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."
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."
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.