Hacker News new | ask | show | jobs
by michaelnik 1109 days ago
Lots of it is about the execution.

I went through 2 PCVR headsets and I'd never think: oh this is going to be mainstream (in the present state!).

Those headsets are not comfortable (sweaty); the hardware needed for anything realistic is top tiers; it takes PhD/time to configure (and goes out of sync!); the software ecosystem was(is?) not super stable; the interaction (controllers, tracking) is sometimes awkward (controllers are big, interfere with keyboard and real world). Often it small things like comfortable physical head position vs. position in VR world are not "lined up"

We'd laugh that it takes as much time to get into the VR plane simulator as to drive to the airport to fly real plane!

Compare a VR kit to a monitor pair, or a game controller (imo VR is kind of a cross of the 2) - both are mostly plug an play.

1 comments

I'm changing my simracing rig from VR to triple-monitors for this reason. (And also the narrow FOV). When it works it's amazing. At least I can pretend the sweaty visor is because I'm wearing a racing helmet. But every 2 weeks or so something messes up and I have to spend an hour or two resetting things and reinstalling things.

Also only a few simracing games have really good VR support.