is nervous system integration into the world.
Good luck with that.
>It isn't.
>You can do it with a cardboard visor. It's a fuckin' stereoscope with a gyroscope built in.
Disregard this part. I was replying to someone else first, but replied to you instead.
>I wouldn't hold your breath user, it's going to be a really fucking long time.
Indeed. It's actual future tech.
positional tracking makes it totally different friendo
I watched some porn on PSVR last night
It's great
I rather wait until they have something that can jack into your brain kinda of VR
Because even if the tech is impressive, even if it's fun, the novelty WILL wear off. A few weeks in, you want to play a game, but do you really want to lug that hunk of shit out and put it on your head to play a game for a couple hours?
What it boils down to is that its gimmick, and KB+mouse or controller+TV still remains the most convenient and superior time tested method to play.
And all that extra shit they added, like the dumb controllers, sensors, etc... Who wants to bother? vr started as people wanting it in open world kind of games, or racing sims, then it turns out to practically be a platform of its own, with stupid forgettable hipster games.
It was a blunder.
Consumer level hardware and software is still shit as its early days and still expensive. The technology exists for wireless, small form factor but its walled behind R&D labs and military projects.
Another 5 years and we'll see.
gpus still suck too bad which makes it too expensive for the average user
Try again in 4 years
playing on a monitor is boring as shit now
>positional tracking makes it totally different friendo
I guess if you like being restrained to a room sized area.
Treadmills are actually better for that, and they too exited in 1993.
But for home use, yeah, the small sensors are a better option than this.
>exited
*existed
Positional tracking is a different thing entirely from treadmills. Treadmills just "solves" the issue with artificial locomotion. Positional makes it so you aren't a floating head and actually makes you feel like you're in the space. This is something that should be obvious if you actually tried one of these.
...
I haven't tried the omni but you can't crouch or go prone with one so I'm not really interested. Positional tracking isn't just for fps either. It will be great for rts games or games like sims
>Treadmills just "solves" the issue with artificial locomotion
That's the biggest issue with real games. How to keep constant movement without the use of a controller.
>This is something that should be obvious if you actually tried one of these.
Most of the "games" that use the feature are gimmicky shit that doesn't require any prolonged movement.
The Vive setup is totally insufficient for movement in games that require such, which is pretty much all games aside from sit down simulators.
I think you're confusing room-scale with positional tracking. They can't be used interchangeably. Also the artificial locomotion issue is pretty much solved. This guy can tell you The Onward movement scheme works great. I've played a ton of Doom 3 VR which is fast as fuck with no issues.
I get sick in Doom 3 after 5 mins.
Have you tried with the latest update? Early builds were pretty wonky. People still do get sick, it's just the nature of the beast since you are moving 20-30mph effectively, which is why I say pretty much. It isn't like before where almost everyone would get sick with anything besides teleporting.
Also to be clear, I'm talking about this mod
github.com
If you're using anything else then yeah you're gonna barf
>ITT people who've never tried a VR experience in their life
and know what's up, VR has already solved issues such as motion sickness, it's been established that analog locomotion works if integrated at a 'slower' speed and free of any artificial shake, Onward is a great example, so is Doom 3 VR which gives tons of different ways to customize your locomotion options to remove all motion sickness.
The biggest problems with VR are simply
1.) VR soft launched with no GREAT titles, and so we're stuck waiting in 2017 for release dates for the REAL double A to triple A shit to hit. Oculus' "at least one game per month" lineup, Ubisoft's Star Trek thing, Arktika.1, Fallout 4 / D44M V4, etc. This makes VR slow as a snail until September-ish when you'll start seeing lots of news about games like From Other Suns, Brass Tactics, and Fallout 4 VR blow up online like it did back at release / the dev kit days. So for RIGHT NOW, we're stuck with a lot of bullshit early access games. Though granted there are a few gems like Robo Recall, Onward, and SuperHot (VR) to act as filler in the meantime, which, although not revolutionizing gameplay per se, refine it in their own way and are clearly working towards a consensus.
2.) Price. As of now, it is too fucking expensive to buy into VR; every $40 - $60 VR game needs controllers. Every pair of controllers needs sensors. Every pair of sensors needs extra wires and adapters. Every pair of wires and adapters need an HMD. Every HMD needs a beefy computer. And that's not including things like extra sensors or god forbid USB extension slots and the like if you begin experiencing issues due to not having the right 3.0 slots, or having enough power running to them.
These are big hurdles, but I think we'll see at least the former being wrapped up pretty nicely by the end of the year. I'd like to see more AAA stuff coming out, and more indies with VR in their hands; but I nevertheless see it growing as a platform.
Too big of a price point
Awkward controls only enthusists can put up with
Requires way too much processing power for little payoff, when you can have a 120fps, or 4k gaming experience for the same cost roughly.
And until we can actually interface with the world in a natural way, the VR experience will only really work for games where you're sitting down, such as pilot/racing sims
Is there a way to pirate Robo recall? Don't want to spend $30 just to use it with revive.
>>ITT people who've never tried a VR experience in their life
The primary argument here isn't that VR isn't "good," it's that it is not interesting nor revolutionary enough to be the entertainment "game changer" its fans think it's going to be.
Consumers will pick convenience and mobility over "immersion," always.
If anything, consumers are somewhat anti-immersion these days. The novelty of watching Netflix on your phone, playing games on your phone, posting to social on your phone is more "impressive" and important to consumers than anything else.
Yeah, there's mobile headsets, but you can't snapchat yourself eating a burger wearing one. And convenience focused consumers don't want to have to wear anything aside from a small pair of earbuds.
If any new disruptive trend is going to happen, it'll be with AR of the Pokemon Go type (Hololens will bomb. People simply don't want to wear shit on their face).
Too expensive, not enough games
You on any private trackers son? Because that's where you'll find them
is right, private trackers are the way to go for VR games. Basically everything you need except for Serious Sam VR: TFE goddamnit is found on a private tracker; oddly enough public trackers are clean.
>Consumers will pick convenience and mobility
Which make me think of,
if you can be given a free VR headset,
but at the cost of it being a advertisement machine,
where you have to watch advertisement before booting, and in the middle of usage.
Will VR succeed to get into the market?
Oh and if you aren't you can play some of it this way
reddit.com
Too expensive and requires too much hardware investment.
Also Facebook poisoned the well something fierce.
Pokemon Go was the real game changer last year.
I see companies scaling back their VR promotion as returns diminish to jump on the AR bandwagon in some form, more on the software side of the things (trying to create the next Pokemon Go), since I think AR headsets will be shunned by the general consumer. .
The application isn't flexible enough
Their best application is flight sims or racing games, which is a very niche market
Most of what we're seeing as tech demos usually have you standing in place interacting with objects.
Until we see some people fix the problem with WASD based controls and headtracking allowing mobility, instead of stationary gameplay without it being janky as fuck, we won't see it take off outside of special cases, like current gen space games.
>Hype.jpg
That's a symptom of the soft launch. Tune into this year's GDC even just for a bit and you'll see there's shit releasing, but it, and subsequently all of its advertising, is hitting late in the year, September onward.
You can bet your ass once Ubisoft releases their Star Trek game everyone will hear about it, because they're not about to piss away money trying to only grab existing users.
>Rest of your viewpoint
I feel like this still stems from either a point of "I've never tried a VR device before" because I just don't see how VR can be uninteresting.
VR presents a lot more than simply immersion, it presents brand new ways of approaching existing ways of play. One that springs to mind is social interactions.
In fact, I would argue immersion isn't really a feature of VR as we know it right now, as no experience past Elite: Dangerous even approaches it. There IS no DayZ or ARMA that exists for VR right now, and the devices aren't designed for those games either; things like the little hole between the HMD and your nose are added to allow you to pop into a virtual world and pop right out, knowing full well you are in a virtual space. It's hard to explain, but easier to grasp once you really play with an HMD and controllers for a while.
A friend of mine, whilst playing SuperHot told me that his biggest surprise was that, although he adored the machine, "he had thought he'd forget he was in the real world, and was expecting to be fully immersed, which didn't really happen". This isn't a flaw, or a limitation, it's more about the design of it. It's really like a console more than anything, just as you get immersed in some games, you play others for the arcade thrill, it depends on the game and the console itself doesn't cater to only one.
(con't; came out longer than I'd expected...)
It always seemed like a novelty to me. I had no interest in being completely unaware of the world around me. Add to this that my wife actually likes watching me play vidya, and the VR headset was an immediate no-go for me.
I wouldn't mind trying it out, but I can't imagine a situation where I would really want to use it regularly, let alone spend that much money on it.
(con't)
See, whilst getting some friends and family to try out my HMD, I'd gotten a lot more split reception than I'd first anticipated. Half of the people I showed it to were really digging the obvious stuff like SuperHot, like Robo Recall, games that would provide a real thrill with a brand new method of control.
However, I'd noticed with the other half, they'd found themselves oddly enthralled in social apps.
My mother in particular wasn't really feeling the action games or experiences, she found them really neat technologically but she wasn't gripped like some of my friends were.
See, I'd dropped her into BigScreen with no real explanation as to what does what or what the point of the program was, other than the simple concept that it was multiplayer. I dropped her into a lobby with a random Russian name, which I thought would be a good fit given her heritage, letting her be in the lobby free to look around.
See though, my HMD doesn't make immediately apparent to the user is that it has a built-in microphone. She began saying the names of two of the people in the room, and was shocked that she'd gotten a reply. Apparently the other guy in the lobby was interested in the demo I was showing and talked a bit to her, holding a conversation with her in Russian about the lobby or some such.
But the conversation wasn't really the point, it was more how she began moving her hands, leaning over towards the virtual man, and talking to him absolutely normally; in 3 seconds flat she'd totally forgotten that she was talking to not some guy halfway across the world too using an HMD and a pair of controllers to talk, to her she was subconsciously convinced that the person she was talking to was THERE, in the room. Needless to say, she found it thrilling.
This has gotten me thinking a lot lately about social apps in general, they feel REAL, and the people you talk to all have common interests. It's something I think is far and away of the presence of a chatroom.
I don't know
Too expensive for no games.
It would need a huge company to basically foot the bill to get proper devs on it and that's a risk no-one's willing to take.
There is only 1 reason.
No gaems.
The hardware is aok and playing in VR is fun but you only have a bunch of (sometimes better) techdemos to play on the things.
t. vive owner
I'd like to think that's what Valve is up to, instead of absolutely nothing.
no gaems
same as always
I wish I still had that optimism. Enjoy it whilst you can.
everything you see on your screen is done with red, green, and blue light, user.
Elite: Dangerous is VR compatible.
And it's so fucking awesome with VR.
Devices themselves were prohibitively expensive.
You need a high-end rig to make proper use of it, further increasing the cost.
No fucking games to play. Everything out there is a tech demo or an older game jury-rigged to work with VR.
Actual game content is mired by technicalities that still need to be ironed out.
No "killer app" that makes people feel like they're missing out on VR and would thus think "I gotta have it".
Overall it's a very expensive gimmick. It's a shiny new toy for a week, then it just sits collecting dust.
Because you can probably play everything there is for it in a span of a week
fpbp
>$800 price tag for effectively a monitor
>low install base guarantees there's no games
Imagine if the PS3 meme wasn't "$599 US dorrars" but instead "$799 US dorrars," and it was just a fuckin monitor.
>its not, people used to get sick driving cars too. theyll get their legs or the tech will get better
lol, what is this historical revisionism? Humans rode horses, rode carriages, etc. all the way up to the development of cars. Motion sickness was never a problem with those because the vestibular portion of the ear was actually physically moving.
With VR, it's not. It's stationary. Your eyes are sending you signals that you are moving, but your ears are not, and the conflict makes you sick. This happens with 80% of people, according to Oculus engineers.
We will never get a VR experience with an appropriate movement system until some brave, brave surgeon creates an ear (or even spine) implant that hijacks the vestibular signals and synchronizes them with ocular game data.
>fucking motion sickness argument
Just play it for 30 minutes until you are accustomed to the effect and never have problems with it again.
Jesus all the normies that never tried it that loose their shit over motion sickness...
You can't even play normal games in VR or you get sick.
So all you get are gimmick shit and walking simulators.
Fucking dead on arrival.
>Just play it for 30 minutes until you are accustomed to the effect and never have problems with it again.
>Jesus all the normies that never tried it that loose their shit over motion sickness...
Before you leak your uneducated vagina everywhere, get educated on the topic. The initial nausea rate on VR is 80%, and of that portion, a third will never improve. Those are not acceptable metrics.
It's like saying "well we'll sell you a Nintendo console but only if you're right-handed." Developers will look at the install base and laugh because it's so pathetically small.
Just like right now, actually.
It's very subjective whether you get sick or not.
Well, maybe the third shouldn't buy the thing then. One can do a thing called "testing" before buying the product.
Nah, it's hard science relating to the vestibular gland in the ear.
read and and stop being retarded
If you really want me to silver spoon it to you, it's a mismatch between information being sent to the brain from both the eyes and the ears.
"Well maybe we should have a pathetically small audience!"
Congrats, you're now the WiiU. No developer wants to touch you because they know that, since only 10 people on the planet own the product, they'll only ever sell 10 copies.
Enjoy 1 year of third party support before it dies. You don't seem to understand the economics of this whole thing. Slashing a third of the potential install base off for a very arbitrary (but real) reason is economic suicide for any game developer who needs to sell X copies to put bread on the table.
I want a holodeck
Expensive, wired, lack of AAA native compatibility.
Phone VR is really shit, even with a good phone
VR is doing perfectly fine for now.
I really don't know what people were expecting but nobody who works in the fields expects neither VR nor AR to become anything significant before 5-10 years from now, because that's simply how long it will take for the hardware to catch up and surpass anything else currently available.
out of 30 people in real life 20 had initial motion sicknes 15 got better after a few minutes while the other 5 reported no problems after a day.
The whole motion sickness stuff is just blown out of proportion and they should think about ways to ease the players into it instead to invent the wheel anew.
But its too easy to come to "educated" opinions by citing articles while never having seen an actual unit or people who played it, right?
one hundred murican shekels for 1 tracking puck
>Hard science
Then how do you explain that I for example don't get nauseous at all while using vr, but some other people who have tested the same setup (my setup) get really nauseous, really quick? Granted, it's merely anecdotal evidence, but I think it's enough to doubt that everyone reacts the exact same.
>maybe the third shouldn't buy the thing then
They shouldn't and they won't, which is why no-one's putting money into it.
No damn games, fuck.
At least for the PSVR
The PC side of things seem to have way more content.
It not really better on the PC side, we don't have a killer app like re7 yet (another 10 months or so) and the most games are early access alphas or short as fuck.
some of the early access things do look promising
At least you have more things to play around with. We have nothing.
Lol. How does computer/TV screens work?
Vr is great and can't wait for farpoint.
>strapping a screen + accelerometer to your face
oooooooh VR
ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
Facebook.
because the technology still isn't quite their, less than 10% of PCs can use it, and the peripherals too pricey, not to mention that most of the content are $20+ tech demos
VR probably won't take off in a meaningful way until sometime in the next decade
its impractical.
people want to physically walk around in these environments but they either have to:
>buy a $5000 rig to simulate walking
>use controllers which give them motion sickness
>find another method of moving around, like teleportation found in most games.