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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."

6 of 124 comments (clear)

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

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

  2. 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.

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    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.

  3. 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.

  4. 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.

  5. 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.

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    I love Jesus, except for his foreign policy.