| >We're roughly a year out, with multiple platforms, and almost every game is still a tech demo. Making a game with a really solid experience, to my knowledge, usually takes a few years to make. And that's true even when you're not trying to build entirely novel modes of interaction from the ground up. > Where are the news reports of people breaking their TV with their Vive-mote? Wii's were way, way cheaper, and not nearly so niche, leading to sales of 600,000 units in the very first week, you probably would have heard this about the Vive if it had that kind of market penetration that fast, because it definitely does happen to people. > Where are the Wii-game clones? Where are the DDR-clones and, like, retro arcades? I'd say multiple examples of all three are on Steam. > Where are the games that have co-op in the same space? Like local co-op? Probably waiting for the release of hardware that has more robust tracking because with multiple individuals in the same tracking space, the problem of occlusion crops up a lot more. Those improvements are planned, at least for the Vive, but they're not available yet to my knowledge. > Why can't you invite your friends into your Google Earth, to look at the same scenes? I'd guess licensing the imagery and data, although there are a handful of things like this for singleplayer (Including Google Earth VR), so it might have to do with the complexity of building a networked experience over a purely singleplayer one. |
Fair point, but don't developers usually have significant lead time, so games are released soon after a new console or other hardware? Or is VR simply that much more complicated to develop for?
> Like local co-op? Probably waiting for the release of hardware that has more robust tracking because with multiple individuals in the same tracking space, the problem of occlusion crops up a lot more. Those improvements are planned, at least for the Vive, but they're not available yet to my knowledge.
So essentially, the technology isn't ready yet, and we're all using the Early Access version of the hardware?
> I'd guess licensing the imagery and data, although there are a handful of things like this for singleplayer (Including Google Earth VR), so it might have to do with the complexity of building a networked experience over a purely singleplayer one.
How much more network data is needed to coordinate a VR experience over another type of 3D game - is there usually more collision data, from all of the extra motion tracking? Will VR require gamers have 1 Gbps home internet connections?