[HN Gopher] When will virtual reality take off? The $100 bet ___________________________________________________________________ When will virtual reality take off? The $100 bet Author : nkurz Score : 93 points Date : 2020-12-16 05:44 UTC (17 hours ago) (HTM) web link (glinden.blogspot.com) (TXT) w3m dump (glinden.blogspot.com) | kiseleon wrote: | I bought my Dell Visor (Windows Mixed Reality) headset for ~$230 | in early 2018. It's fun, but my computer can only run things at | low/medium quality (i7-7700, gtx 1060 3gb). I'm in a situation | where there is literally no reason for me to buy a new headset | until I have at least a new GPU. | | It really doesn't help that you're basically stuck buying the | facebook-locked Oculus (either the Quest with a more limited game | selection or the Rift S which requires a good PC), spend a bit | more and get a Vive Cosmos, or you can spend boatloads of money | and buy the Index (or buy an old Vive and piecemeal the Index | parts you want since the lighthouses are compatible). | | Any VR that is not roomscale will feel limited, and any VR that | doesn't use some sort of tracking for the headset/controllers (IR | based, usually) will feel clunky and will lose track of the | controllers constantly. I tried (and loved, despite its | limitations) Google Cardboard and Daydream, but those definitely | never took off. Playstation VR isn't roomscale so you can't move | around in the environment, so it's inherently limited. | | The Windows Mixed Reality inside-out tracking works for 95% of | what you need to do -- overhand throws don't work reliably since | your controller leaves the tracking area, so you have to throw | things by doing awkward pushing motions most of the time. | | So again -- I'm faced with: - Upgrade to a more expensive headset | to get better tracking but still have low/medium quality | ($300-1000). - Upgrade my GPU to max out the quality on my | current headset ($300-1000). - Do both ($600-2000). | | In all honesty, for the limited amount of time I spend in VR (1-2 | hours once or twice a week, mostly for exercise with Beat Saber | or BoxVR) -- None of those options appeal to me. I'll just keep | using my headset until it dies, and then we will see where we are | at. There's not enough new features coming out (or enough new VR | hardware in general coming out) to justify an upgrade every year | or two, especially when it relies on my PC having sufficient | specs to power it. | vlovich123 wrote: | Just a small correction. The Quest can access all PC software | that the Rift S can through Oculus Link. | Impossible wrote: | _Estimates of total hardware sales vary depending on what is | considered VR hardware, but most estimates I 've seen have | worldwide unit sales at around 5-6M in 2020._ | | His sales estimates are a little low, unless he's only including | PC VR. PSVR alone has sold ~5M units by most estimates. In the | most recent Steam hardware survey, about 2% of users that | completed the survey have VR devices, which is roughly another 2M | users. That doesn't include Quest and Quest 2 sales (many people | never use the link cable), or the few Rifts out there that aren't | on Steam. So while it's highly unlikely that 6DOF VR devices have | sold 10M units, its likely cleared 8M units and could easily | surpass 10M in 2021. | | The biggest issue right now is lack of software. There isn't much | to play at all in VR, and there are very few great VR titles and | only a handful of good ones. For HN commenters that want the | infinite screen experience, I unfortunately believe that will be | relatively niche (you sell to a bunch of programmers) and none of | the current players are really focused on enterprise as games | have been the stickiest thing so far. Quest 2 is pretty high | resolution and eventually a tracked keyboard and infinite office | will ship, so it might still be the best option for a while for | people looking for VR productivity. | arduinomancer wrote: | Maybe he's referring to yearly sales of 5-6M | Impossible wrote: | Ah yeah, you're probably right. I read it as total sold | units. He's probably right about total units sold in 2020, or | maybe a little bit on the high end. Because we don't know | Quest and Quest 2 sales and they're harder to estimate it's | hard to know | mncharity wrote: | Perhaps part of the problem was a premature switch from | exploration to exploitation? | | When Facebook bought Oculus for $$$$, the collaborative community | which had been pushing the envelope, exploring for possibilities, | rapidly died. People took it as a hint to switch modes. And eye- | tracking rent seekers, already in low-volume high-cost | exploitation mode, weren't then incentivized to support | exploration. | | Gaming had dollars, and so became a dominating focus. But it also | had challenging constraints, which further pruned exploration. Do | you want higher resolution, to allow text and programming in VR? | Well, a panel existed, but gaming standards of immersion and such | were too GPU intensive for the market at that resolution, so ... | feel free to diy it yourself. In an environment where diy was no | longer a supported thing. Programmers - a niche market. | | Facebook et al, even Chinese OEMs, aren't interested in niche, or | in making "commodity" hardware. Consumer platforms, and lock-in, | and unicorn dreams. Even while that further cripples exploration. | | Nreal light AR glasses are a laptop-comparable 1080p 3D screen at | 2 meters. As with their dev kit, consumer availability is now | first in China, SK, and Japan, then later in Europe, and | eventually in the US. So asia now, and maybe US late next year. | And the glasses are developed on linux, but you can't have that - | no unicorns there. | | Here's this amazing tech, and instead of an exploratory ferment, | we wait for a few large companies to navigate patent thickets, to | eventually meet the severe constraints of creating mass-market | consumer devices. And then we'll dig in to exploring. | randyrand wrote: | As soon as 6dof VR video is easily available. | Aaronstotle wrote: | I can't put on a VR headset for more than 5 minutes without | getting a headache. Also VR headsets have a resolution that is | still too low to be worth trying imo, so I feel it's about | another decade away from mass adoption. | dudeinhawaii wrote: | I don't think it's been mentioned enough that VR doesn't | fundamentally bring anything new to the -gameplay- table. There | are some 'experiences' that are better, like piloting games since | they play to the "sit here and look around" model, but that | places VR in the same category as a really awesome flight stick, | steering wheel, or the Kinect. | | Mobility is a huge problem that needs to be solved. Until then, | VR will be a peripheral like the Kinect, great for one-off | interactive experiences involving your full body... but never | able to deliver truly transformational gameplay. | Kiro wrote: | Sounds like you haven't tried Superhot. Even Beat Saber is a | mechanic unlike anything else. Right now I'm having a great | time in Blaston and that's also gameplay that would not be | possible in another medium. | | Mobility was solved with untethered devices. Just put it on and | start playing immediately. No dedicated area required. | dudeinhawaii wrote: | When I say mobility, I'm referring to mobility within the | game. Within a non-VR shooter I can, in one continuous | motion, run into and knockdown a guard, shoot his friend, | jump through a window, run across a room, leap over a crate, | parkour up a wall, grab a rifle, and shoot another flanked | enemy. | | VR gameplay isn't remotely comparable. Perhaps it's due to VR | linking us with our real-life limitations. In real-life, I | doubt many untrained people can turn 90 or 180 degrees, raise | a rifle, sight in, and fire accurately in a under a second. | | I'm not saying there aren't great VR games but VR doesn't | appear to add new elements to the genres or gameplay beyond | "now try this without an accurate mouse/keyboard/controller" | or "you can now see a virtual representation of your hands... | and use them to awkwardly manipulate the environment". | | When you say "Blaston.. (provides).. gameplay that would not | be possible in another medium", I think that's what you're | referring to.. the awkward manipulation of the environment. | Blaston is a very simple 3D game that absolutely could be | played without VR but wouldn't be nearly as goofy and fun. | Perhaps that's it, perhaps the "akwardly | manipulating/traversing the environment" is the unique | gameplay that VR adds (similar to Kinect). The human element | I guess you could say. | | It seems as though the trade-off is a boost in immersion for | a simultaneous reduction in game and gameplay complexity. | zmmmmm wrote: | > I don't think it's been mentioned enough that VR doesn't | fundamentally bring anything new to the -gameplay- table | | Disagree with this strongly. | | VR brings realistic physical motion skills in to replace thumb- | twiddling on controllers. When I play VR table tennis I am | exercising my _gross motor skills_. It is a 100% different | experience and type of skill acquisition to anything you will | get from flat gaming. There are actually pro table tennis | players who now train in VR because it is so realistic and of | course they can fine tune to the nth degree what they want to | work on. Alternatively, games like Space Pirates have you | literally swaying and ducking bullets coming at you in 3d | space. There is no comparison at all to me moving a joystick to | achieve the same thing. | coding123 wrote: | I think it would have had Oculus not been owned by a shitty | company. I have a hard time directly giving FB money. I'm not | going to reward FB for anything. | croes wrote: | Yes and no. Without FB Oculus would already be dead. With FB it | keeps being a niche. | brixon wrote: | For non-tech people they think the exact opposite. Facebook is | a name they know and understand. | ajcp wrote: | When VR starts delivering on the "virtual" part of the "reality" | concept whereby my girlfriend, uncle, or neighbor can put on a | headset and say "why go back?" | | or | | When VR doesn't merely solve for an "immersive" experience, but | rather provides for a better way to interface with 3D "space" | than does a 2D monitor. | blackearl wrote: | I don't think I'll play a 2d rhythm game after beat saber | lucasmullens wrote: | Aren't most successful rhythm games already 3d? I guess I'm | agreeing with you, DDR, Guitar Hero, and Rock Band all are | sort of 3d, just not VR. | ajcp wrote: | I'm with you there, but that's one application to one sphere | (gaming)of VR application. | | That being said maybe that's all "3D interface with 3D | objects" is right now? | | So might be more accurate to say: When our current 2D | interfaces like file systems/operating systems, entertainment | (movies/tv), socializing, etc are addressed a 3D objects in a | 3D space. | riazrizvi wrote: | I worked for a VR/AR platform helping 3rd parties port apps onto | the platform for a couple of years. Low traction seemed to be a | combination of the following related problems: | | 1) ROI for the platform's premium was not worth it, due to... 2) | lack of must-have apps, due to... 3) poor ratio of difficulty | designing a great user experience vs low number of outfits trying | to build that software, due to ... 4) fragmentation in technology | (AR & VR) which results in different user experience in each | platform, and low rates of adoption especially given dispersion | over different platforms, consequently there was far less | financial motivation for a company to invest long term resources. | | With VR/AR, the obvious killer app is 3D model generation, | because you could turn efficient workflows into money, but the | amount of effort that has been thrown into desktop publishing is | so much that the bar for a VR/AR app to get over is very, very | high. If your audience is professional 3d modelers. The mouse is | such an excellent precision instrument, it's going to be a long | time before we have a 6 degree-of-freedom input device that can | match it for precision and ease of long term use. The existing | CAD companies with funds sit on large portfolios of software, and | a fantastic VR/AR experience would devalue them, so they don't | have a lot of motivation. | | Long story short, it's going to take longer than the PC | revolution, because the adoption-conformity numbers are not as | good. I'd guess another ten years? | vadansky wrote: | > The mouse is such an excellent precision instrument, it's | going to be a long time before we have a 6 degree-of-freedom | input device that can match it for precision and ease of long | term use. | | From my experience don't most professional 3D modelers use some | sort of pen tablet like a Wacom? Now I'm thinning I would love | if Wacom pivoted to the VR/AR space and made a special 6 DOF | pen you can use. I hope they don't go the way to Kodak and just | get stuck being a pen tablet company while artists make the | jump the VR (eventually?) | Ruthalas wrote: | Good call, Wacom is doing exactly that: | | https://developer.wacom.com/en-us/wacomvrpen | monkeydust wrote: | Really got into VR earlier this year with Quest 1. | | Managed to put together a small skunkworks team to develop an | application to view data - goal was to gain insights through | manipulation and viewing data in an immersive space. We had a | novel approach to do this. | | Problem is COVID-19 hit so getting other people to try it became | impossible and most target users do not have their own headset. | We used video's to showcase but its obviously not the same. | | Project on ice (for now) but we felt there was definitely | something there. What we developed was not the final killer | product but it got people talking a lot. | | Its (VR/AR) time will come, that's for sure, but we need more | 6DFs, lighter, capable standalone headsets. | zmmmmm wrote: | Yeah - COVID has really destroyed my VR evangilism. We aren't | even supposed to be within 1.5m of each other, let alone | sharing phyiscal headsets. Showing a room full of people VR is | dead now. I'm not sure how to recover that ... it's going to be | a while at very least. | lwansbrough wrote: | It was pretty clear to me back in 2015-2016 that VR was going | absolutely no where. All you had to do was try on any headset and | evaluate it honestly. | | The graphics sucked, the lag sucked, it gave some people nausea | and others an unwanted sense of vertigo. Prices for high-end | equipment were (and still are) ridiculous and unattainable for | the mass market. Even if you could afford it, do you also own a | space big enough to set it up? And if you did, was it convenient | to have to be in that space to use it? | | The premise of VR as a foundational technology is totally flawed. | VR is for experiences that take you out of reality, but most | people aren't looking for that on a daily basis. Entering VR is | comparable to going to the movies: it's something to do once | you've exhausted better options. | | To those who say the technology can never get there, I disagree. | The market will explode once the first real AR/MR device arrives. | People won't care what it looks like or that it has a pervy | camera if it's the most amazing piece of technology they've ever | used. It will be like the first iPhone - an "Aha!" moment in | amongst a sea of products that just don't get it. It won't | require lighthouses or setup or spatial mapping or wires or the | social isolation of being at home, it will just implicitly | understand the world wherever you are and will be available to | you when you need to use it. Like a phone in your pocket. | | And I'm sure with the equivalent of a sleeping mask such a device | would be VR capable as well. | | It's coming, but it won't be a product from a startup (anyone | remember Magic Leap?) and not for maybe 5-10 years. | edmundsauto wrote: | The Quest line has been a major step up. You should consider | updating your 5 year old opinion in a product category that is | nascent. | | Also, I believe a lot of hype around VR is that it is a | necessary first step before VR. | | Finally, while I agree that AR is the "mobile phone" type of | revolutionary product, I still think VR is going to be wildly | successful. To me, the limiting factor is the builders tools - | it's so expensive to put together good interactive VR content. | [deleted] | lwansbrough wrote: | > You should consider updating your 5 year old opinion in a | product category that is nascent. | | I no longer have a Facebook account, so this is impossible | for me, right? But let me check Google. Bulky, isolating, | still requires controllers. Yep, nothing has changed, as | expected. People who have staked their livelihoods on this | technology are mad about my initial comment but the fact | remains: nobody is buying these things, and the product | hasn't changed meaningfully since the last iteration. | edmundsauto wrote: | Counterpoint: you have entrenched your opinion and are | unwilling or unable to update it, despite acknowledging | that your inputs are 5 years out of date. | | To point to specifically inaccurate or misleading | statements of yours: | | 1. "still requires controllers" - incorrect, hand tracking | is a thing, and on its way to a user friendly input. It's | not clear why controllers are a negative - do you similarly | criticize the PS5 for having a controller and not | meaningfully changed? | | 2. "The product hasn't changed meaningfully" - here, | 'meaningfully' is a weasel word. 50% more pixels, for a | device where pixel density is important for usability. A | 25% ($100) price drop, in a device that is now | significantly cheaper than gaming consoles. The ability to | drive better graphics with a tether to a video card. (BTW, | this is a < 2 year product cycle for a bleeding edge | device.) What do you consider meaningful? | | 3. "nobody is buying these things" appears to be incorrect, | literally and directionally. Expectations are for 3M units | sold in 2020. Pre-orders were 5x for Quest 2 versus Quest | 1. Perhaps you meant to say "me and my friends haven't | bought one"? | aronowb14 wrote: | Totally agree with the sentiment in this post. I've been working | in VR for about 5 years now and came to this conclusion a couple | weeks ago. There simply are better alternatives to mostly every | VR application. | | Also, I do think the "Killer app" for VR has already been found: | education. The US Military, Airforce, and NASA has been using VR | for decades for training for example, and will continue to use | them. There are several startups working on adapting VR education | to other high-end use cases like surgery and enterprise training | as well. I think those will still be niche, but will probably | make for a couple companies with longevity in the end. | | There are some unexplored but interesting pieces to the VR puzzle | that also haven't been either invented or put together yet: | better hand tracking, better haptics, better eye tracking, better | displays, and lighter headsets for example. Potentially some | combination of these will result in a 'must have' application for | VR. Who can say when this will happen though. | rchaud wrote: | I picked up a GearVR headset w/ my Galaxy S7 phone in 2016, and | was really impressed with the graphics and immersion in the games | I tried. There really wasn't any kind of killer app, like say | Pokemon Go was in the summer of that year. After a few weeks of | use, the novelty wore off and I haven't used it since. | | Considering the massive success of group games like Jackbox.tv | and Among Us, I think the killer app for VR has to have a group | competition or co-op element. Single player VR stuff was cool but | felt pretty isolating. | lo_fye wrote: | It started to take off in October, with the release of the Oculus | Quest 2, which is out of stock all over the place. It has nearly | doubled Oculus' userbase on Steam in just 2.5 months despite | their various other headsets having been out for years. | medium_burrito wrote: | I have a Quest2 and motion tracking is great, but the | resolution/blurriness bothers my eyes a lot, to the point where | it gives me a headache. Now it could be with not wearing | glasses, but I tried it with contacts and it still bothered me. | My wife meanwhile has no issues. Is this a common issue? | istorical wrote: | It's likely that the resolution/blurriness are not | responsible for your headache, but rather the lenses and lens | spacing, and your particular IPD. Quest 2 has low-granularity | control over IPD settings, so you may just be a bad fit for | the device. Check your IPD online using a webcam and credit | card and see if its close to one of the three available | settings on Quest 2. | outworlder wrote: | There are apps that can measure your IPD in seconds with a | good degree of accuracy. | ajconway wrote: | Have you tried adjusting the IPD? Unfortunately, there are | only 3 fixed positions. | jbarberu wrote: | I haven't tried Quest 2 specifically but had similar issues | with Rift and HTC Vive (we had them at work). I have | different prescription for right and left eye and was seeing | blurry no matter how I adjusted the lenses, to the point of | losing stereoscopic vision rendering the headset pretty much | useless. | croes wrote: | That's not a take off but still a niche. The Quest 2 is more | likely to just replace other VR headsets. | reason-mr wrote: | Still on the same old tired track with this. Stores can't | keep Quest2s in stock and have you tried to actually buy an | HP Reverb2 lately? Developers are making decent amounts of | money out of VR titles. Users who have the headsets love | them, and the various reddit VR groups are extremely active. | Still, nothing to see, and it's not getting adoption. Pls .. | croes wrote: | Quest 2 and Reverb2 have low production numbers compared to | the PS5 and XBox, so it's not surprising they are quickly | out of stock. And VR is missing the you-do-not-want-to-miss | App. | [deleted] | MisterBastahrd wrote: | When there is a desktop OS used for being work-level productive | that can be used at high resolution to accomplish actual work in | a manner that is cost-competitive to a multi-monitor setup. | grawprog wrote: | I have to admit, about the only thing that's really looked | appealing to me as far as VR goes is Tabletop Simulator. The | concept seems really cool. I haven't tried it, but looking at it, | my guess in reality it's a bit awkward to use and probably ends | up being more frustrating than fun. | | Current VR just seems not quite immersive enough to feel real or | worth using for most things but slightly too immersive so that it | ends up being unnerving after a while. | | The lack of tactile stimulation doesn't help either. I think if | they could come up with some kind of gloves that could simulate | pressure and touch, that worked reliably as controllers, VR would | become more popular. | flerchin wrote: | VR has been a fun thing for my kids during this long pandemic. I | don't foresee it getting much use once they can do team sports | again. | aaron695 wrote: | The reason we are not apes in trees is our ability to reduce | dimensions, not increase them. | | If you don't get that, then you won't understand the What, How, | When of VR. (Hint, it's a long way off) | ykevinator wrote: | I left vr in 2010 because there was no commercial opportunity | except video games and even that was not getting more than niche | traction. If you google be headsets you'll see that the occulus | is basically a redo of 20 year old tech. It's still baffling why | Facebook paid so much for this. | johnklos wrote: | VR will become mainstream when you can play Mario Kart in VR. | | Forget about photorealism - cartoony, Nintendo Wii style graphics | are much more forgivable on VR hardware. Currently, VR is bad | considering the cost. | 99_00 wrote: | I still have my Nintendo virtual boy from 1996. It was | discontinued and someone bought it for me for a steep discount, | around $20. | outside1234 wrote: | I don't think VR is every going to take off - it is just too | isolating and most people don't want a completely new world. They | want to socialize in this one. | | But AR - that's different - and I think it will happen the second | we can get a full day of use out of it in a normal glasses form | factor. (With enterprise scenarios driving earlier larger form | factors) | tolbish wrote: | > most people don't want a completely new world. They want to | socialize in this one. | | The popularity of video games proves that is demonstrably | false. | egypturnash wrote: | _Chris Pruett, who runs part of Oculus, speculated about that, | saying: "My guess would be something that is highly immersive, | that involves active motion of your body, and ... it's probably | going to be something that you either play with other people or | is shareable with other people."_ | | VRChat. | | More and more of my furry online circles are constantly posting | VRChat videos and photos. Give it a year or two of the gear | needed dropping in price and I think it may finally explode in | usage. | | The 'rona helps here; all the furry cons have been cancelled but | furries still want to be cartoon animals at each other. There | have been virtual cons via VRCHat already. I don't have the spare | cash to get a vr setup myself so I can't talk about how well they | went off, but I bet the virtual-first cons founded this year are | not gonna go away just because physical gatherings are safe | again... | chris_st wrote: | I wonder how many people, like me, tried it on a friend's | equipment and found that the motion sickness is just impossible | to get past. | | I had motion sickness when I tried the early first-person | shooters, but got over it when I learned to keep the (non-moving) | screen bounds in mind. That' just impossible in VR, and when the | motion in my eyes doesn't match my vestibular system, wow, it's | bad. | | Sigh... some of the games were amazing. | Der_Einzige wrote: | Things like motion sickness and the screen-door effect are | results of lower refresh-rate/resolution than what should be | used for VR. | | It's very sad that as of right now, you're forced to choose | movement freedom (e.g. Vive Wireless) OR the highest refresh | rate / highest resolution (Valve Index). And don't get me | started on the proliferation of low quality "mixed reality" | headsets. Honest enthusiasts have no options for high quality | "world scale" VR. The best VR experience is STILL found this | way, e.g. https://www.youtube.com/watch?v=9DvB07X84HM - but it | requires a shitty headset compared to the Index. | | VR most likely would have ended up with the same experience | (but better quality) if the manufacturers built better quality | headsets with wireless and higher resolution (most likely | attached to a high quality laptop in a backpack), priced it | more highly (1500-2000$+ in kits like the youtube video), and | then let VRs merits sell itself, rather than allow half-baked | headsets to frustrate and dissuade people. | outworlder wrote: | YMMV I guess. | | I have a pretty high tolerance for motion sickness in VR. | However, if I play something like No Man's Sky for one hour, in | the normal locomotion mode, my mouth will start to water, which | for me is a prelude to nausea, so I have to stop. That's goes | for other games too, even if the blank the peripheral | vision(although that helps). | | I can play for 10 hours straight (and I have) if I use the | teleportation mechanism. | | I'll get nauseous in Subnautica. | | A few people have tried Beat Saber, they all seem to have been | ok. | | Planes, cars, spaceships don't bother me. My wife threw the | headset away in Elite Dangerous when the ship banked. But I | feel perfectly fine. Shouldn't that make me nauseous too? After | all, things are moving and the vestibular system is not | registering anything. | | Maybe that's because we are used to cars? And could it be that | the nausea can be "trained" away? | istorical wrote: | I have to simultaneously agree with you (and even go further | and state that the existence of 3-degree-of-freedom devices | like Samsung GearVR which was cheap enough to be passed out and | demo'd everywhere) really gave people terrible first | experiences, both in terms of giving them low expectations in | terms of motion sickness and also resolution. | | But the reason it's really bittersweet is you _don't_ have to | get motion sick in VR, if you just try experiences that don't | take control of your in-game/in-experience "camera" and move it | without any input from your physical head. In other words, as | long as the camera in-game only corresponds 1 to 1 to your real | life head movements, there is no motion sickness for the vast | vast majority of users. I've given tons of demos and beat saber | won't make new users sick. Superhot won't make new users sick. | Echo VR, Skyrim VR, anything that doesn't map head movement -> | camera movement 1:1 has a 75% chance of making a new user sick, | whether immediately and badly or after a medium duration | experience and mildy. | | But people who are early adopters and have overcome the hump of | nausea and forgotten how it feels continue to expose new users | to poorly chosen first experiences with joystick movement or | even worse - just straight up camera movement entirely unmapped | to user input. That and naive users not realizing they need to | limit their first experiences to non-joystick locomotion | experiences. | | It's a bit like if everyone who tried alcohol for the first | time took 10 shots of vodka and then span in circles for 10 | minutes straight instead of sipping an alcopop or a beginner | wine or beer. | | There are also hardware solutions like vibrating motors you | place on your wrists (or neck/near-the-ear?) that could help as | well. | | And vignetting and tunneling approaches to keep a fixed frame | of reference in the users field of view for those that are | advanced enough to begin with joystick movement. | | But anyway, in 2020 the most compelling use-case is still porn. | And laughably, many people who may have tried VR porn in 2016 | or who only viewed free/old/poorly-made files have also had | that well poisoned for themselves as well, while newer, higher | quality VR film (and porn) is incredibly more realistic and | immersive than early attempts or that which you could find on | pornhub. | bullen wrote: | The major (unpopular) reasons for VR plateau: | | - Fresnel lenses! | | - No haptic feedback? | | - Closed hardware/software. | | Unfortunately in the future electricity prices will mostly limit | VR to non-realistic graphics, f.ex. Cyberpunk 2077 can't render | (full blast) at 60 FPS on a 350W 3090, so to get 90FPS on both | eyes you would need (if it was possible, it's not) more than 3x | 3090 at a whopping 1000W! | | And this is at peak everything: memory speed and litography; with | cheap- energy, hardware, (food, rent too) etc. | | The final medium is not VR, it is regular 3D MMO action | potentially with server-side neural-network brained mobs/npcs! | How is that progressing Mr Carmack? | entropicdrifter wrote: | Considering the ridiculous pace of progress for GPU performance | we've seen in the last few years, coupled with NN-based | upscaling of frames, foveated rendering with eye tracking, and | the fact that you've cherry-picked a game whose performance is | wildly unoptimized with graphics that are on the absolute | cutting edge of what PCs can handle, I imagine there are still | many possible scenarios that could play out over the next | decade or so where VR with reasonably realistic graphics by | today's standards is not only possible to do on a normal PC | power budget, but even with a mobile/tablet chipset, as in the | Oculus Quest or some similar standalone headset. | | Things would get really interesting if Apple decided to enter | the standalone VR/AR arena with their cutting edge ARM chipsets | kraftman wrote: | foveated rendering should solve this if it can be done well, as | you're only rendering high quality where the eye is looking. | numpad0 wrote: | Last time I did a napkin math, cone size required for | foveated rendering with current latency and framerate to | match slew rate of human eyes basically equals to the whole | FOV of typical headset that it's pointless to implement. | quadcore wrote: | Easy: when this platform will have a killer app other platforms | cant have. | jedberg wrote: | I didn't think I'd love my Quest as much as I do. I got it on a | whim because someone here on HN was offering theirs for sale at a | discount. | | I wish I had more time to play it! I'll put it on and start | playing, and two hours later I'm still going, I'm exhausted from | the workout, and I don't want to stop. | | And my six year old loves it too! She loves to draw in 3D. She | loves the YouTube VR roller coasters, especially because she | isn't big enough for the biggest coasters just yet. | | And every other person whose tried it loves it too (sadly with | lockdowns I don't get a chance to share very often because I | don't see a lot of people and have to quarantine the unit for two | days every time I loan it out). | | My sister in law is an artist so I dropped her into the 3D paint | program. In 10 minutes she had made a beautiful 3D sculpture from | nothing. My brother refused to give it up for days because he | couldn't stop playing. | | And I just got a second unit from Amazon to participate in a | virtual world experience for re:invent, and it was the most | awesome way to have a remote meeting! The sound is directional, | so you have an idea of who is talking, and the avatars have | hands, so you can see people's hand movements as well as their | head and body movements. It adds so much to the conversation to | see body language. | | Let's just say I'm a bigger fan than I thought I'd ever be. | Especially since the last time I tried it it got really motion | sick, but that was years ago. The tech has come a long way. | dougmwne wrote: | I very much think that folks on HN are jaded by the long wait and | the unfulfilled promises of VR. I recently picked up a Quest 2 as | my first VR headset and I am blown away and convinced it is the | future. The thing is, I also recognize that while it is already | an incredible achievement, it's still probably 5-20 years from | hitting its iPhone moment. By then, my initial excitement will | have gone away and I'll have tired of waiting too. | | But for all you jaded folks out there, let me tell you that this | is an absolutely unstoppable evolution of computing. All | entertainment since sung epic poetry has aimed to briefly take us | into another world. Plays, novels, movies, theme parks, and video | games have always offered immersive fantasy. This is the ultimate | fufilment of that very human impulse, to consciously enter | another world. If we lose sight of that, then it will be up to | the next generation of technologists to create it. | qznc wrote: | Flying simulators seem make a comeback and they sound great for | VR. MS Flight Simulator was well received. A colleague of mine | praised Star Wars Squadrons as a great VR game. | site-packages1 wrote: | I played with a really nicely Oculus set up the other day, it | was totally amazing and immersive. In particular this was a | racing sim, and when I was headed toward a wall I got the | feeling like in a real car when you're about to hit something. | It was very cool. | | Unfortunately, I lost my lunch after 5 minutes or so and had to | lay in a dark room for a couple hours to get over a bout of | nausea. Excited for the future though if they can solve that | problem for people like me (I also get seasick easily). | teach wrote: | I'm curious which Oculus headset you were using. All the ones | that plug in to a PC are fairly underpowered even compared to | the Oculus Quest 2. | | Nausea is heavily tied to framerate and latency -- a really | beefy machine with a Valve Index should be a lot easier on | your lunch. | dougmwne wrote: | I'm not surprised you got nausea from a racing sim. It takes | time to get your "VR legs" and anything with artificial | locomotion is absolutely terrible for this. I started with | about 2 weeks of games where the only movement was with my | own two feet and the VR world always matched up to my real | body movements. Then I was able to gradually handle more and | more intense artificial movement. Jumping, heights, speed, | and smooth turning are the worst of the bunch and still make | me a bit uneasy if I overdo it. Jumping right into something | with intense movement is going to program you brain to have a | very negative association with VR and will take you backwards | on VR acclimatization. | hnick wrote: | I wonder if there is any hangover of this acclimation when | going back to the real world? If you get immune to that | feeling of danger when driving towards obstacles, will it | show up in a real car? | | I know that personally I once binged GTA V hard over a week | or so, and had to catch myself before I started driving on | the wrong (right-hand) side of the road one day out of | habit. | rainonmoon wrote: | Given that VR requires an interface, it seems a stretch to say | it's the "ultimate fulfilment" of entering another world. | Before even getting to the philosophical inquiry about what | would truly constitute an Us and its actual, for real entering | of another world, that it's mediated by a big headset seems to | put it still many iterations prior to its ultimate realisation. | dougmwne wrote: | That is actually the magic moment I've had, tech without an | interface. Or to put it another way, it has moments of | seamlessly using the interface I was born into, natural | kinesthetic movement and realistic physics. | brodie wrote: | The real world has plenty of interfaces too. Surely VR will | eventually approach the same level of seemingly physical | interfaces as the distinction between the real and the | virtual starts to break down. | ChildOfChaos wrote: | i'm still on quest 1 and it's honestly amazing, it's a great | workout for me, someone that is/was fairly unfit and hates | exercise. Using FitXR and Beat saber (with some additional | handles that add a bit of weight) really get my heart rate u p | and feeling great and most of all I really enjoy it. It's | amazing. | | I also enjoy watching movies in it as well, I don't watch a lot | and was considering buying a TV but this has really delayed me | doing so. | aksss wrote: | Predicting the future of technology isn't too hard, it's | predicting the timing accurately that people tend to fail at. I | don't have a lot of experience with all the headset variations, | mostly Oculus and PS, but it's clear to me that we're still in | a hype stage and the hardware has a long, long way to go. I'm | guessing 10-20 years before it starts approaching what we're | after. | inventtheday wrote: | ya it's a slow burn, but I think the September '20 - September | '21 period will end up seeing roughly the unit sales mentioned | in their bet. Quest 2 is making a large impact. | fossuser wrote: | The headsets are pretty cool - I've played with all of them | except for the Valve Index. | | Though there's something unpleasant about them that keeps me | from going back when the novelty wears off. I think it might be | because I don't want to be standing and moving around when | playing a game and if you're not doing that, the motion is kind | of unpleasant. | | I'm not sure this is something it can really overcome. I think | an AR overlay of our actual world is more likely to be the next | real platform (assuming the hardware is possible to pull off | something like this). | | Being in VR is just kind of an unpleasant/isolating experience | for me and I'm a pretty early adopter of most things. | | In other people I've mostly seen a small number of games | (mostly beat saber) keep people coming back, but I haven't seen | most people keep using it once the novelty wears off outside of | that. | | I think there are probably some narrow applications where it's | clearly better than not having it, but I'm skeptical of VR as a | platform. | | Maybe when the hardware is 10x better/lighter it'll be a | difference experience? We are pretty early on in the medium, | movies and tv were pretty bad for the first fifty years. It | might just take a while for people to figure out how to use VR | well. | noir_lord wrote: | > I think it might be because I don't want to be standing and | moving around when playing a game and if you're not doing | that, the motion is kind of unpleasant. | | Project Cars 2 and DCS make it worth the headset alone - | throw in Elite Dangerous and No Man Sky and I have enough VR | entertainment to keep me busy for the foreseeable. | StavrosK wrote: | For some reason, Elite Dangerous throws the graphics into | low for me, no matter what settings I have. On the computer | it looks great, whenever I put it on the Quest 2 it looks | horribly pixelly. | | Even so, it's _incredibly_ immersive, and if that problem | gets fixed it 's going to be amazing. | shostack wrote: | I'm dying for gaming PC parts to become more available to | build a new rig. I hacked together my OG Pixel XL to play | E:D on my current potato via the Daydream headset and | Riftcat and got to enjoy a very pixelated experience for | all of 10 min before my phone rebooted so it wouldn't melt. | It was still night and day. | | How are both those games with the Quest 2? Those two are my | primary interested for VR but I worry about the resolution, | frame rate, and controls with my motion sickness. | seanmcdirmid wrote: | > I think there are probably some narrow applications where | it's clearly better than not having it, but I'm skeptical of | VR as a platform. | | Fitness. It is much easier to grind in a VR game for an hour | than it is to grind on a treadmill for the same amount of | time. | | I have a Quest, the games suck, but the fitness experience is | paradigm changing. Beat Saber was and still is the Quest's | killer app, but there are lot of similar games that keep the | experience somewhat fresh (not to mention new beat saber | music packs, I also use FitXR more than Beat Saber). | | I bought my Quest back in May 2019, it died around June 2020, | but I was already using it a couple of hours a day by then so | had to get a new one from a scalper (during the Pandemic, | Quest units were hard to get). I really don't want to go back | to life without it. | helmholtz wrote: | Do you suffer from disability or live under oppressive | weather conditions? Because why not just go outside? I | searched for Beat Saber and found that it's basically Fruit | Ninja on VR. | | No disrespect to you, but I can't help but feel sad about | the future that that video game points to. Your last | sentence, especially, is for me really lamentable, in the | literal sense of that word. | vekker wrote: | Fitness? The idea of puffing and sweating inside a heavy VR | headset doesn't seem very alluring to me for some reason... | Besides, I personally think fitness should be about | reconnecting with the body and the real world, not | "grinding" and distracting yourself while getting this | physical thing done. | aqme28 wrote: | What's wrong with distraction? Plenty of people stay in | shape as a side-effect of their enjoyment of sports and | games. Am I not really working out when I play soccer or | go rock climbing? | seanmcdirmid wrote: | > The idea of puffing and sweating inside a heavy VR | headset doesn't seem very alluring to me for some | reason... | | It is like hanging out in a sweaty gym, you get used to | it. But the quest isn't exactly idea for it, which is why | I think my headset konked out after a year of heavy use. | I hope it gets better. | | > not "grinding" and distracting yourself while getting | this physical thing done. | | To each their own of course. Shadow boxing has been a | thing for a few decades now, this is just shadow boxing | to music with visual, audio, and a bit of force feedback. | I personally need to be distracted, and I like to be able | to keep my heart rate at 70-80% without expending extra | will power. | fossuser wrote: | I got one of these for my SO: https://www.amazon.com/VR- | Cover-Silicone-Oculus-Quest/dp/B08... | | It works really well and mostly solves 80% of the issue. | | She's _really_ good at beatsaber (top ten in global | leaderboards for many of the songs), but plays under my | account (just because I already had one). | | Somewhat comically this lead to a coworker seeing my | username and asking me about my beatsaber ability. I'm | pretty mediocre myself. | dougmwne wrote: | It did not sound remotely interesting or compelling to me | until I tried it. It turns out it's a great way to get | moving without feeling like you're putting work into it. | For example, I've been using Thrill of the Fight to de- | stress after work. It's incredibly effective at that | because your brain gets tricked into thinking you're in | an actual fight and millions of years of fight or flight | stress response kicks in. Afterwards three rounds you | feel the kind of release from stress that it would take | hours of traditional stress management techniques to | achieve. All without the head trauma! | blensor wrote: | We are developing an open source VR fitness game and | after almost a year of exercising im VR I can tell you | that in my case the sweat inside of your headset is not a | problem but you should use the right VR cover. The stock | ones of the Quest are very hard to keep clean. | | The sweat on the rest of your body is a completely | different issue. After about 40 minutes of VRWorkout I | usually look like coming fresh out of the shower. Without | VR I could never build up the willpower to "grind on" for | so long. | | Our game does not try to put the game aspect first but | the workout. The game elements are subordinate to the | movements if your body and the muscles you are using not | the other way around. | | That's something we have can't compromise on since the | movements that are expected from the player (jumping, | pushups, crunches, burpees) should not be compromised by | trying to achieve some arbitrary goal like hitting an | enemy. | | Here is a video of this crazy idea | https://youtu.be/mFYzaQzsUI4 | | [1] VRWorkout https://vrworkout.at | Kiro wrote: | This looks awesome. I'm playing FitXR for upper-body and | Pistol Whip for lower-body but I really want a tailored | experience. | | Any idea when it will be released natively on Quest? | blensor wrote: | We are mainly using SideQuest and Steam, we don't expect | Oculus to approve this in the official store so the time | is better spent on the development side. | | BUT, Oculus will officialy allow third party games in | some form starting early in 2021. So if you are not a | SideQuest user you will still be able to use it hopefully | soon. Although I'd really recommend SideQuest it adds a | lot of value to your headset. | | Another alternative would be to use our experimental | WebXR version, but that is really only for a quick peek, | it's not on par with the native version, not even close. | Kiro wrote: | Thanks! I might have to install SideQuest just for this. | billti wrote: | Yeah, I used to struggle to get a work-out in most days. | When I'm not feeling it, I play Thrill of the Fight on my | Quest (boxing game - I'm a casual boxing fan). It's the | most I sweat out of any workout, and I can go for 45 | without getting bored (unlike the rower or going for a | run). | | I actually got the Quest 2 when it came out, but being as | the Quest 1 plays that game fine, and I figure I'll ruin it | by sweating into it so much, I hardly use my Quest 2 at | this point. | | Untethered is the future, and once they get lighter and | more comfortable they'll be killer devices. I do find the | complete shut-off from the real world a little unpleasant, | and especially fumbling around for controllers now and | again when the unit is on my face. But otherwise, I've gone | from skeptic to fan for VR. (And I do think longer term AR | is where it will really take off). | bigyikes wrote: | Be sure to mod and side load custom Beat Saber tracks if | you haven't already. Dancing (sabering?) to songs you | actually know makes the whole thing way more fun. | lqet wrote: | > I think it might be because I don't want to be standing and | moving around when playing a game and if you're not doing | that, the motion is kind of unpleasant. | | Could this be because of the missing resistance while moving | / throwing / touching VR objects? | an_opabinia wrote: | > The thing is, I also recognize that while it is already an | incredible achievement, it's still probably 5-20 years from | hitting its iPhone moment. | | Ironically, by getting acquired by a giant company, Quest | development was set back by that many years. | | The real problem isn't technology or even adoption, it's that | people who work at giant companies suck at making games. | Impossible wrote: | Microsoft has a good track record with making games, but yes | all of FAANG is terrible at this. I have a little more hope | for Facebook now that they've started acquiring studios and | letting them run independently, instead of the previous | combination of publishing\funding and having few internal | game teams (which generally doesn't work in big tech anyway). | This could lead to a model that looks more like Microsoft | Game Studios. | an_opabinia wrote: | > I have a little more hope for Facebook now that they've | started acquiring studios and letting them run | independently | | The reality is, the acquisition of best VR game of any | objective measure, Beat Saber, set back VR for all game | developers because it will rob other VR platforms of a | doorbuster title (i.e. Beat Saber 2). | | Also, it enables Beat Games to keep using unlicensed music | by fiat of Facebook's legal might, a completely | unassailable competitive advantage that is strictly better | than actually licensing the music and making a game with | it. | | It is illustrative of how the things giant companies are | good at, which is using their huge cash piles to achieve | totally anti-competitive advantages, changes nothing for | the status quo of the consumer - they don't pay for the | music no matter who the game's owner is - but just winds up | harming other game developers. | | Consider also Facebook Horizon is seeking to replace VR | Chat, I believe the #1 free VR title by installs. How is | that benefitting game developers and gaming culture? Just | compare a screenshot of VR Chat here (1) to Facebook | Horizon here (2), it tells you everything you need to know | about why the kind of people who work at giant companies | are awful at making games. It's so fucking sterile dude, | and it's sterile on purpose. | | People have said this for eons about Disney, but it's not | comparable. By the way, Disney also totally blundered | Disney Interactive, shutting down under the CEO Bob Iger | who was known as the "tech" CEO of Disney. | | (1) https://miro.medium.com/max/3840/1*I5c-QMDHVPeyC35pM1V4 | Ng.pn... | | (2) https://cnet1.cbsistatic.com/img/9kGJANvUNFtxp5mGEgMIDI | 95DnA... | Impossible wrote: | I worked on the Horizon team, and there's only so much | I'm comfortable saying, but I can say the team burnt me | out and I quit. | | There isn't a 100% chance that Beat Saber 2 will be | exclusive, but you're right that it's likely and if that | happens it will be a shame. My hope is that Facebook | moving away from PC VR as a focus means they won't see it | as competition, and start releasing previously exclusive | games on Steam in the same way Microsoft and Sony have | started releasing previously console exclusive titles, | but I won't hold my breath. | dougmwne wrote: | One of the best VR experiences out there was made by a | single dev, Eleven Table Tennis. Most of what Facebook puts | out there is mediocre tech demos and they don't seem to | understand the strengths of their own platform enough to | take advantage of them in their games. | dougmwne wrote: | I'm not even sure we are at the compelling apps stage yet. I | think there are still very difficult hardware and software | platform issues to solve first that are going to take tons of | basic research. I expect the first 100 million unit headset | to include extremely accurate eye-tracking that is used to | drive foveated rendering, varifocal active lenses and neural | network interpolated facial expressions for high fidelity | social avatars. Facebook Research seems to be making good | progress on all of that, but it will still take many years of | additional research to perfect. | | Facebook wants to be the company to invent the first | mainstream VR Metaverse, but that doesn't mean they won't | invent the hardware and get beaten to market on the software. | They are about to release Horizons which is clearly in this | vein, but I expect they are still too early. | _iyig wrote: | > The real problem isn't technology or even adoption, it's | that people who work at giant companies suck at making games. | | Many companies besides Facebook have developed games for the | Quest. I guess you could say Facebook sucks at working with | game developers, but I'm not sure if that's true either. | Unreal and Unity have well-developed integrations with Oculus | [0]. | | I think where Facebook really falls down is tying customers' | FB account to their Oculus Store purchases (and ability to | use the Quest at all). They're applying a social media | platform's aggressive algorithms to suspend or ban accounts | which violate their expansive TOS, which is wrong in consumer | product and digital marketplace space. For that reason, mixed | with personal experience at the hands of Facebook's | algorithms, I have no interest in developing for Oculus. | | [0] https://developer.oculus.com/get-started/ | [deleted] | jnwatson wrote: | Facebook's Quest 2 is an impressive piece of tech. | | One of the biggest reasons to be skeptical of VR taking off is | that Facebook is one of the major players. Between the login | shenanigans and their anti-competitive dealings with | developers, they have an opportunity to single-handedly tank | the industry. | zmmmmm wrote: | I agree. For tech to take off you really need a significant | "platform" player to emerge - someone that is able to | position themselves as a middleman where the value made by | 3rd parties significantly outweighs the value made by the | middleman. That is what causes a technology to really bloom | and get broadscale uptake. Facebook just isn't interested in | that. They'd rather have a smaller pie where they own it all | than capture a larger piece of a giant pie but be just one | part of it. | outworlder wrote: | It's the ONLY player on the "stand-alone" headset space. | | There's some competition on PC headsets, Rift headsets are | not even the best, feature-wise. But just like the quest, | they score very high on the cost-benefit analysis (I guess we | pay with a combination of cash and data). | jonny_eh wrote: | PSVR is somewhere in the middle but Sony has all but | abandoned it at this point. | outworlder wrote: | Pretty underwhelming hardware too. | nitrogen wrote: | I think Facebook is in VR because they don't want the | Metaverse to belong to anybody but them. | dougmwne wrote: | For sure this is his play. My early take is that the VR/AR | social experience is absolutely the killer app and will | beat the pants off phone, chat, social feeds and video | calls. It will be so good that it will be the default way | to commutate at a distance, making it a huge threat to | Facebook, Instagram, Whatsapp, and Messenger. I think the | fufilment of that promise is still probably more than a | decade out. | fatnoah wrote: | >For sure this is his play. My early take is that the | VR/AR social experience is absolutely the killer app and | will beat the pants off phone, chat, social feeds and | video calls. | | And that, IMHO, is why FB wants you to use FB login for | your VR experience. | nitrogen wrote: | It's also the definition of disallowed monopolistic | behavior -- using ownership of one area to control | another. This is more egregious if you consider "VR" as | not "virtual reality", but "virtual relationships." | echelon wrote: | 100%. | | Zuckerberg sees that it has the potential, and he wants to | have an early angle of attack in case someone else | innovates first. | | Zuckerberg views platforms as chess pieces. He doesn't care | what they are - he just wants the most valuable and | strategic ones. He's not like a Musk that just builds or a | Cook that refines product into a cohesive vision. | Zuckerberg is playing war and finding the reverse salients. | He's destabilizing and weakening the platform and expanding | his reach. He's more like Bezos or Ellison. | babyshake wrote: | With everything happening with major movies going direct to | streaming, I actually am expecting a big development somewhat | related to VR in the next year or two. It's a device much | smaller than a VR headset you wear on your face that gives you | a theatrical quality audio-visual viewing experience, and only | allows you to purchase/rent and not sideload anything. I'm | thinking it could sell for around $500 and I'm pretty sure | there's a company in Cupertino taking a close look at this. | dougmwne wrote: | I have been watching movies on the Quest 2 with Big Screen. | It's a great experience and very much reminds me of going to | the theatre. | modzu wrote: | yeah we can do one better with the holodeck. im not sure the | problem is that much harder... | vmception wrote: | A console linked VR headset that has local multiplayer would be | nice. | | The PSVR and camera doesn't even have an upgrade for PS5 yet. So | that's too bad. | | Something more advanced like the Oculus Quest 2 or HTC or Valve, | but for powerful enough hardware people and brands people already | have would be the right move. | | Also an ability to ditch the external camera requirement. | | and also ditch the cords, but we can revisit that stretchgoal | later. | standardUser wrote: | It's a hard sell for an older (early 40's) gamer like me. I have | far more games I want to play on my expensive PC than I have time | for (or likely ever will). To consider investing in a new gaming | technology it would have to be more enticing than the abundance | of stuff I already have! And a lot of the games I'm eager to play | are sequels/remakes of things I already know I enjoy immensely, | so to draw me away would take something big. | entropicdrifter wrote: | As a late 20s gamer, some of my earliest gaming memories were | formed during the flight/space flight sim boom of the 90s, so I | absolutely adore my Vive for Elite Dangerous, Star Wars | Squadrons, and No Man's Sky. | | Put it this way, for simulation gamers it's a godsend compared | to a 3 or 4 monitor setup with head tracking. | FrojoS wrote: | Try VTOL VR It blew my mind You have physical buttons in your | cockpit. It really feels like being in a plane. No flight | stick required. | | Everyone interested in the potential of VR should check this | out: https://youtu.be/LQT6sQ6o0uY | standardUser wrote: | Right, the type of games matter a lot. I do like first-person | RPGs, but those are only a little appealing to me in VR so | far. And most of my gaming (4x, strategy, builder) don't | benefit much from VR as far as I can tell. | entropicdrifter wrote: | For the most part, that's true. There's a couple of | strategy/card games for VR that are nice since they're in | sort of a "You're a god looking down at the table with the | battle on it" perspective. Likewise Tabletop Simulator has | decent VR support, so for tabletop strategy games it can be | fun. It doesn't add much to the experience, though, aside | from the ability to move your head to control the camera | being very intuitive. | daemonk wrote: | I can't get past the motion sickness. I wonder what percentage of | the willing market also can't handle it. | stocknoob wrote: | I tried a Oculus DK2 and got motion sick, and that's burned | into my memory like a drink that gave you a hangover. I'm only | going to try it again in the 5th gen after they've eliminated | all issues. | cwkoss wrote: | Ginger pills can be very helpful | agentultra wrote: | I'm probably an enthusiast, so grain of salt, but... | | _warning_ : discussion about guns | | > Half Life Alyx seems to me to suffer from the same problem, a | fun game with some compelling content, so great to try, but not a | must-have. Exercise programs like Supernatural or Beat Saber fall | in the same category, fun, cool to try, but not something without | okay substitutes or alternatives. | | I think HL:Alyx is a game changer. Elite: Dangerous sold me on it | initially. I regularly use Beat Saber to stay fit during the | pandemic -- the recent addition of multiplayer is amazing. VR | Chat is really awesome. I find it's not nearly as exhausting to | hang out with friends in VR Chat than a Zoom meeting. | | HL:Alyx -- the fidelity, performance, and detail given to the | content is amazing. But what was unique about it for me was that | it made exchanges with _guns_ actually harrowing and... more | cinematic and believable. A lot of FPS ' have to band-aid around | the fact that the player character can soak bullets/zaps/whatever | because the lack of spatial awareness of a projection onto a 2D | surface means most casual players are going to be running into | the middle of a fire fight and expect to have a reasonable chance | to win. | | In one of the opening scenes a soldier catches you off guard and | points a gun right at you. In VR, without even thinking, my hands | went up. In any other FPS, unless that interaction was scripted, | I would have just shot back or ran. | | Yet even because Alyx isn't a super hero or wearing some high- | tech recharging shield, it still feels cinematic. I'm physically | ducking behind walls, tossing items and using bits of junk as a | temporary shield. | | And it does advance the story of the HL universe so there's | that... I wouldn't say it didn't change anything. It raised the | bar for VR content that was lacking original content from AAA | studios. | | Elite: Dangerous. VR changed how I play completely. I was | instantly better at flying. The added benefit of depth perception | improved my reaction speed and spacial awareness. I play on a | flat monitor now and again but it's too boring and awkward. | | Although you can't argue with the numbers -- it's not mainstream | in the way that a Nintendo Switch or other game system is. | | But I wonder if that's not so much a content issue but if there | were other factors involved like, say, how FB has managed Oculus | or how it wasn't deeply discounted at first to gain adoption like | most new hardware platforms are. | rocky1138 wrote: | I know I'm late to the conversation, but one of the biggest | unreported problems with VR adoption is that it's impossible to | show anyone what it is like to actually experience it. You can't | share a video or a photo with a friend and have them understand. | They have to do it to understand it. | blhack wrote: | And what's worse is that the most accessible version of "VR", | google cardboard (or equivalents) is actually a _terrible_ | representation of VR. So people will try that, dismiss VR as a | gimmick, and not revisit it again. | | A proper VR rig is likely going to cost you >$2000, and it's | going to need a dedicated room of your house. It's really | inaccessible. | | But man when it works... Playing skyrim, or fallout in my vive | was such a pleasant experience for me. | binarymax wrote: | Technology is not the problem. | | Flashback to 1995. I'm a 17 year old PFY invited to beta test a | VR headset from a local company. My Uncle was an investor and I | was technically savvy and the target market. | | I had a copy of Descent that supported VR, and while it was a bit | of a hassle to get setup, I got it working. The experience was | incredible. After the first use I said to myself "this is the | future". I had permission to test the headset for two weeks, and | I wanted my friends to see it as well. | | So I invited them over that weekend. And that's where the problem | set in. When one person was using the headset, they were gone. | You couldn't interact with them in any way. They might as well | have been in a different room. Then I said to myself "this is not | the future", and haven't touched VR since. | | There is no amount of technology that can get over this problem. | It's not about FOV or resolution or immersion. It's a social | problem. If you live alone at home, and want to plugin then | great. But if you live with someone, its distant, weird, and | kinda creepy, to have the other person in a headset and | unreachable. | baumandm wrote: | Most multiplayer video games today don't ship with splitscreen | co-op, people just play with their friends remotely over the | internet. | | I agree VR isn't great for a party game or hanging out with | your friends in your living room, but that's OK because that's | not the experience most people are having today. | [deleted] | Torwald wrote: | You can do have a sort of VR studio akin to a gym. The spots in | these "gyms" would accommodate for everything that is needed, | space and equipment wise. | | That would solve the problem the parent is stating. | | Monthly membership. You go there to play, later to socialize at | the "space bar" exchanging tales of lore with other like-minded | people. | outworlder wrote: | > So I invited them over that weekend. And that's where the | problem set in. When one person was using the headset, they | were gone. | | That sounds like a "not enough headsets" problem. | | Also, that is like lamenting the lack of co-op split-screen | games. Many games supported that mode back in the day, they | don't anymore. Because people are either playing over the | internet OR bringing their own consoles. | janjongboom wrote: | The Oculust Quest 2 is my first VR headset, and it can cast to | the TV. That helps tremendously with the social aspect, rest of | the room can see what you're doing and give feedback. In | addition we've been playing Eleven - a table tennis game - in | multiplayer with two people in the same room (with two | headsets) which is tremendous fun, but requires a second | headset. | kilroy123 wrote: | What else do you recommend with two headsets? My significant | other and I are getting two Oculus headsets next week. | dougmwne wrote: | Try Echo VR, Population One, Blaston, Hyperdash, and | Walkabout Mini Golf. There's no real advantage to being in | the same physical space to any of these games, but they are | all great multiplayer titles. | dustinsterk wrote: | +1 to Walkabout Mini Golf, it is a blast! | sweetheart wrote: | Im surprised at how much time Ive clocked in this game. | I've been playing it with a friend who lives a few | hundred miles away, and we just put around for hours | while catching up in virtual space. Highly recommend, if | you know someone with an Oculus Quest 2 (not you, OP, | just anyone reading this.) | tootie wrote: | Ha, the first time I tried VR it was a multi-person experience. | Back in the early 90s, I played Dactyl Nightmare at some | tourist location. All 4 members of my family were in the same | "world" and could see each other. It was, like most VR games | today, fun for about 10 minutes. There's still some interesting | experiences being developed at portable venues (ie, | thevoid.com). | | But I'd also say that FOV is really, really important. Right | now the experience is just like putting a little TV on your | face with an IMU. Immersion requires peripheral vision and | spatial audio. | 99_00 wrote: | I agree that technology isn't the problem. I don't know if the | problem is exactly what you describe or something else along | those lines. But I think you are on the right track. | rm445 wrote: | That's a great story. I remember being blown away by Descent - | probably the second 3D-type game I played after Doom. The | thought of free spaceship movement through caves with 6-axis | control was amazing - though IIRC the level design was | carefully done to keep mostly 2D-ish with a clear up-down | orientation. Must have been mind-blowing in VR in 1995. | | All that said, I think people playing alone is a big enough | demographic to support a VR breakout, if the killer app comes | along. | wlesieutre wrote: | That depends entirely on your living situation. If you live on | your own, a VR headset becomes just the opposite - you go from | being isolated to being in a room full of people. Those people | can be on the opposite side of the world, but you're carrying | on a conversation and playing mini-golf with them. | | Or for local play, there are one-vs-many party games where one | player wears a headset and interacts with a group of people in | the same room who aren't in VR. | | _Keep Talking And Nobody Explodes_ is a great example of this | where the other players are referring to a paper manual to help | you defuse a bomb. https://www.youtube.com/watch?v=hqelfBKuiic | | There's _Acron: Attack of the Squirrels_ where one person has a | headset and other people play against them as the squirrels | with their phones. https://www.youtube.com/watch?v=LP29BxhvHfc | | Or _Davigo_ , maybe a less social one because it's VR vs PCs | and not likely to be in one room, where the VR player is a | giant trying to swat at the tiny humans who are playing a 3rd | person game where they team up and throw bombs at the giant. | https://www.youtube.com/watch?v=HL7a63MMx6Q | | Even if you don't have a game where other people can be | involved, you can still cast the headset view to TVs and | tablets. It can be plenty of fun to pass a single headset | around taking turns in Beat Saber if everyone else can see | what's happening. | | I'm guessing none of that was the case in 1995, so I wouldn't | be so quick to stick to a 25 year old judgement of what the | technology can do. | wlesieutre wrote: | And on the other end of the spectrum, sometimes you just | accept that isolation for a while because _you get to fly an | X-Wing_. A Quest V1 with Oculus Link is far from an optimal | PC VR setup, but even with that _Star Wars: Squadrons_ is an | experience I've been waiting for since I first saw _A New | Hope_. It's hard to convey how cool it is to be sitting in a | spaceship cockpit, dodging through asteroids and chasing down | TIE fighters with the _pew pew pew_ of four KX9 laser cannons | on your wingtips. https://www.youtube.com/watch?v=vE90KIBlWyk | | Would I play it in VR mode for hours on end every night and | stop talking to real people? No. But not all my activities | need to be social either. I can go for a four hour hike in | the woods by myself and no one gives me a hard time for being | too isolated. Or maybe they do, but I don't care because | sometimes that's how I want to spend my time. To each their | own. | | One other feature of the Quest that I should mention - you | can double-tap the side of the headset at any time to turn | the game world off and immediately switch to "passthrough" | mode where you see through the headset's tracking cameras. | This obviously works best with single player games that can | pause themselves until you tap back in, but in those games it | makes it no big deal to drop out of the game for a moment to | interact with people and things in the real world. A bit | weird to talk to you while you have a big headset on your | face, sure. But this was added in a software update well | after launch, and it's way better for staying available to | the real world than needing to take the headset on and off. | hertzrat wrote: | When I had a headset, I think the main thing that kept me from | using it was the inconvenience. You have to keep part of a room | clear, deal with a mass of cables, the weight of the headset, | its positioning on your head, finding somewhere in reach to | store it, etc. The lightweight wireless headsets of the future | will help a lot. Smartphone vr is promising from this angle | | Honestly, the privacy policy made me a bit uncomfortable too | cynic_ wrote: | Now compared to 1995, gaming in general seems a lot closer to | the VR experience you describe. Local multiplayer is uncommon, | shared gaming spaces like arcades and LANs are gone and people | are playing games on their own devices alone. | | I'm as isolated playing Counter-Strike on my PC as when I am on | the Oculus Quest. | newsgourmet wrote: | The other day I was looking around in my living room and every | family member was staring at a screen. | | You just need a VR headset for everybody... | [deleted] | dalke wrote: | I did a bit of VR around 1995. I added CAVE support for the | molecular visualization program VMD and had a key to UIUC's | CAVE to test it out. | | The CAVE approach projects images onto wall-sized screens (eg, | via back-projection), and can be 1-wall up to 5- or 6- walls, | if the floor/ceiling is categorized as a "wall". | | This is massively expensive compared to the VR that's | widespread/affordable these days. | | But it's also far more social, where multiple people can be | present, though at least in the 1990s the head-tracker only | followed one person. And they could easily see each other. | | Handwaving, with the right synchronization on the glasses and | high frame rates, I could imagine multiple head-trackers. Back | then our frame rate was limited by the decay rate of the green | phosphor in the projector. These days I suppose a wall of large | displays, edge-to-edge, with very high frame rates interleaved | for multiple users, might work. Again, I haven't followed | what's going on in VR, but it might be a technology which | addresses at least some of what you correctly point out. | | Carolina Cruz-Neira, the developer of the CAVE (and at the time | with the email address "cavewoman"), has some lectures on the | social VR and her research, on YouTube. Don't remember which | ones specifically talk about it, and couldn't find one in a | quick look. | dljsjr wrote: | That's an interesting take. I have some contradictory anecdata, | though, in that my friends and I love getting together and | taking turns playing VR games. And I'm not talking about nerdy | hard core gamer friends. Pre-COVID we used to get together | every few months or so for a "VR Night" at my buddy's place | because he owned an Oculus w/ a living room TV set-up. And we'd | just spend a few hours taking turns cycling through the game | library and playing all sorts of stuff, and everybody loved it. | baron_harkonnen wrote: | My experience is that people are getting increasingly isolated | anyway, so VR is great in this regard for more and more people. | Even when people are social they're increasingly glued to their | phones, and distant from each other. | | A friend and I bought quests and we both loved them except for | one really annoying problem: space | | At least as of early 2020, there was a huge market mismatch | with VR: the people that have 6'x6' or more space to play in | live far out in the suburbs, but the people that have the | disposable income to just by a quest just for fun tend to live | in apartments in the city. My friend and I both had pretty | spacious living conditions for living in a city, but we | perpetually joked about the dream of one day having enough room | that the occulus didn't warn about having less space than | required. | | But with the sudden migration of many people out of cities and | into more spacious suburban housing I'm curious if this will | create an increase demand for VR. If you have an extra 10'x10' | room that can dramatically change how fun the VR experience is. | mancerayder wrote: | Yes, and even if the room is large there are tables and | break-y things that invariably interact with shins, swinging | controllers and your ability to just fully immerse. | | I stopped playing VR mostly because I was tired of re- | arranging furniture and re-calibrating the Index when I did | so. | | I guess if you live in a house and have a basement or 'rec | room' with no furniture, it's less of a hassle to play ping | pong or Beat Sabre in VR. Otherwise it's VR Poker with its | random social toxicity where I can sit on the couch and | interact with people if I find a table without kids or mean | people in it. | bigbassroller wrote: | " There is no amount of technology that can get over this | problem." | | Wouldn't each person in the room having a VR head seat solve | this problem? | Rebelgecko wrote: | Or just throwing the gameplay up on a monitor (either with | cables or via chromecast) | floorman wrote: | I was playing VR shovelware and pavlov pretty regularly for a | while, we just put mirror the game to the monitor so the | spectators can spectate, and the headphones float off the ear a | couple inches so they can hear us. | | It helps to have at least two friends for that scenario. for | Just one friend you're probably better off playing a non-vr | game and trading the controller. | | these days we're farther apart and one friend has a child so | he's worried about covid. we play "ghosts" (Phasmophobia) once | in a while. | | in summary: 2 friends required (minimum) mirror the screen | headphones off the ear | api wrote: | It's a great opportunity to prank people though. There was | someone testing some kind of VR app in a co-working space I | used to frequent, and people would do things like sprinkle | confetti on them or move things around on their desk while they | were jacked in. | [deleted] | shams93 wrote: | There's a basic usability problem I found with my VR experience | that I cannot see what I am doing in my room, unless you have a | large dedicated space its easy to injure yourself by accident | because the real world is still there with AR you can literally | still see what you are doing in the physical world while | interacting with the tech. | corndoge wrote: | > Then I said to myself "this is not the future", and haven't | touched VR since. | | Yeah, nothing has changed in social VR in 25 years. | | /s. | | There are multiplayer async party games that can be played with | 10 people (I've done this a lot!). There is online multiplayer. | Dismissing VR because you played descent on a 3dof box 25 yrs | ago is kind of lame. | | > There is no amount of technology that can get over this | problem. It's not about FOV or resolution or immersion | | This is frustratingly dismissive and easily disproven. Look at | Acron: Attack of the Squirrels! Look at Keep Talking and Nobody | Explodes! | cma wrote: | There are all kinds of technological solutions to that: | | Both have headsets (used to be a cost issue, gradually getting | solved) and play the same thing. | | Or one has AR glasses and can peek into what the other is doing | and communicate with them. | | An internal camera captures the face under the headset and | presents it on the outside with correct parallax (could be | presented with AR or with auto stereo display), AI in the | headset can tell when someone is wanting attention etc. and use | other cameras with depth reconstruction or depth sensors to | fade them into the VR player's world. | binarymax wrote: | We're talking about widespread adoption of consumer | technology. Everything you just mentioned is a niche | workaround, and to be blunt, not very good ones. Sure, there | are always going to be people who love VR, and it's really | cool! But there's no way it becomes as popular as TVs or | smartphones. | elgatonegro wrote: | Maybe that's the case but you haven't really presented any | convincing arguments. | jschveibinz wrote: | Here is a good explanation on the AR/VR adoption struggles: | https://arpost.co/2019/11/27/ar-and-vr-changed-our-lives-5-b... | | Gilmore and Pine "Experience Economy" suggests that we are now in | the transformation economy. Maybe VR needs to be transformative? | echelon wrote: | We're still several VR hardware iterations away. | | Oculus, Vive, Index - these are like the pre-iPhone smart | phones. They're bulky, slow, they kind of do their job, but | they're not something everybody wants. | | VR has to get better. The resolution and FOV are terrible. The | gameplay paradigms kind of suck because movement is such a | pain. | | AR honestly seems even further away. Pokemon Go and all the | other AR trinkets are clunky toys. I can't ever see holding up | a device for anything other than picturing furniture in a | space, and none of these apps even work well. | | An AR headset outside of industrial/military uses is a pipe | dream that will rely on miniaturization and being fashionable. | Google Glass wasn't cool, and nobody is going to wear a bulky | HoloLens anywhere. There's a lot of work that needs to be done. | jaegerpicker wrote: | I think you are wrong about AR, once a decent set of AR | capable glasses hit the market I think we will see a very | large market adoption. Very much like the smart phone and | smart watch and tablet it will be a toy for techies until a | company with real design chops and solid software/hardware | gets behind it. I also believe that Apple is the most likely | to be that company, solid design and a well liked ecosystem, | plus a proven history at creating/shaping new consumer tech | device markets. Apple AR Glasses have will likely be a huge | success. It helps a ton that ARKit 4 and the new Lidar | sensors on the pro level devices are next level good over the | current AR software. | imglorp wrote: | This might not be a tech or business problem. Remember | Google tried AR with Glass -- decent hardware and UI -- and | ran into an uncomfortable social valley, eg "glassholes". | Turns out people don't want pervasive video recording in | every social situation. | | That said I think there are still unexplored workplace | markets like medical, mechanical etc. | | There seem to be a very, very small number of consumer | applications: heads up nav display for bicycle/motorcycle | operators comes to mind. | com2kid wrote: | > , and none of these apps even work well | | Modsy works well, but it is a curated hands on experience. | | That said, the end product is really nice. | mchusma wrote: | In my opinion, I think the takeoff point for virtual reality for | office use is: 1) Reasonable price point (Quest 2 hits that) 2) | Text must be easily clear and legible. Quest 2 does not really | hit that, but high end units seem to. | | So it seems like we are about 1 generation away from having | something mainstream for work, so probably 2 years away. | | We are a remote team and I decided against Quest 2 but was | borderline due to text legibility. I would probably buy everyone | a Quest 3 though as a way to interact on some things. | aeturnum wrote: | When I think about VR I think about my developer friend who would | never spend more than $100 on a cell phone. He'd always lose or | break phones, so he just started buying the cheapest Android | phones he could. His camera sucked and he'd run out of memory, | but it was still a phone and we could still text him. He had a | "smartphone" and all of the utility it provided even though it | was cheap and low-end. | | When people talk about how VR hasn't taken off like they expect, | I really wonder about their understanding of technology. As a | high end technology, I think VR is doing great. There are some | pieces of work that people like, but the state of the technology | reminds me of smart phones circa 2008[1]. Technology is getting | better, but there's substantial disagreement about what a "good" | experience needs. Do we need higher resolution? Easier access? | Better integration? Obviously all of them are good but the point | is that the field is still very much in flux and even people who | have spent thousands of dollars on a nice setup are looking | forward to the next generation. | | I also think about LCD televisions. I don't really know what | their sales numbers are over the years, but Wikipedia tells me | they started selling more than CRT TVs in 2007[2]. They came on | the market in the 1980s[3]. That's a ~27 year journey from being | in a consumer good and becoming the dominant technology. | Smartphones improved uniquely fast, and since VR is (right now) | more firmly centered on luxury and leisure, I wonder if the arc | of LCD televisions isn't more indicative. | | I think VR will "arrive" when you can spend under $100 (maybe | $200?) and get all "the good parts" of the VR experience, like my | friend did with his cheap phones. It will also help if the high | end is better established than it is now. It can't be used or | home-made or just a part - one price for a low-frills version of | what you came for. I think successful technology needs a "bottom- | end" as well as a top-end and I don't think VR is very close | right now. The first Oculus shipped to consumers in 2016, which | puts us 4 years into my proposed ~27 year arc. That feels about | right to me. | | Edit: for all my skepticism about VR, writing this post has me | researching the price of headsets again :p | | [1] As a point of comparison, the first iPhone sold 6m units. | https://en.wikipedia.org/wiki/IPhone_(1st_generation) | | [2] https://en.wikipedia.org/wiki/Television_set | | [3] https://en.wikipedia.org/wiki/Liquid-crystal_display | jmiskovic wrote: | On same note, developing VR from inside is incredible and it | quickly turned into my #1 hobby. At first you are surrounded with | blank space, then you slowly fill it out with whatever reality | rules you can think of. | | I went with code-only approach (no binary assets) and built a | primitive development environment that works in VR. Now I have a | neat little virtual shed with different experiments and demo | projects. Geometrical landscapes, driving & flying, teleporting, | various gizmos... | | Currently I'm tweaking physics engine to work with hand tracking | skeleton. Masses connected with springs turn out to be amazingly | palpable even without any haptic feedback and with simple | cartoonish visuals. | | VR is already fun and we're in for a wild ride once AR hits the | market. | iguanayou wrote: | Or you could build actual things in an actual shed? This is the | same impulse that drives people to build furniture, boats, and | model train layouts. To me, the real physical objects are much | more fulfilling. | JohnnyMarcone wrote: | Very few people can experience your physical shed. Everyone | can experience the VR shed at 0 marginal cost. | shrimp_emoji wrote: | Yeah, why weave animate things out of pure thoughtstuff in | cyberspace, bounded only by your imagination and compute | resources, when you could be messing with plywood in a shed? | bsenftner wrote: | I was an early video game developer, publishing games in '82. I | found then that making the games was far and away a more | creative and productive and lucrative way to spend my time. | Beyond the while developing testing of the several dozens games | I made when I made games professionally, I've not played a | video game out of interest in the game itself since "Robotron | 1984". | deeeeplearning wrote: | >VR is already fun and we're in for a wild ride once AR hits | the market. | | I for one can't wait for full field of vision pop up adds to | infest our daily lives. How exiting. | jjeaff wrote: | I'm all for that ad subsidized tech. | | I'll take advantage of it just as soon as uBlock Origin VR is | released. | deeeeplearning wrote: | Imagine cheering for a dystopian future. | Cactus2018 wrote: | _HYPER-REALITY_ by Keiichi Matsuda | | https://www.youtube.com/watch?v=YJg02ivYzSs | bmiller2 wrote: | Any resources you can share? Sounds amazing | jmiskovic wrote: | Here are few dated examples [0][1] and the code[2]. | | I saw similar thing from Mr.doob[3]. Few years ago Carmack | talked about live-coding VR[4], but code was on 2D monitor. | | [0] https://twitter.com/j_miskov/status/1312701109232902144 | [1] https://www.dropbox.com/s/mqw1s04z70dm3y4/vr- | physics.mp4?dl=... [2] https://github.com/jmiskovic/indeck | [3] https://twitter.com/mrdoob/status/1263498538316636162 [4] | https://www.youtube.com/watch?v=30wNPgx6D8E | [deleted] | rocky1138 wrote: | You may find Neos very interesting. It's an online metaverse | with a turing-complete scripting language called Logix built- | in. Here are some demos: | | 1. https://www.youtube.com/watch?v=dWbm9AzgDxw | | 2. https://www.youtube.com/watch?v=ZqI_j6pDdjg (start here if | you're a developer) | | 3. https://youtu.be/STZN6qTGRbQ | | 4. https://www.youtube.com/watch?v=XafA4WeppxM | awillen wrote: | I think it's really great when people write down bets like this | publicly, so we can go back and see what people's expectations of | the future are. There are snippets of this kind of speculation | from many decades ago, plus of course there's sci-fi to look at, | and it's amazing how much further we've advanced than most people | expect. | | If you look at where we are now vs. 100 years ago, our technology | would be utterly unrecognizable to them. When people of that age | predicted the future, they didn't do great. I'd like to think we | have better foresight, but the reality is we'd probably be just | as bad at predicting what things will be like in 100 years. | | The thing that amazes me is the exponential nature of human | progress. Even if we made linear progress - that is, some "equal" | amount of advancement in the next hundred years as we did in the | last, that would be incredible. But of course our progress builds | on itself, and so if we assign a value of 100 to the amount of | progress in the last hundred years, we're likely to have a 200, | 300 or 400 over the next hundred years. | | Personally, I'm betting on pretty much all computer interfaces | being directly connected to the brain and people living off of | earth permanently. | nynx wrote: | Honestly, I think a large barrier here is there's no pre-existing | platform yet. When developing an application for a computer with | a regular screen, you have all sorts of supporting software (e.g. | window managers, browsers, ui frameworks, etc). When developing | for VR, you have to start over almost completely: you have to | deal with controller input, different kinds of headsets, | designing a UI. | | For XR to take off, I think something akin to the _metaverse_ | needs to exist first, so applications can develop within its | framework. | stevebmark wrote: | I don't think the current incarnation of VR will ever take off. | It's too inconvenient to need to block out everything around you | with a headset. It's fundamentally incompatible with human | behavior. Until VR is as convenient as picking up a phone or | tablet, it's not going anywhere. | allenu wrote: | That's my problem with it as well. You need to have a space set | up where you can use it, and you also have to have the VR | headset/equipment available to just grab and put on in an | instant, otherwise I think it will just languish in the closet. | | VR is competing with phones, tablets, and TVs today, which are | in my opinion good enough and way more convenient. The | experience within VR might be amazing, but it has to be so good | that you forego other more convenient devices available to you. | Kiro wrote: | For me, the Quest is pretty much like that. It's so small I | just keep it on a shelf and I don't need a dedicated space. | I'm just playing in the living room or in the office (you | paint a Guardian for the play area in AR, and it remembers it | unless you put it on another place). | | Been playing almost every day for more than a year now. I'm | still amazed of how low friction it is to start using. I just | grab it, put it on my head and all of a sudden I'm in the VR | world. | outworlder wrote: | > It's too inconvenient to need to block out everything around | you with a headset. | | Is it? That's the main selling point to me. I don't want to | stare at a screen, I want to look around a cockpit. Even | outside light bleed is bothersome - I'm in freaking space, my | brain is like where's this light coming from? | | It still takes some time to put a headset on and remove it. | That can be improved. The Quest also has cameras if you need to | see the outside world right now for whatever reason, which is a | compromise. | Kiro wrote: | I don't understand this argument at all. As someone using VR on | a daily basis ever since Quest 1 the whole point is to block | out the outside world and immerse yourself in the VR world. | Even days I don't feel like playing (I have a schedule for VR | fitness) I instantly feel at home and get excited the moment I | step inside. | | What behavior is it not compatible with? | spideymans wrote: | >What behavior is it not compatible with? | | Perhaps there isn't a desire from mainstream consumers to | entirely block out the outside world in the first place. | Kiro wrote: | Perhaps but that's not the same thing as being | "fundamentally incompatible with human behavior". The | statement packs a lot of assumptions that don't resonate | with me at all. | rpdillon wrote: | I'm not so sure. Movie theaters (especially a setup like | IMAX 3D) are trying hard to achieve what VR does more | cheaply and conveniently. | cwkoss wrote: | Oculus has a cool pass-through mode where it displays what the | cameras are seeing in black and white. I think this sort of | feature will become widespread in future generations. | ehonda wrote: | I think mobile phones will become the standard VR devices most | people will opt to use with a headset that you insert the phone | into, esp as phones become increasingly advanced, due to it being | the cheapest option for most people. | dougmwne wrote: | I doubt it because I think a successful VR headset will have | 6dof room scale tracking, hand controllers, and facial | expression tracking. That will takes several well positioned | cameras, plus additional cameras for eye and face tracking. I | think they will be standalone devices that will potentially | include AR at some point and even replace phones. | nukemandan wrote: | For me (and many) when Facebook doesn't have a controlling stake | in hardware and requires you to register said hardware with an | account __in good standing __in order to use that hardware. | fron wrote: | It's truly unfortunate. I would love to try the Quest 2, I've | heard some pretty great things. | | The requirement to have a Facebook account makes it a complete | nonstarter by itself. The fact that I can get locked out of my | hardware that I purchased because Facebook's software decides | my account isn't 'legit' enough? Gonna be a serious nope from | me. | Yhippa wrote: | I got burned as an early adopter. Tried the Oculus Rift and PSVR. | I had to deal with minor motion sickness issues with both. I | didn't like that there was a lot of setup and physical space | involved with keeping them ready. It seems like that's gotten | better with the Quest 2 but there's no trade-in program so I | guess I'm stuck for a while. | | Here are some experiences I wish I could have: 1. Virtual | presence at a concert or sporting event 2. More apps or games | where I sit down and can move around but still experience VR. | Controls seem awkward still for this type of thing. Maybe it | contributes to motion sickness. | Animats wrote: | I should have made a bet like that with the "thought leader" who | threatened to ban me from his blog after I said VR looked to be | the next 3D TV. | | The problem isn't the cost. It's that moving around while wearing | VR headgear is only safe in either customized environments, like | the Star Wars location based entertainment system, or when | movement is in a small area, like Beat Saber. Which is why Beat | Saber is the #1 VR game. | | Read the setup and cautions for full-body tracking in VRChat.[1] | It can be done, but it's not popular. Partly because it requires | the agility of a dancer to use properly. | | Wearing VR headgear while sitting down isn't worth the trouble. | Plus about 10% of the population gets nauseated when visual and | actual motion differ. | | On the other hand, make an AR headset that sells for $79.95 and | runs Pokemon Go, and you have a hit. | | [1] https://docs.vrchat.com/docs/full-body-tracking | saberdancer wrote: | Even current Oculus Quest can detect and show objects in your | environment. It doesn't seem that hard for VR in the future to | utilize that and adapt the environment around you to mimic your | obstacles. Another possibility is games that create infinite | impossible maze (Tea For God). You can walk around in that game | for hours without hitting anything. | | You don't need customized environments, you need some free | space around yourself. I live in a small apartment and I do | just fine. | | One of basic aspects of VR is setting up a virtual "play area" | that the headset warns when you are close to leaving so I don't | see how most of the complaints are valid. | dukeofdoom wrote: | With so many schools under lockdown, kids staying at home. I | think one application would be a virtual school. Right now when | teachers teach over google classroom, the kids have their cameras | and mikes turned off. And basically there is almost no | interaction, and feedback as the teacher teaches. Kids don't like | showing their living room environment. Also, the social | interaction between kids in a school is basically non existent | now. There's probably a real need for a virtualized environment | of a school, or even a church if the lockdowns continue. And | background replacement for video calls, in general. | chromaton wrote: | How's this work? In VR, the teacher can't see the kids' faces | or other non-verbal communication. | ceilingcorner wrote: | VR isn't a replacement for actual in person schooling. We'd be | better off finding a solution that gets kids back into schools. | dukeofdoom wrote: | I agree, you can't beat the real thing. I think we will | probably have both though, going forward. Online classes will | be a lot more popular even if the lockdown ends, and teachers | will live stream by default. | | And kids interacting in a virtual school would be a nice | addition to a real school too. | ceilingcorner wrote: | Everything I've heard about online classes for K-12 has | indicated that it's been a disaster. Which is really not a | surprise, considering that teaching is only a tiny portion | of the function of a school. It's also a daycare, | lunchroom, social hall, and a million other things that | can't be replicated on a laptop screen. | | This is really a situation where "more technology" is not | better. | jjd33 wrote: | Never. If you surpass a certain technological threshold it will | start to get worse rather than better. | lucasmullens wrote: | What? Why would that be the case? | _iyig wrote: | Having owned every Oculus headset since the Kickstarter, I think | the Quest is the first truly consumer-ready VR headset. At $300 | it's competitively priced against gaming consoles, without | requiring a gaming PC or separate tracking sensors. It has a | healthy library of games, 6DOF position tracking, and hand- | tracking controllers with excellent haptics. | | I was tremendously excited about it, to include messing around | with VR development in my spare time, until the Facebook account | debacle dropped my enthusiasm to zero. I've used my Quest maybe | twice since my account got caught up in all that. I have no plans | to develop any software for such a closed platform with arbitrary | gatekeeping. | Geee wrote: | I think VR will become mainstream when it's good enough to | replace large screens in productive work. It should leave large | screens in dust, if done right. | | Productivity is quite strongly correlated with screen size, so | I'm expecting quite a leap in this regard when the right software | is matched with the right hardware. | canada_dry wrote: | > good enough to replace large screens | | The resolution is pretty good already and rapidly getting | better. | | What I'm excited about is hand tracking [i] so that I can use a | real keyboard (and interact with real objects e.g. coffee cup) | to type while I'm wearing a headset. | | [i] https://youtu.be/XnG1l0qQW9k | forgotmysn wrote: | thats true, but for most headsets, resolution still isn't | high enough to read bodies of text without eye fatigue. until | that is solved, I don't think VR will move from entertainment | to productivity. | | Varjo is getting closer to that resolution level, but their | headsets are priced for enterprise ($8k i think?) | dougmwne wrote: | I pulled my neck last week and spent the weekend working, | watching amazon prime and playing xbox cloud streaming flat | on my back on a 10 foot virtual screen. I was working for | multiple hours at a time reviewing programming | specifications and taking notes. The display tech is pretty | much there, even for text. Keyboard input is still | unsolved, though I was using Office 365 dictation and that | was working well for taking notes. This was on the Quest 2. | The fresnel lenses are actually a bigger downside than the | screen resolution, which is not retina, but still better | than the 24" 1080p external display I use all day. | novok wrote: | When I tried it, it wasn't that good. The screens on the | Q2 felt like a resolution of something between 720 and | 1080p, which isn't that good compared to my dual 4k | monitors. Same with a 8k & 6k 180 & 360 video. | | Overall VR feels like it needs a 4x resolution bump. | Basically a 16k 360 video rendering and 4k x 4k per eye | vs the 1832x1920 per eye that the current q2 has. To do | that well you probably need something like a two 3080 | GPUs, one for each eye. | | Even after that, maybe even an 8k x 8k would give a big | improvement. We don't have GPUs that can render that | today. | | Foveated rendering is definitely needed for this to | become possible. | klibertp wrote: | > but for most headsets, resolution still isn't high enough | to read bodies of text without eye fatigue. | | Most? Is there anything, no matter how expensive, which is | currently capable of clearly presenting large bodies of | text? The moment something like this appears I'm going to | buy it even if I had to sell my kidney for it! | | EDIT: forgot about input. I'd probably be willing to | finally learn to touch-type, if that would be enough. I'd | probably be happier with being able to see the keyboard | once in a while, though. | Geee wrote: | Varjo has human-eye resolution in VR/AR. | https://varjo.com/ | zmmmmm wrote: | Yep, this is one of those threshold type things that makes | future predictions wrong all the time. Currently the resolution | is just too low - I really gave it a good try with a lot of | motivation but it just doesn't cut it. You can make text | readable but only if you size the virtual monitor to be huge | and the effective resolution is way less in the end than a | pretty cheap external monitor. | | But once it hits the point of being usable I don't see why we | won't see a complete domino effect where people start setting | up complete virtual offices in VR. And that will ripple through | whole teams flipping to VR a sa way of working. Putting aside | sheer "size", you can make VR monitors any _shape_ and in any | _position_ you want. So I can actually have a gigantic monitor | with a complex technical diagram on it, then a vertical one | next to it with a code listing - and these can be floating in | space in a totally unrealistic way. Then I can have email | floating in the air behind me ... | outworlder wrote: | I actually considered this when I was buying a new monitor. | "This thing will be obsolete pretty soon". | | Headsets are still a little bulky (and not enough resolution) | for that to happen. Once that's fixed (and more importantly, | with many people shifting to work from home, so they don't have | to care about people staring), I expect it to become a pretty | popular thing. | | If the virtual monitor is overlaying a camera feed of your | environment(AR style), this will be amazing. Imagine a headset | not much heavier than sunglasses sitting on your desk, rather | than a big (or multiple!) monitors. Put it on, you have as much | screen real state as you would like, and can be made to look | like an actual monitor. | | That's with our current 2D thinking. We can probably do more | useful visualizations in 3D. | Geee wrote: | Exactly. And you can fill your whole room with interactive | information. You could have hundreds or more files open at | the same time and see how they interact. Human brain is | pretty good at complex visual/spatial things and I don't | think we are aware of the limits yet. | amelius wrote: | Looking at older technology like VHS/Betamax, VR will take off | when people can use it to consume pr0n without being tethered to | some company like Oculus/Facebook that may collect information | about them. | Cactus2018 wrote: | VR Headsets comparison table: | | "VR System Guide Summer 2020! Updated with Reverb G2, and all | recent info. By Evanlyboy" | | https://imgur.com/a/QVbyeA1 | | https://old.reddit.com/r/SteamVR/comments/hzkl36/vr_system_g... | zmmmmm wrote: | I'm sold on VR because it has completely revolutionised my | fitness regime. It turns what is otherwise a boring, painful | chore into immersive, interactive and fun experience that leaves | me sweating and heart pounding and running late because I wanted | to do just one more round ... | | If my headset broke today, I would order a new one same day. | simonswords82 wrote: | What headset do you have and what do you play to work out? | zmmmmm wrote: | It's a v1 Quest. | | I have a combo routine that involves Synthriders then Beat | Saber and finally pistol whip. These all exercise different | aspects - Synthriders builds muscle mass in arms, Beat Saber | is more cardio, and pistol whip has me crouching / squatting | to do my legs. | iamwil wrote: | Would you do engineering interviews in VR as a candidate? | | I had wondered if larger companies would do VR technical | interviews to remove biases in their quest to "hire the best". | You can have a whiteboard, and the usual schtick, but you can | disguise the voice, height, gender, ethnicity, etc of a | candidate, so the interviewer can focus on the communication and | the solution. | | And then the interpersonal part of the interview can be done in | person and unmasked. After that, both parts of the interview can | be conjoined during the committee evaluation. | | I never went down this avenue, because I thought sourcing | candidates was a bigger problem than evaluation accuracy, and all | but the biggest companies don't worry so much about their | interview methods. | nickelcitymario wrote: | I think it will take off when we see a convergence of some | things. | | Specifically: | | 1. It looks real 2. It's affordable 3. AI characters become | believable | | If anyone's played with Replika.ai lately, you'll know #3 is | starting to get really close. #1 and #2 are inevitable. | | So at some point it becomes wildly rewarding to spend hours | hanging out with your AI friends in virtual space. | | Simply being in a 3D space isn't enough. Most people seem to | experience this as a neat trick, but not something they feel the | need to make a part of their daily lives. | | But building emotional bonds with characters who are only | accessible in VR? Or perhaps can be texted (like Replika) and | then met "in person" in VR? I see that being worth many billions. | scalablenotions wrote: | Chronic undersupply is probably the only reason it's not going | crazy in 2020. The demand is extremely high, and suppliers are | struggling to meet it. | abraxas wrote: | Rhythm, exercise, boxing, fencing games are second to none in VR | thanks to the medium itself. They are much more compelling in VR | vs jumping in front of a television set while waving a pair of | Wii wands. | | The reason VR is struggling is the same reason that most exercise | games eventually struggle. Humans are lazy and prefer sitting on | their asses and click buttons with near zero muscle activity. | ColFrancis wrote: | But how many people play wii sports? It was awesome fun, super | novel, and was huge for a while there but now it's died off. | It'll be interesting to see if VR does the same. One thing | going for VR is that there's more than one company making | stuff. | memetherapy wrote: | The quest 2 is pretty much a revelation. Untethered, light, | cheap, high quality display and inside out tracking and connects | wirelessly to a gaming PC allowing you to play virtually any | title if you pay $15 for vrdesktop. Obviously you have to be | comfortable with facebook but it's just a better end to end | experience than any other headset I've tried, although it would | be better if VR desktop or something similar was included out of | the box instead of them trying to flog you the kludgy occulus | link cable that doesn't work as well and which tethers you to a | pc. It feels like VR done right for the first time in the same | way as the iPhone was a smart phone done right for the first | time. | kreddor wrote: | Is it that much better than Quest 1? The first Quest was | already pretty great compared to everything else, Facebook or | not. | canada_dry wrote: | > quest 2 is pretty much a revelation | | I liken where we are with VR right now as to about 5 yrs ago | with IoT. Arduino and Rpi began to gain huge momentum due to | the low cost of entry and availability of more and more useful | tools. Quest hopefully is just the start. | baron_harkonnen wrote: | > Obviously you have to be comfortable with facebook | | Interestingly enough this is the primary reason that my quest | is collecting dust. Once they forced a facebook login for | accounts I decided it was no longer worth me clearing an open | space in my apartment. | insert_coin wrote: | Never, it will forever be a niche product. It doesn't solve | almost any problem better than what we actually have but keep the | mind engaged in the future of virtual reality. | | VR is the flying car of software: so amazing to imagine, so | impractical in real life. | istorical wrote: | And color film doesn't solve anything that black and white film | can't do. Besides, why watch film at all when you can look | around the real world instead of looking at a moving picture on | a screen. | insert_coin wrote: | What? Color film can do color, and took off because a lot of | people wanted to see their memories in color. | | Infrared film can do infrared colors, and people who need to | see those colors use it and to them is invaluable, but that | need is not a mainstream need. VR is infrared film. | [deleted] | Kiro wrote: | I think fitness is the killer app. | | https://www.youtube.com/watch?v=-fKpJ-hKbiE | | I haven't tried Supernatural but FitXR was a great improvement | from Beat Saber (granted, BS is more fun but the workout is | nothing compared to FitXR or Thrill of the Fight). | | I'm very excited for the future of fitness in VR. Oculus Move | shows that it's a rising star. | RoboTeddy wrote: | I strongly suspect that VR will take off once it can pass through | facial expressions, gaze, and other body language with high | fidelity. At that point it will probably be substantially better | than normal videoconference, and will take off extremely quickly | (first for business meetings and perhaps social gatherings; then | for virtual worlds) | Impossible wrote: | This, greatly improved comfort, and quality 3D | scanning\photogrammetry being mainstream (close with Apple | LIDAR) at the same or similar cost (~$200-$500 for a standalone | HMD) enables a host of interesting stuff. Right now Social VR | and VR collaboration software has some potential, but is more | awkward and challenging to use than video conferencing. | holoduke wrote: | Once the headset is as big and light as a pair of sunglasses and | has 2x 8k screens build in. Since desktops are no longer | mainstream, the controlling hardware is most likely not | integrated yet. It needs to be +-50 times faster than current | hardware though. Probably in 5 to 10 years it will be a necessity | in order to live a mainstream life. ___________________________________________________________________ (page generated 2020-12-16 23:01 UTC)