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Valve's SteamVR: Solves Big Problems, Raises Bigger Questions

An anonymous reader writes: When Valve debuted its SteamVR headset recently, it came as somewhat of a surprise — it certainly hasn't gotten the same level of hype as the Oculus Rift. But people who got to try out the new headset almost universally impressed with the quality of the hardware and software. Eurogamer has an article about the device expressing both astonishment at how far the technology has come in three short years, as well as skepticism that we'll find anything revolutionary to do with it. Quoting: "R demands a paradigm shift in the thinking of game designers and artists about how they build virtual space and how players should interact with it. We're only at the very beginning of this journey now. ... but this process will likely take years, and at the end of it the games won't resemble those we're currently used to. In short, they won't be Half-Life 3."

The author thinks simulation games — driving, piloting, and space combat — will be the core of the first wave, and other genres will probably have to wait for the lessons learned making sims good. He adds, "...the practical challenges are great, too — not least in persuading players to clear enough space in their homes to use this device properly, and the potential for social stigma to attach to the goofy-looking headsets and the players' withdrawal into entirely private experiences. I still think that these present major obstacles to the widespread adoption of VR, which even more practical and commercially realistic offerings like Morpheus will struggle against."

124 comments

  1. For real by Anonymous Coward · · Score: 0

    And what in the world would you use a computer for at home? Keeping a list of recipes?

    1. Re:For real by Anonymous Coward · · Score: 2, Insightful

      Just wait for VR Porn, then you won't need that PC.

    2. Re:For real by shione · · Score: 5, Insightful

      I'm not at all surprised at how advanced Valve's VR offering is. They were actually working on VR long before the Oculus Rift started. For some reason Valve canned the project and let go of all their staff including Jeri Ellsworth. Many of these people were then snapped up by Oculus. Because Valve didn't sell their project to Oculus, Valve would have retained all their previous VR work to use when they restarted the project.

      One reason why the Oculus Rift could be shittier than the Valve one is that Valve holds the IP to do something better and is not selling it to facebook.

      If I am not mistaken, Valve did the ports for Left4dead, Portal 2 and HL2 to the Rift. Valve is definitely not a newcomer to the VR game.

      I hope it is Valves VR that takes off. Valve only cares about gaming and doing it well. If facebook wins you can bet they will augment targeted ads into the VR.

    3. Re:For real by Rideak · · Score: 1

      Put up or shut up. Here was my stab at it a couple years ago when I got the DK1.

      https://github.com/ubernaut/OculusRift-HelloWorld-Panda3d

    4. Re:For real by Rideak · · Score: 1

      Allow me to warn you that this is bad. and broken. It depended on oculus overlay which no longer works.

    5. Re:For real by Anonymous Coward · · Score: 0

      LOL, a Python script.

    6. Re:For real by Rideak · · Score: 1

      There is more unix nature in one line of shell script than in 10,000 lines of c.

    7. Re:For real by Anonymous Coward · · Score: 0

      If I am not mistaken, Valve did the ports for Left4dead, Portal 2 and HL2 to the Rift. Valve is definitely not a newcomer to the VR game.

      They did, and its atrocious.

      A lot of developers have added VR support for their games, but virtually all of them outright admit its a gimmick and not meant for actual gameplay. The fact that Valve put Rift support in some of their games doesn't mean anything.

    8. Re:For real by Anonymous Coward · · Score: 0

      Don't feed the trolls.

    9. Re:For real by Anonymous Coward · · Score: 1

      Unlike dvd's etc, i dont mind steam style DRM, because it comes with the benefit of 'everything being cheap enough for me not to care'.

    10. Re:For real by Anonymous Coward · · Score: 1

      I'm not at all surprised at how advanced Valve's VR offering is. They were actually working on VR long before the Oculus Rift started. For some reason Valve canned the project and let go of all their staff including Jeri Ellsworth.

      They canned the AR team. They didn't can the VR team.

    11. Re:For real by Anonymous Coward · · Score: 0

      Unlike DVDs, etc, I DO mind steam style DRM, it gives non-legal rights extrajudicial methods of enforcing those rights. The cost isn't less than you can get on retail or internet sales of the same game (if available) elsewhere, and the value is significantly reduced because unlike an ordinary sale, this one not only declares you are renting the game, but because of the extrajudicial powers it gives them, it actually IS a rental.

      You pay much less for renting a car than buying one.

      You should be paying much less for renting the game than buying it.

    12. Re:For real by Anonymous Coward · · Score: 0

      No, they only care about money and making it.

      If they "cared" about gaming they would give SOME sort of status on HL3. If they "cared" they wouldn't have said HL was going to be episodic content and then not do anything after EP2.

      If they "cared" they wouldn't focus so much on damn hat.

      Make games not DLC.

    13. Re:For real by Anonymous Coward · · Score: 0

      Sure bud, whatever helps you sleep. Maybe you'll dream about being a programmer.

    14. Re:For real by Anonymous Coward · · Score: 0

      gog.com comes with the benefit of everything being cheap AND I don't have to bend over and install an artificially required, resource hogging piece of DRM malware, leaving all of my bought games in control of some company who could take them away for any reason at any time.

    15. Re:For real by Anonymous Coward · · Score: 0

      I'm not buying it. It's MUCH lower res than the DK2 which I rarely experience judder and then only with particular programs, so I blame the program. (i7-3930k/64GB/780 Ti/win7 x64 pro and i7-4800MQ/32GB/780m/win7 x64 pro are the specs of the 2 systems that I've used the DK2 on.)

      My other problem with the DK2 is the resolution, even though it is higher than Steam's VR I can still see every single pixel and have done so ever since I first noticed them. It's IMPOSSIBLE for me to ignore now as I apparently subconciously look for them.

      The only way I could see the the Steam VR being better at low res is IF it were MUCH higher pixel density, which given the specs I doubt that it is. At the end of the day I'm sure that BOTH could benefit from higher pixel density, but I've only had experience with the Oculus DK2 so far and cardboard/n5.

      Based upon others comments, I'll guess that the gearvr seems to be so well liked(for all of it's MANY limitations) is probably because of a higher pixel density(as well as resolution) display.

      To be brutally honest NONE of these VR headsets are any sort of technological advancement. At best they're merely evolutionarily "better" as available displays and sensors and price points have changed. SteamVR seems from what little is available about it very close to the DK2, lower res display(? ppi) even more overclocked.

      IOW lemme know when they show up with direct-to-retina displays.

      Also we need better input methods. I'm working on getting a realsense going but will likely have to switch to linux as for some reason thought that only support windows 8.1 (and theoretically haswell and above CPUs, I'm doubting this one) was a good idea(TM). Sixxense stem is assininely expensive, and leap motion sucks as bad as using kb/mouse/joystick/console type controller/etc. physical input devices.

      Ah, and one last thing, the UI of EVERY SINGLE VR program/game SUCKS. Ranging from appallingly bad to barely usable.

    16. Re:For real by Anonymous Coward · · Score: 0

      They just want you to buy games. Is that against some kind of moral standard you have too? Paying for things you enjoy? They made it as easy and painless as it is humanly fucking possible to do. Reasonable pricing, you can download your games as many times as you want, share them with your family and friends, play them offline, etc. What more do you fucking want from them?

    17. Re:For real by master_kaos · · Score: 1

      Cool, except for every single game I bought on steam, is still in my library.My library consists of over 200 games since 2004. I can still download and install half life 2 which I bought in 2004. If it would have been a cd it would most likely been lost long by now, or scratched to shit so unreadable.

      I also get additional benefits -- such as cloud based saves. Easy mod manager -- steam workshop, etc. Sure these are things that could be done without drm, or even without the steam client, but it just makes it so easy.

      Also with all the sales, and along with greenmangaming (legit steam reseller which pretty much discounts all brand new games by 25%), I havent paid full price for a game in a couple years.

    18. Re:For real by Anonymous Coward · · Score: 1

      And that's cool, but the GP's point that your ability to do that is entirely dependent upon Valve's continued goodwill - and that you therefore don't really "own" those games - is valid.

      Mind you, I like Steam, and have quite a few games on it myself. And like you, I get them all at a deep discount. But I view them as what they are - indefinite-term rentals.

      (new AC here, if it wasn't obvious)

    19. Re:For real by Anonymous Coward · · Score: 0

      What more do you fucking want from them?

      Ownership. I want the ability to backup MY software and successfully execute it without the blessings of our corporate overlords. I want to use the software that I own, on hardware that I own, even if that hardware has never exchanged a single bit with some remote server that is outside of my control. Basically, I want GOG.com with a more extensive library.

    20. Re:For real by Anonymous Coward · · Score: 0

      an artificially required, resource hogging piece of DRM malware

      Really? You must be great fun at parties.

    21. Re:For real by Anonymous Coward · · Score: 0

      Because data sharing is becoming easier, software is moving away from this paradigm, whether you like it or not. You'll probably just need to get used to it.

    22. Re:For real by master_kaos · · Score: 1

      Ok fair enough, but at the price I got most of these games, even if in a decade they shut down, I still got an extreme value out of my money. Would it suck sure, but I am fine thinking of them as a long lease. I mean there have been very few games I have ever played after a few years of having them anyways.

      And with a company worth billions, you think they really going to shut down shop? Goodwill? They making a killing.

    23. Re:For real by Anonymous Coward · · Score: 0

      If you're talking about DRM and how much of a tool you are at parties, then your parties must really suck.

      The NSA must really love you.

    24. Re:For real by Anonymous Coward · · Score: 0

      No, I won't. I'll just keep using gog.com. They've got plenty of great games that I haven't played yet.

    25. Re:For real by Anonymous Coward · · Score: 0

      No, they want to have control over any games that you "buy".

      If it were as easy and reasonable as possible, it would work just like gog.com. I don't install garbage software that has no purpose other than to spy, phone home and act as gatekeeper to my software.

    26. Re:For real by Anonymous Coward · · Score: 0

      Feck beat me to it.

    27. Re:For real by fredzouille · · Score: 1

      They were actually working on VR long before the Oculus Rift started.

      No, Valve was not working on VR long before the Oculus Rift started.

      The first protoype of the Oculus Rift was shown in November 2010 (PR1), Valve didn't work on VR until the Virtual Insanity panel at QuakeCon in 2012, as Michael Abrash explained on his blog. They built their first HMD prototype in April 2013, the month after the DK1 was released.

      Previously Valve was working on wearable devices and AR. The castAR project was not about VR either and still isn't, until they're able to show the VR clip they've promised in their Kickstarter in 2013.

      You obviously don't know what you're talking about, it's beyond me how a post like this can be modded insightful.

  2. Neck muscle builder by Anonymous Coward · · Score: 1, Funny

    Will VR addicts be called meat heads because of the neck muscles they'll build up?

  3. Navigation by kcwhitta · · Score: 1

    I'd use it to work on my horrible spatial navigation skills and figure out exactly why I consistently think I'm going the right way when I'm going either 90 or 180 degrees away from it.

    1. Re:Navigation by Harlequin80 · · Score: 4, Interesting

      Have you changed hemispheres semi-recently?

      I had the same issue when I relocated from Australia to the UK, I had gone from have a good sense of direction to always being about 180 deg out. It wasn't till my old man said it is because the sun is on the wrong side that it clicked. In the southern hemisphere the sun is always to the North, in the Northern it is to the south. Sub-consciously I must have been drawing on that.

    2. Re:Navigation by paulkoan · · Score: 2

      I had something similar in the US from the UK, my spatial awareness is not great anyway, but I was travelling around Florida and could not for ages figure out why kept going in the wrong direction. I'd look at a map, know the turn, take it and then later on realised I had gone exactly the wrong way.

      It turned out not to be the sun, but how I mentally stored a turn. Because the roads are the opposite way, I must mentally store a left turn as coming immediately off the road, and a right turn as crossing the traffic.

      I remember looking at the map, checking my next turn is left, then saying to myself "turn left turn left turn left" as I approached, then watched myself signal right and move over.

      Once I figured it out I could reset things and it didn't happen any longer.

      --
      This signature intentionally left blank
    3. Re:Navigation by kcwhitta · · Score: 1

      Nope, I've always lived in North America. However, I have moved a lot, and it might be that I'm subconsciously relating which way I'm going to where I think the water is. It's west on the west coast, north when in Ottawa and south when in Toronto. Hard to say. It would be so much easier if my brain could just use the sun. :)

    4. Re:Navigation by Anonymous Coward · · Score: 0

      Similar think happened when my wife and I moved from California to the Chicago area. Our East/West directions were confused for a while and all we could figure is it was due to the perception of which direction the water was.

  4. R? by TeknoHog · · Score: 4, Funny
    From the summary:

    Quoting: "R demands a paradigm shift in the thinking

    Yup, I bet it does if you're used to something like Python or Matlab for your data munging.

    --
    Escher was the first MC and Giger invented the HR department.
    1. Re:R? by loufoque · · Score: 1

      The V was probably lost during copy-pasting.

    2. Re:R? by Anonymous Coward · · Score: 0

      Sounds like the only thing he's interested in are marketing buzzwords.

      There is absolutely no reason a HMD wouldn't be good for the types of games we already play.

    3. Re:R? by jean-guy69 · · Score: 4, Funny

      eally ?

    4. Re:R? by Shadow+of+Eternity · · Score: 4, Funny

      I have an abusive relationship with R. I want to love it, but it keeps hurting me.

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    5. Re:R? by zippthorne · · Score: 1

      No, it was lost due to bad ratings.

      --
      Can you be Even More Awesome?!
    6. Re:R? by Anonymous Coward · · Score: 0

      I was trying to figure out what the R was intended to communicate. Thanks. I knew the programming language wasn't it.

    7. Re:R? by Anonymous Coward · · Score: 0

      The V gained control of the situation.

  5. Goofy . . . by Anonymous Coward · · Score: 0

    pictures coming! Can't wait for all of the pictures of people wearing these things strapped to their heads (already some have appeared).

    It almost looks like they need a counter weight on the backs of their heads to keep from falling face first into their desks.

    Let me know when the eyeglass sized (and looking) versions come out.

  6. Porn by Anonymous Coward · · Score: 1

    We all know that's what we want to use it for.

  7. VR Demands Specialized Input Devices by Dutch+Gun · · Score: 3, Insightful

    I think people are too focused on the VR headset and not considering the problem of peripherals enough. When you put on a VR headset, you essentially demand a HOTAS type control system, so your hands never have to wander around searching for where to go, as you're not essentially blind to the world.

    I've been thinking a lot about what sort of controller would be optimal for a shooter or other first-person game in which you wanted to be able to look, aim, and move independently. You'd essentially need a movement control for your off hand, and an aiming device for your main hand. It could be a concept similar to the Wii remote with it's attached single-hand joystick - only I'd prefer an aiming device with a proper pistol grip and trigger, and they'd both need to be independent and wireless so you're not getting cables caught on anything. A standard two handed gamepad is just not going to cut it, I think. If this can be cracked, then we'll certainly *may* see shooters and first-person adventure games. If it ends up feeling clumsy, then probably not. It's really hard to say until someone tries it out.

    Hell, even if the technology is really only broadly used for flight sims and other "in the cockpit" sort of games, it's still a win. I used to play quite a few flight sims ages ago, and the limited field of view was incredibly frustrating. The prospect of being able to look over my shoulder to track potential targets sounds incredible. Granted, not everyone is going to have a HOTAS system, but for those of us who do, it's going to be awesome.

    --
    Irony: Agile development has too much intertia to be abandoned now.
    1. Re:VR Demands Specialized Input Devices by Anonymous Coward · · Score: 2, Insightful

      Keyboard and mouse will work just fine, thank you.

      You're looking for solutions to non-existent problems.

    2. Re:VR Demands Specialized Input Devices by Anonymous Coward · · Score: 0

      I think you're being optimistic.

      Having tried the latest in-dev rifts, and having a rift dev kit at home - I can safely say I won't ever be using a VR headset in the next 3-4 decades.

      It's close to being visually immersive, and with REALLY good headphones you might almost get close to audibly immersive as well - however until I can physically walk/jump/etc around in real life, to control my character - I simply can't imagine an input system that is going to be remotely satisfying for VR with our level of technology.

      That's not to say I don't think VR has some great uses, but I think for video games it will be a bust. For movies, simulations, medical, therapy, etc... I can see great uses for it though.

    3. Re:VR Demands Specialized Input Devices by Harlequin80 · · Score: 1

      I don't think so. I think you would be surprised at how well you type with your eyes closed. You can find a keyboard easily on your desk and all you have to do is locate the bumps on the F & J keys (assuming Qwerty).

      Mouse only fits in the hand 1 way.

    4. Re:VR Demands Specialized Input Devices by Baloroth · · Score: 4, Informative

      Valve already had a pair of position-detecting wands for your hands (similar to the playstation Move system). The bigger problem is movement. Movement by pressing a button detaches your apparent movement from your physical movement, which is going to be incredibly disorienting. The treadmill-style system someone else has been working on will probably work as a solution, but it's likely to be very expensive.

      --
      "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
    5. Re:VR Demands Specialized Input Devices by Shadow+of+Eternity · · Score: 1

      We've had wiimote/nunchuck style controllers for VR going back to the bulky arcade VR systems of the mid-90s, accessories are really not the problem. The true killer here is the lag between input and render. For almost any PC game unless I'm getting unplayable performance the response time between me moving the mouse and my screen moving with it is effectively instant. Every VR system I've ever seen though has a substantial lag time between moving and your view updating. That's just not going to work.

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    6. Re:VR Demands Specialized Input Devices by locopuyo · · Score: 1

      For first person games you just use keyboard and mouse like you always have; moving with the keyboard and turning with the mouse. The only difference is you can also independently turn your head without turning your entire body by using the head tracking on the VR set. You can also tilt your head instead of being constrained to an axis so it really adds a lot to the immersion. There are some games in development that already do this. It is simply the next logical step for first person games.

      There are other devices you can pair with VR headsets such as the Omni which is basically a 360 degree treadmill and there are plenty of wiimote like devices you can use for aiming, but none of these are actually required to make VR headsets worth using.

    7. Re:VR Demands Specialized Input Devices by Anonymous Coward · · Score: 0

      What you want is a holodeck. The only realistic, but costly, way I could see this happening is if you had a huge warehouse that was fitted with numerous motorised columns that could extend out from the floor (think similar to those pin mold things they used to sell at places like Spencer's, only larger) to roughly match up with the level geometry that you currently see in the HMD. This way you could have a dynamic, physical representation for the game world.

      Of course safety measures would need to be implemented so that you don't end up getting hurt and you'd probably want to wear protective gear just in case.

    8. Re:VR Demands Specialized Input Devices by Dutch+Gun · · Score: 1

      You could be right. I hear a lot of people talk about how disorienting this is, though, and I was trying to address that issue. My feeling was that a joystick for movement and actually aiming a physical device might feel more natural with a VR headset on.

      I guess we'll probably have to wait a bit and see whether you're correct that a mouse and keyboard will work well enough for first-person games. It could be just a matter of tuning the controls properly for a FPS/VR experience, or of players adapting to it. After all, I remember that it took a bit of time for me to get used to FPS controls both on a PC and then later on consoles.

      Things like the Omni strike me as being so expensive and cumbersome that they'll probably not see much adoption. It's the same thing as with motion detection controllers or full body motion detection - it's entertaining for some specific applications or as a novelty, but after a while, you start wishing you could just press a button to trigger the action.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    9. Re:VR Demands Specialized Input Devices by Immerman · · Score: 3, Interesting

      Well, for "faux-VR" interfaces like the Wii you need to consider that it has to do a *lot* of procedural faking of response (gesture recognition), which adds a lot of extra lag since it typically can't recognize the motion and initiate it in-game until after you've already completed it in real life.

      For more "hardcore" VR (well, at least not for most of the consumer-oriented stuff being done since the Oculus was announced, professional stuff has had different priorities) the problem is generally not that the lag is any worse than on a traditional PC - but that the same amount of lag is *much* more obvious. Your brain has a lifetime of experience correlating head motion and visual response to build a consistent map of the world, with continuous response times that make 60FPS look glacially slow in comparison. Insert more than the slightest amount of lag and it thinks something has gone very wrong and acts to correct it: the nausea/vomitting response - which helps correct the vast majority of lag-inducing effects in the natural world.

      As for interaction: Consider - when you move a finger there's a roughly 1/8 second lag between when your brain sends the signal and when your finger actually moves - that's a hardwired signal propagation delay, but under most circumstances you'll never notice it because that lag is built into your brain's understanding of the interface and has been continuously updated as you've grown and the lag increased. Suddenly add another few milliseconds of lag though, and suddenly your brain is constantly saying "Hey, WTF!?! I just moved my hand, why isn't the damn thing respond... okay, NOW it's moving".

      It's not that the interface is substantially more laggy, it's just that you're going from a completely artificial interface (button-presses, etc) to one that closely mimics what your brain already knows how to operate. Any discrepancy is going to throw it off-kilter. In fact I would suspect that hard-core VR enthusiasts are going to have some issues with real-world coordination. Maybe not to much of an issue if you're already a klutz anyway, but you may have to make a choice between being good at virtual or the real thing.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    10. Re:VR Demands Specialized Input Devices by Anonymous Coward · · Score: 2, Interesting

      I just want to have an infinitely large computer screen with no additional cost beyond buying the VR glasses. I don't give even one tiny shit about the "virtual reality" part. I basically want to be able to set my virtual desktop to some ridiculously large size, then look around at it using the VR glasses as a viewport.

      Then I can drag windows off to the side, look at something on the other side of my virtual desktop, and basically never have to maximize a window ever again. Bonus points if I can have a few layers of z-axis ordering to play with, where I can shove a low-priority window (like IM) and have it emit a glow or flash or whatever if it needs to get my attention. Then just use a fullscreen menuing system (start screen, anyone?) to launch things on the desktop. When launched, they should appear at center-of-viewport, then stay at that position on the virtual desktop until otherwise moved. A HUD would be useful for things that go in the task-tray (battery life, notifications, time, etc.).

      For these tasks, a mouse and keyboard are sufficient. For games, well, existing mouse, keyboard, and/or controllers are just fine. Now, if you have an easy-chair and VR glasses, it might be nice to have a fully handheld or lap-based input setup, too, but that's really just a small matter once you have the desktop environment working.

    11. Re:VR Demands Specialized Input Devices by pepty · · Score: 1

      When you put on a VR headset, you essentially demand a HOTAS [wikipedia.org] type control system, so your hands never have to wander around searching for where to go, as you're not essentially blind to the world.

      While I agree with the below comment that a mouse and keyboard will do just fine, that's probably only true for more serious gamers. For more causal gamers (and for all sorts of other situations that will pop up) I'm guessing there will be a forward facing camera on the headset. If you look down at your hands, you'll see your hands (and the keyboard). Probably with the keys used in the game highlighted and labeled.

    12. Re:VR Demands Specialized Input Devices by pepty · · Score: 2

      The bigger problem is movement. Movement by pressing a button detaches your apparent movement from your physical movement, which is going to be incredibly disorienting.

      I think movement by button while sitting at your desk won't be disorienting at all, but movement dependent on walking/jumping on a device that provides feedback entirely unlike the environment being simulated will definitely take a lot of getting used to for each implementation.

    13. Re:VR Demands Specialized Input Devices by Jeremi · · Score: 2

      Then I can drag windows off to the side, look at something on the other side of my virtual desktop, and basically never have to maximize a window ever again.

      I hope you're not a coffee drinker, because if you are, I can foresee the demise of a lot of keyboards from this setup :)

      --


      I don't care if it's 90,000 hectares. That lake was not my doing.
    14. Re:VR Demands Specialized Input Devices by firewrought · · Score: 1

      I just want to have an infinitely large computer screen with no additional cost beyond buying the VR glasses. I don't give even one tiny shit about the "virtual reality" part. I basically want to be able to set my virtual desktop to some ridiculously large size, then look around at it using the VR glasses as a viewport.

      Wouldn't that be a fun Window Manager to write? :-) However, instead of an infinitely large flat surface, I'd rather sit inside a ~6 foot virtual sphere. Important programs go right in front; reference docs, database queries, and utility/diagnostic apps would be to the left and right; email, IM, Facebook, news feed, and other "status"-y applications would be above or below. In hectic/messy work situations, you might end up with apps fully surrounding you, though obviously you'd be able to rotate the sphere with respect to the neutral head/neck position.

      Short-term though, you're going to fuck up your eyes using any first-gen consumer VR for 8-10 hrs per day (a la any work situation), and it'll be cheaper/more expedient to just buy an extra monitor.

      --
      -1, Too Many Layers Of Abstraction
    15. Re:VR Demands Specialized Input Devices by Anonymous Coward · · Score: 0

      Every VR system I've ever seen though has a substantial lag time between moving and your view updating. That's just not going to work.

      You have not used Oculus Rift DK2, then?

    16. Re:VR Demands Specialized Input Devices by aliquis · · Score: 1

      Bouncy castle controller environment?

      I'm in =P

    17. Re:VR Demands Specialized Input Devices by kactusotp · · Score: 1

      That is sort of the whole point of the Valve VR lighthouse system. You walk around a physical space and the position of your head matches one to one with the virtual world. The controllers are your hands. It isn't a huge step from that to lighthouse capable gloves/bodysuites etc. Or you can always combine it with something like the Omni Virtuix if you prefer not to wait for that.

    18. Re:VR Demands Specialized Input Devices by GNious · · Score: 2

      Any in-game (visual) acceleration, that is not experienced physically, can cause nausea and disorientation.
      This is why e.g. EVE:Valkyrie is looking to have players constantly fly forward, with limited speed-controls (e.g. no coming to a full stop, or making extremely sharp turns).

    19. Re:VR Demands Specialized Input Devices by Anonymous Coward · · Score: 0

      You weren't listening. Well, reading. The problem is with a VR set you will be turning your upper torso around and will not be able to see the keyboard. Therefore your fingers will move across the keyboard and no longer be over the keys they should be for control. And with no way to recalibrate your fingers over the right key home any more.

      The other thing you're both forgetting is that with this VR set you're supposed to be walking about too.

      THIS IS DUMB.

      You'd need an entire room with only the (out of the way and protected from you walking into it) PC in it. No furniture (you'd walk into it and trip). Nobody else (ditto).

      And the room would limit the size of the stage you'd be able to pretend you're in.

      It really would only be useful for non-homeowner use, such as in arcades and the like.

    20. Re:VR Demands Specialized Input Devices by Dunbal · · Score: 1

      If you need to actually look at the keyboard to know which keys you are pressing then you're just a noob and will be fragged in the first 10 secs of the match anyway.

      --
      Seven puppies were harmed during the making of this post.
    21. Re:VR Demands Specialized Input Devices by fateblossom · · Score: 1

      1) My muscle memory knows where on the keyboard W,A,S,D are.

      2) If you noticed then there are a physical marker on the F key and the J key on your keyboard. So that you can locate them and then knows where the rest of the keys are without looking at them.

      So if you use a keyboard daily then you do not need to look at it to find and hit the right keys.

      But yes if you start moving around in the room then you need some better controller then mouse and keyboard.
      But most times people will play games sitting down. And then just turn there heads.

    22. Re:VR Demands Specialized Input Devices by Anonymous Coward · · Score: 0

      Yup, still not reading.
      Maybe the problem is you're not thinking.

      Or you're trying to troll.

      Here, for your hard-of-thinking head is the bit you're studiously not reading:

      The problem is with a VR set you will be turning your upper torso around and will not be able to see the keyboard. Therefore your fingers will move across the keyboard and no longer be over the keys they should be for control. And with no way to recalibrate your fingers over the right key home any more.

    23. Re:VR Demands Specialized Input Devices by Anonymous Coward · · Score: 0

      1) your muscle memory knows where the keyboard is as long as you can reset its location when you move your shoulders. E.g. when you sit forward, sit back, turn far left or right. You're making out that you're some superhuman with deft eternal 3D perception based on the fact that you don't understand how your perceptions work (and don't).

      2) Yes, you can recalibrate if you use the markings over the j and f keys, but when you're looking for the "Fire a rocket" button, you don't really have time to feel the surface of the keys to find them, then move your hands over them, then change your fingers to the button you're looking for. The fact they are marked also indicate you're wrong with your assertion #1: if people could do as you claim you can do, they wouldn't need to be marked, would they?

    24. Re:VR Demands Specialized Input Devices by Anonymous Coward · · Score: 1

      The treadmill-style system someone else has been working on will probably work as a solution, but it's likely to be very expensive.

      Not merely expensive, but also extremely tiring. My guess is this will mostly remain a niche, for exercise and therapy. I don't really see the point of playing games if it requires me to engage in strenuous activity, avoiding which is exactly why I play games instead of sports.

    25. Re:VR Demands Specialized Input Devices by kramulous · · Score: 1

      Infinite Window manager 'eh? You should have a look at Eagle View.

      Works exactly as it does in the video. I think it needs a little 'lock-to' as it can be a little sensitive (that could be my mouse though).

      --
      .
    26. Re:VR Demands Specialized Input Devices by Anonymous Coward · · Score: 0

      You need to look into the adaptability of the human brain. [http://en.wikipedia.org/wiki/Perceptual_adaptation]

      A change in the phase delay between button press and screen action is routinely accounted for in advanced or professional gamers.
      Anytime you are playing a gain and start thinking in the character motions instead of button presses, your brain has bridged the gap into immersion. If there is a slight delay between thought and action (less than 0.25 seconds) I have no doubt that the brain can adapt to this. Particularly if the action that your body enacts is physically different than the in-game action.

      I know the nausea that people experience with VR is related to lag as well but that is when senses don't line up sufficiently close for the brain to adapt. If you are talking about button presses, there is no direct event to line up.

    27. Re:VR Demands Specialized Input Devices by Anonymous Coward · · Score: 0

      And you weren't thinking. Who the fuck needs to look at their keyboard? I'd think if you have to look at your keyboard while gaming, it would ruin your experience whether or not you're using a VR headset.

      Did you just start playing video games within the past week or do you just not know how to type?

    28. Re:VR Demands Specialized Input Devices by Anonymous Coward · · Score: 0

      Holy fuck, are you stupid? You don't need to look at your keyboard. I don't know of one single gamer who ever looks at their keyboard when playing.

      And why would anyone turn their _torso_ with a HMD? You would be turning your head only, unless you have some kind of physical impairment or wear a neck brace or something.

    29. Re:VR Demands Specialized Input Devices by Anonymous Coward · · Score: 0

      1) Normal people don't turn their entire bodies just to turn their head.

      2) Recalibrate what and why? "Fire a rocket" button is the left mouse button. The fact that the F and J keys are marked actually strengthens his argument that you don't ever need to look at your keyboard. That's why the markers are there, dumbass.

      I'm going to assume you simply don't know how to type, nor do you know the layout of your keyboard.

    30. Re:VR Demands Specialized Input Devices by Anonymous Coward · · Score: 0

      1) Who said turn their whole body? Just you. Shoulders. You know, those things between your arms and your head. Or do you not have them?

      2) Where your "muscle memory remembers the keys", retard. Seriously, you're a retard. You read my post but not the one I was responding to, and then asked a stupid fucking question that would have required merely that you read the post I was responding to. But no, you'd prefer to be a retard over that any day.

      To the other fuckwit AC who doesn't think that the VR means anything other than "A monitor in front of your face":

      No, I'm not stupid, you're just not thinking.

      You DO need to know where the damn keyboard is. Yes, if you keep your fingers on the keys required you don't, but there's something you've internalised and cannot stop thinking as the ONLY way things work:

      1) You need more keys than you have fingers to use that don't need moving your hand. WASD does the movement, space jump, enter shoot. But then you have to select a weapon. Ooops. Move your hand to cover it, and it's no longer in the right place. Find the keyboard again.

      Really, you do that without even thinking of it. Because you're sighted and all you really need is an edge and corner.

      2) When you look far left or right, you can't keep your hands where they are because the shoulders get in the way.

      The problem is that you, along with the others, have this idea of "Where I am when I'm playing a game" and not thinking about what you're doing.

      Start thinking.

    31. Re:VR Demands Specialized Input Devices by Dunbal · · Score: 1

      unless you have some kind of physical impairment or wear a neck brace or something.

      Wait I'm trying to think back to my D&D days to remember if trolls have necks.

      --
      Seven puppies were harmed during the making of this post.
    32. Re:VR Demands Specialized Input Devices by Anonymous Coward · · Score: 0

      You do. You do look at your keyboard. If you don't think you need to look at your keyboard, then you're playing tetris and never moving at all.

      Do you know what the top of the thread is? No, you're a fucking retard, and knowing that would not allow you to spew the ridiculous bollocks.

      VR headset: movement not tied to the monitor in front of you.

      But no, you think that the use of VR must mean that you don't use the fucking VR at all.

    33. Re:VR Demands Specialized Input Devices by Whorhay · · Score: 1

      It can, but I don't think that actually affects the majority of the population. And you can probably already pick out the people that'll have the most trouble with it as they already avoid FPS style games because it gives them motion sickness.

    34. Re:VR Demands Specialized Input Devices by Immerman · · Score: 1

      > If you are talking about button presses, there is no direct event to line up.

      Right. But if we're talking about using your hands/feet/etc. normally in VR space (or even via 6DOF "wands"), a.k.a VR interfaces, then there *is* a 1:1 event correspondence, and lag may become extremely disorienting and/or interfere with your real-world reflexes as your brain learns to compensate.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    35. Re:VR Demands Specialized Input Devices by Anonymous Coward · · Score: 0

      I think the brain can adapt. There was some website test where - and I can't remember the exact details - you press a button and there is a slight delay and then the website beeps. Well after doing it enough, your brain associates pressing the button and the beep together - the brain basically edited out the lag part of it. But then the really interesting piece of it is - after the brain has made that association - button press and instant beep because it accommodates for the lag - the website removed the delay between the button press and the beep. Now what happens when your brain processes this? It's already accounting for the lag. Users basically felt that the website was beeping BEFORE they pressed the button.

      So basically - a minimum amount of lag, and the brain can adapt. Too much and it induces nausea.

    36. Re:VR Demands Specialized Input Devices by 3.5+stripes · · Score: 1

      Test the Vive, then come back and move that 3-4 decades up towards when the Vive comes out.

      --


      He tried to kill me with a forklift!
    37. Re:VR Demands Specialized Input Devices by smaddox · · Score: 1

      Short-term though, you're going to fuck up your eyes using any first-gen consumer VR for 8-10 hrs per day (a la any work situation), and it'll be cheaper/more expedient to just buy an extra monitor.

      You're eyes are focused at infinity with this gen. of VR, so no eye strain. It's unclear if there will be any long-term physiological affects, though. Eventually, retinal displays will have shifting focus based on the in-world content.

    38. Re:VR Demands Specialized Input Devices by Zerth · · Score: 1

      You aren't aware that keyboards have these little nubby bits on certain keys expressly so you can recalibrate your fingers over the correct keys without looking?

    39. Re:VR Demands Specialized Input Devices by The+Raven · · Score: 1

      The Omni is what you were thinking about I believe. I'm not a backer (I don't Kickstart hardware; too risky) but assuming it comes out and works well, I'll be buying one. They are targeting a ~$400 price point, which is doable.

      --
      "I will trust Google to 'do no evil' until the founders no longer run it." Hello Alphabet.
    40. Re:VR Demands Specialized Input Devices by Anonymous Coward · · Score: 0

      You're the one who constantly needs to look at his keyboard, who needs to move his torso to look around and who loses all track of where your hands are when you move your head.

      You have got to be the most uncoordinated and dumbest fucker I have ever seen on Slashdot, and that's really saying something. Congratulations.

    41. Re:VR Demands Specialized Input Devices by Anonymous Coward · · Score: 0

      No, I don't. Know why? Because I learned how to type many, many years ago. The only time I ever look at my keyboard is when I'm cleaning it.

      Don't assume that everyone is as inept as you are, noob.

    42. Re:VR Demands Specialized Input Devices by Anonymous Coward · · Score: 0

      That looks absolutely horrendous for multitasking.

    43. Re:VR Demands Specialized Input Devices by Immerman · · Score: 1

      But what happens to your real-world reflexes once you've acclimated to having your hands move with 50% more lag in VR? It sounds nice and all to have your hands move "before" you tell them to, but an awful lot of reflexes depend on timing, not just speed.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
  8. Re:"clearing space" by Anonymous Coward · · Score: 0

    Solution: don't buy those game. Also, I find it lame too. Even a real holodeck would be too nerdy.

  9. Well at least we'll have some more space combat by guises · · Score: 0, Redundant

    Being old enough to have lived through the last VR fad, the Oculus Rift and its imitators hold no excitement for me. On the other hand, some new space combat games would be terrific - Freespace 2 is getting a little long in the tooth. Presumably we'll be able to play them on regular, non-head-mounted displays as well. Just need some new force-feedback joysticks. Don't know why, maybe it's for lack of space sims, but they've pretty well disappeared.

    1. Re:Well at least we'll have some more space combat by strack · · Score: 3, Insightful

      Unless you've actually tried at least the Oculus rift DK2, your opinion means utterly nothing.

    2. Re:Well at least we'll have some more space combat by Anonymous Coward · · Score: 0

      The DK2 is already rather outdated and reactions are mixed. But the latest iterations are some powerful Kool-Aid.

      As for lack of space sims, I assume you have tried Elite: Dangerous in VR mode? Not a bad start eh?

    3. Re:Well at least we'll have some more space combat by guises · · Score: 1

      My lack of excitement is a fact, not an opinion.

    4. Re:Well at least we'll have some more space combat by Anonymous Coward · · Score: 1

      Cool story, bro. Thanks for your opinion.

      Now I'm going to go off to play some Elite: Dangerous, Star Citizen and No Man's Sky.

    5. Re:Well at least we'll have some more space combat by mangobrain · · Score: 1

      Now I'm going to go off to play some ... No Man's Sky.

      Cool story, bro.

    6. Re:Well at least we'll have some more space combat by Anonymous Coward · · Score: 0

      Elite: Dangerous in a DK2 is wonderful. I like that, for example, targetting tracks the direction you're looking. The there are only a few things I find annoying at times, the first is when the screens to either side for navigation and ship controls/mining/etc pop up while I'm trying to simply look out of those side windows of the cockpit, and the second is that the DK2 doesn't have the resolution yet to make reading the text an easy exercise. I've tried using the trick of rendering at 4K and viewing at a lower resolution, and while it works well it doesn't clear up the problem completely.

      If you've not tried them Asseto Corsa and World of Diving are also both excellent. While World of Diving isn't exactly action packed, it gives a great sense of presence.

    7. Re:Well at least we'll have some more space combat by Anonymous Coward · · Score: 0

      Don't whine about a false lack of space combat games then, bro.

    8. Re:Well at least we'll have some more space combat by mangobrain · · Score: 1

      I didn't. This was my first comment in this thread. My point is, you say you're off to play this game, but it hasn't yet released.

    9. Re:Well at least we'll have some more space combat by Anonymous Coward · · Score: 0

      *Whoosh*

      Way to miss the point. Try more reading and less whining next time.

  10. Porn by Anonymous Coward · · Score: 0

    Most of the technologies of the early web came from the porn industry, and there is no reason to believe VR will be much different. Ignoring what is probably the most lucrative aspect of VR, and how that will shape every other entertainment industry seems shortsighted.

    Game development especially suffer from a degree of hubris of what exactly they bring to the technology field. Valve is but one player looking to monetize this new tech, where porn has already been investing and experimenting with different means of interactivity for nearly two decades, with the rest of the entertainment industry attempting to catch up.

    Virtual porn will be the driving force behind how VR is adopted, with other industries stroking themselves at being pioneers.

  11. VR + motion capture :) by Anonymous Coward · · Score: 1

    I think a lot of people are unaware of just what a huge paradigm shift in gaming is on the way, once VR and kinect-style motion capture are integrated. Giving the player a character in a game, the model of which seamlessly moves to remain in sync with their real body, matching their innate sense of proprioception, is going to be a game changer (pun intended).

    Imagine a world like Skyrim, but one where if you look down, you see yourself as your character. Arms and legs doing exactly what they're doing in real life. Wiggle your fingers in front of your face, you see your character do exactly the same. The sense of immersion is going to be immense and breathtaking. I can't wait :D

  12. 1st gen, 3rd gen.. not good enough til 5th gen. by Maxo-Texas · · Score: 1

    When we get to VR5, then the tech will be ready.

    --
    She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    1. Re:1st gen, 3rd gen.. not good enough til 5th gen. by Anonymous Coward · · Score: 0

      But if it's all fake, it'll all be in black and white...

    2. Re:1st gen, 3rd gen.. not good enough til 5th gen. by Maxo-Texas · · Score: 1

      But you'll be able to get almost a whole book on one little tape.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  13. *clap clap* glee! This topic has been on my mind! by duck_rifted · · Score: 4, Interesting

    I shouldn't get into the details of my project, but I've been thinking this over. We're going to need lots of testing for a paradigm shift in interfaces.

    Okay, so your basic game camera modes are top-down, isometric, third person, and first person. Simulations build on that with chase cams, orbital cams, fixed cams, and mobile cams that rotate around the subject. In VR, each one of these will have consequences, and those consequences need to be known.

    Let's start with the obvious. First person will work, right off, no changes. It's the most suited to VR. Third person will work, but where we feel like we're watching our characters when we're in third person mode on a screen, in VR we it will feel more like an out of body experience. That is, if we continue to identify with the character, otherwise we'll feel like some kind of disembodied entity following a protagonist. We have to keep the player from feeling compelled to look "around" things, so keeping from obstructing the player's view will take on a new importance. If a tree gets in the way of the shot, instead of feeling like a tree is in the way, we'll feel like we've run into a tree.

    But speaking of disembodied entities, that's exactly what top-down and isometric views will feel like. So, let's hone in on that. Will virtual worlds feel like shoebox dioramas or will we feel like birds, aircraft, or perhaps deific figures peering down upon the world? These analogies can be expressed literally in virtual spaces, so playing with them in interfaces can potentially do amazing things for the experience. Imagine a city-builder game, top-down, in VR, where the occasional cloud or birds below are timed and positioned just right to reinforce that feeling. Now imagine that the borders of the window and map make us feel like we're looking down on a model. Tilt-shift post processing can become very important, very soon!

    Now we come to sims. Making these the first wave of VR games is a gimmick. It's like the gratuitous addition of objects protruding from the screen in 3D movies; done just to let us get the full experience. What do you imagine in VR? Feeling like you're flying, roller coasters, feeling like you're going very fast. But look at 3D. Having arrows or monster claws or whatever come out of the screen is neat the first few times, and then it takes more finesse. Simulations will probably be just like that. But there's a much bigger issue to think about here. It becomes apparent with simulations, but applies backward through this post all the way to first person.

    Hone in on that rotating cam. Can you see the potential for motion sickness and dizziness? Uh oh. That same potential applies everywhere. The awesome thing about VR is that you can feel like you're there. The tricky thing about VR will be that you feel like you're there. I foresee posts about people throwing up while playing flight sims; not even trying to be funny. So, there's some balance between free movement, the rush of certain kinds of motion, gameplay, and the not-so-nice things our brains will do to us under certain conditions.

    And we have absolutely no idea how to quantify or even accurately describe the balances involved in this. VR is going to rock when it fully takes off! I can foresee even an entirely new cinematic experience where we watch movies shot such that we can feel like the director or cameraman as we go. Imagine The Matrix with a character selector and cam changer similar to video games. Yes, please! Right? But VR is also going to involve some pain. We need labs quantifying these boundaries and building limits into engines, and we need that starting two years ago!

  14. Not Half-Life 3? by Anonymous Coward · · Score: 0

    This writer clearly never played Half-Life 2 in VR - it's fantastic. Of course Valve does eventually have to get around to making it.

  15. Re:*clap clap* glee! This topic has been on my min by duck_rifted · · Score: 2

    Somebody out there decided that as a developer, I'm not allowed to have ideas about the future of development... I wonder how many Slashdot moderation points are spent by people who favor competing sites and want to try and make Slashdot less useful for discussion. Funny thing about that is that a lot of the competitors have made their platforms useless for discussion for years and refuse to improve anything. I guess if you can't discuss, you disrupt, and if you can't develop, you cheat. Well, in terms of the understood "you" anyway. I don't.

  16. Valve was always here.. in the Oculus Rift ! by Anonymous Coward · · Score: 3, Interesting

    What if I told you that Valve's VR has been here all along and it was hiding in plain sight -- inside the Oculus Rift itself? Early on, Valve worked with Oculus to improve their head mounted display. The Oculus Development Kit 1 added Valve technology and became the Crystal Cove prototype. The prototype was re-released as the Oculus Development Kit 2. Oculus continued to receive assistance from Valve, but then in March of 2004, Oculus was purchased by Facebook.

    For reasons not published, the cooperation between the two companies ended. Oculus went ahead and developed a Crescent Bay prototype, which was very similar to the best of Valve's prototypes at the time, but with the alternate camera arrangement that was used on Crystal Cove. The Crescent Bay prototype was not sold to the public, perhaps related to issues involved with the split between the two companies.

    What you've seen with the Valve/HTC Vive is actually the culmination of Valve's ongoing research which Oculus has benefited from. After the split (and losing Abrash to Oculus), Valve continued to work on the hard problems and developed a new tracking technology based on lasers and inexpensive photodiodes, and controller input. The Valve/HTC Vive prototype is the latest public revelation of their ongoing work. It isn't any wonder that Valve's "new headset" has gotten high praise -- they've been breaking ground for some time, you just never knew.

    We can expect both HTC/Valve and Oculus to evolve between now and the release of their first consumer product.

    1. Re:Valve was always here.. in the Oculus Rift ! by Anonymous Coward · · Score: 0

      We can expect both HTC/Valve and Oculus to evolve between now and the release of their first consumer product.

      I suspect we can expect Humanity to evolve between now and the release of their first consumer products.

  17. Wait to see what Nintendo does. Again. by trout007 · · Score: 4, Insightful

    Remember how crappy controls in 3D games were? Then Nintendo came out with Super Mario 64 and everyone went "oh yeah this is how it should work". But what about fighting in 3D? Ocarina of Time and z-targeting pretty much established that. Now I admit that story wise Nintendo doesnt always excell. But I don't think anyone can make controls more intuitive then they can. Hell even Mario Galaxy with its insane physics is easy to pick up and figure out how to move when you are jumping from one floating asteroid to another.

    --
    I love Jesus, except for his foreign policy.
    1. Re:Wait to see what Nintendo does. Again. by Anonymous Coward · · Score: 1

      Crappy control in 3D games went away with Descent and Quake. The former had awesome controls with my Wingman Extreme flight stick and the latter made mouselook a thing.

      Nintendo didn't do anything. In fact, their horrible controller made playing games far worse.

    2. Re:Wait to see what Nintendo does. Again. by Anonymous Coward · · Score: 0

      The N64 and GameCube had great controllers, you're full of it. (although gamecube's was a little small for my hands at least)

        I don't know about that crappy-3D-control-era you're both talking about. (Quake and SM64 both came out not long after 3D became a thing is games..)

    3. Re:Wait to see what Nintendo does. Again. by Anonymous Coward · · Score: 0

      Great controllers if you're a mouth breathing smash bros 20 something fanboy.

    4. Re:Wait to see what Nintendo does. Again. by Anonymous Coward · · Score: 0

      Then why does the N64 controller consistently make the top lists of worst controllers? The thing was a piece of shit. You're just angry and defensive about it because you're a little boy who get shafted by his parents with an N64 for xmas. The fact that you think 3D games weren't a thing long before Quake or Super Mario 64 confirms the fact that you're just a kid.

    5. Re:Wait to see what Nintendo does. Again. by trout007 · · Score: 1

      Those games are first person which didn't require anything special in terms of gameplay. You were the camera.
      Descent had horrible controls. It was very difficult to figure out where you were going. What made the games I mentioned exceptional was how they coordinated the camera and control for you providing an intuitive gameplay.

      --
      I love Jesus, except for his foreign policy.
    6. Re:Wait to see what Nintendo does. Again. by Anonymous Coward · · Score: 0

      Those games are first person which didn't require anything special in terms of gameplay. You were the camera.

      Irrelevant. Having the camera from first person view or from behind, the camera should act the same, not swing wildly and randomly about like Mario 64's. Look at Mechwarrior 2's external view mode, or the third person camera in the Jedi Knight series. They worked flawlessly.

      Also, Jumping Flash, a launch title on the PlayStation, showed that a platformer could be done very well in first person view.

      Descent had horrible controls. It was very difficult to figure out where you were going.

      Descent had fantastic controls. I used to kick ass in that game with my Wingman flight stick. Circle strafing with ease in six degrees of motion to clear out a room of people was awesome.

      What made the games I mentioned exceptional was how they coordinated the camera and control for you providing an intuitive gameplay.

      Mario 64 had a horrible camera. You could never quite tell where your character was because of the overly loose way the camera would swing around, the stupid camera angles it would choose, along with the terrible depth cues so you couldn't accurately tell how far something was. The 3D GTA series suffered from the exact same crappy camera problem.

  18. Half-Life3 not for VR? Bullshit. by Anonymous Coward · · Score: 0

    I did yet another run with old HL2, but with the rift. It just works!
    - played with xb360 controller, got used to it within minutes
    - had a chair with rotation, helped a lot
    - aiming by actually looking through the weapon
    etc

  19. Did someone say Half-Life 3? by Anonymous Coward · · Score: 0

    I'm trying to parse this:

    games won't resemble those we're currently used to. In short, they won't be Half-Life 3

    If "they" = "games"
        half-life 3 should be released before all this VR stuff :-)
    else if "they" = "those we're currently used to"
        many more years before HL3 is released :-(

    Typical of Valve to be so obscure...

  20. Non games by Anonymous Coward · · Score: 0

    as much as I love games I'll be happy if I can plug a DK6 (3 gens from now) in my laptop and get 9 virtual 30 inch monitors instead of my crappy one 15 inch monitor

    I'll be even more happy if I can edit 3d in VR even if only to make non VR 3d

  21. The real question: can we use this in business? by Anonymous Coward · · Score: 0

    Not related to Valve's offering specifically, but in general: can a VR headset + software be used to add actual, real-world value?

    There's no question that just having a legit, consumer-grade VR headsets will create value all in its own: people writing software (games) and doing other stuff to use VR headsets. But, what ways can we leverage the tech to do other things?

    Can a VR headset + software make me a better software engineer? I've been stuck on two monitors for about 25+ years since I had two 80x24 dumb terminals side-by-side.
                            I feel like I should be able to do more stuff with a theoretical total-wraparound display. But the truth is, I'm (and as an industry, we're) not utilizing the graphics capability in code and structure visualization today: I've still got an IDE with a tree on the left, and some additional search capabilities (like the ability to see all the places my code could be being called from) than maybe I had 15 years ago, but by no means does that translate into using even 1/3 of the screen real estate I have: it's mostly a big-ass text editor window plus some smaller windows, and a running instance. I'm still debugging with a debugger that's not vastly better than I had 20 years ago, I'm still using text files, I still spend most of my time figuring out how to use various libraries someone else has written to do something and writing a small amount of glue, etc. Does all of this have to change too before I can get a serious increase in productivity?

    Could someone use it to understand trading or markets or visualize business processes and procedures better, and make better decisions?

  22. VR headset versus large screen TV ? by Anonymous Coward · · Score: 0

    Does anybody else see VR headsets replacing / substituting for large screen TVs ? You would think that a VR headset ( even several ) with integrated headphones, even in 2D mode, would be much less expensive that 60+ inch wide screen TVs, not to mention less noisy than a home theater setup.