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by forthefuture 3647 days ago
I personally think it's not ready for the following reasons:

* Many people are getting sick. They don't even know why it's happening; we're years away from it being fixed. VR right now is the 3d on the 3ds. It's not meant for human eyes and they're rushing it.

* No eyetracking. Your camera focuses on the direction your head is pointed. This is not how humans see. I am virtually never looking the exact direction my head is pointed. This is one of the reasons people are getting sick. Their eyes want to focus on something, and that technology is VirtualBoy level underdeveloped.

* Ouya games. The vast majority of games right now are really bad. They're definitely working on getting real games into VR, but it's going to take time, and most developers will see it as a Vita type situation where it makes more sense to wait to see if people buy it before investing developer hours into implementing an entire different display method for the game. Right now VR companies are paying people to make them games. That money will dry up.

* Price. Most people can't justify spending $300 on a video game console they can hook up to their TV. The market for a $500 head TV for that $300 console (or a $1000 computer) is comically small.

* Version. It's too easy to wait for the next one. At some point they'll make a headset with eyetracking, that doesn't make people sick, that has 4k in each eye, that weighs less, that attaches to your head more comfortably, and it will cost less.

* VersionS. Right now it looks like certain games won't work on every headset. This immediately tells consumers to wait for standardization. It's a fucking monitor. You don't get to have exclusives for your monitor.

* FOV. Human FOV is around 180. We have binocular vision for 114 of that. Oculus and Vive fovs are at 110. That's literally horse blinders.

As an aside, I like moving my focus with my mouse. It's incomparably more accurate than hoping my deviated septim is pointing exactly where I want to look. If you can't disable headtracking that's an immediate red flag for me.

I really like VR, but (like basic income) it is going to lose credibility because of how early it is proposed.

3 comments

>Many people are getting sick.

Source? It runs contrary to my experience, and my sample is large enough to be data, not anecdata.

> Eyetracking

Not needed for gaming. From your text it looks like you're thinking in terms of virtual desktop, which is not the target.

> Games

Too early to tell. There are already a few very good titles and a promising pipeline anyhow. The outlook is positive, not negative.

> Price/version

It is the same logic that should have doomed the yet undoomed gaming graphic adapter market.

> FOV

Acceptable for first generation devices. Does not prevent immersion.

> Lock-in/exclusivity

Basically the only valid point in your list. True. I don't think it kills VR, but fragmenting a small market is a dumb dumb move.

>> Many people are getting sick.

> Source? It runs contrary to my experience, and my sample is large enough to be data, not anecdata.

Here's at least one source: https://twitter.com/JamesStevenson/status/743896444650692608 (more if you count the replies agreeing with him). I picked him because he's a somewhat notable individual in the games industry, but I saw many anecdotes from other E3 attendees agreeing with him.

It seems that while the first few people/companies with major skin in the game (Valve, Oculus) are being very careful with VR best practices, a lot of companies just looking to get into the gold rush are not.

Wait, that is someone saying devs were ignoring best practices. Of course people get sick if their eyes say they're flying around and their body says they're sitting still.

That's the game devs fault, not the hardware or system.

In every game that isn't a point to teleport slideshow your character is going to be moving around and you're going to be sitting still. That's exactly why people are getting motion sickness, and why we still have no solution for this problem.
There are other solutions then teleporting. 3rd person views are pretty great and a lot of the better games use them. Ede of Nowhere, Chronos.

Then of course there are cockpit games which many people love, elite dangerous being the big one.

Another genre is room scale which Vive people are all over now.

So many options for new and old types of games to be made in this platform, first person was the old popular for 2d games and it just can't be done the same way.

>your character is going to be moving around and you're going to be sitting still

No game that I've played that was developed for the Vive does this.

Many people get sick with conventional 3d games, but it hasn't done much to the market's enthusiasm.

Your post convinced me that VR is getting big in the near future. Why? Because your complaints are so closely similar to the complaints about consumer 3d acceleration boards when they were new.

> Right now it looks like certain games won't work on every headset. This immediately tells consumers to wait for standardization. It's a fucking monitor. You don't get to have exclusives for your monitor.

Alright...I'm triggered, let's do this!

Here's what a VR consists of, which makes it substantially more complex than a monitor:

* Image warping. This is currently built into drivers, specific devices may require specific warping so that the images look correct after lens distortion.

* Latency reduction techniques - both the Rift and the Vive have different techniques for handling what happens if your FPS drops. I believe both of them take a rendered image that is out of date, and re-project it so its now up to date with your current head position. That is some complex math.

* Head position tracking. This is a combination of accelerometer/gyro and a lower latency but higher accuracy tracking solution like the lighthouse.

* Input devices. For example the Vive controllers communicate directly with the headset. The input devices also track physical position.

* Output - as well as sending position back to the computer, they may also send other information such as controller button presses, your IPD (because different IPDs require different graphical output).

In the future we will have some crazy optimizations going on to improve efficiency. Such as splitting each eye into four renders. Foveated rendering, which would mean the headset would contain a very low latency pupil tracker so that only the area you are looking at would be rendered with high detail, and so your eye direction can be known to the software.

All that said, yeah it's possible to create a standard wrapper around this stuff, but saying it's a monitor is not really true.

>As an aside, I like moving my focus with my mouse. It's incomparably more accurate than hoping my deviated septim is pointing exactly where I want to look. If you can't disable headtracking that's an immediate red flag for me.

Also talking about mouse input makes me feel like you haven't tried the Vive. It's not about giving you an advantage, the draw of these technologies is that they can make you feel like you are there. Think about the difference between playing angry birds on your phone, vs actually picking up a giant bird, putting it in a slingshot and destroying some houses.