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Valve's "Room Scale VR Survey" Finds a Lot of People Play In Their Bedrooms (itworld.com)

itwbennett writes: Earlier this week Valve published the results of a "Room Scale VR Survey" completed by 2008 members of its VR Community. The findings: 860 (~43%) of respondents said their gaming PC was in their bedroom and 1,393 (~69%) said they were not willing to move their PC to accommodate a VR experience. The average space respondents feel they can devote to VR is about 8.5'x 9'. Why does this matter? Well, last March, Valve and HTC debuted the HTV Vive virtual reality system consisting of a VR visor, a couple of custom controllers and a tracking system the allows the user to wander around a 15'x15' area. 'While the Vive system certainly sounds impressive I've had questions about how practical it'll be,' writes Peter Smith. 'How many people have a 15'x15' clear area in front of their PC? Turns out, not many.' 'According to this survey at least, using all of the 15'x15' space the system can track is going to leave most users frustrated,' adds Smith.

79 of 137 comments (clear)

  1. Well, obviously by Dahamma · · Score: 5, Informative

    When you live in your parents' basement, your gaming room is also your bedroom. And it's hard to get enough space for VR with that damn washer and dryer in the way.

    1. Re:Well, obviously by TechyImmigrant · · Score: 5, Funny

      When you live in your parents' basement, your gaming room is also your bedroom. And it's hard to get enough space for VR with that damn washer and dryer in the way.

      I live in my own house with my family and my gaming machine is still in our bedroom because it's a big ugly box that doesn't look good in the living room. That and I don't want people to see I'm running windows.

      --
      I should use this sig to advertise my book ISBN-13 : 978-1501515132.
    2. Re:Well, obviously by Dahamma · · Score: 1

      So you are one of the other 50%, BFD. Or you live in your basement, which might be preferable to admitting you are married and have your desktop computer in your bedroom.

    3. Re:Well, obviously by TechyImmigrant · · Score: 4, Funny

      might be preferable to admitting you are married and have your desktop computer in your bedroom.

      I hadn't considered there might be shame associated with being married and having a gaming machine in the bedroom. What other not-actually-shameful things should I be ashamed about? Is my TV is too small? Is my brand of skillet not elite enough?

      --
      I should use this sig to advertise my book ISBN-13 : 978-1501515132.
    4. Re:Well, obviously by Dahamma · · Score: 1

      Well, you are the one who was ashamed of having it in your living room, so, sure, I guess who am I to judge...

    5. Re:Well, obviously by rioki · · Score: 1, Informative

      Not everybody lives in US suburbia where space is plentiful and the houses are made of cardboard. (Yes, I know, wood beams and drywall.) I live in an apartment in a beautiful old building. The apartment is 90 m (968 sqft) but only three large room (plus bath and kitchen). Being a family of three you get my child's bedroom, the living room and bedroom. In out case the bedroom also doubles are office.

      Once you are over a certain age, social convention has it that you don't have a PC in the living room. Many have an office, but that commonly gets converted into a bedroom for a child once that's on the way. The result is that, unless you are exorbitantly wealthy and you have a dedicated office, the PC moves back into the bedroom.

    6. Re:Well, obviously by Dahamma · · Score: 1

      Actually, yes, that was the other angle: "if you live in a studio apartment, everywhere is your bedroom!".

      But given that was too close to the truth, I decided to make a joke about the typical /. meme instead. Not sure if I hit too close to the truth, or being too close to the top of the posts means I just attracted too many people with no sense of humor...

    7. Re: Well, obviously by Dahamma · · Score: 1

      So your gaming computer is in the "dinning" room (is that just the loudest room in the house?) - unless you sleep on your dinning room table, that's not your bedroom, so your comment is irrelevant.

      And besides that: JESUS FUCKING CHRIST, IT WAS A JOKE. I guess in this case First Post is a disadvantage, since despite the many people who got it, there just has to be a few who don't and need to "express their outage on the Internet". I'm sure there it no emoticon for what you are feeling right now...

    8. Re:Well, obviously by rioki · · Score: 1

      You for got the sarcasm markers. Right everybody knows the sarcasm marker? /s

    9. Re:Well, obviously by serviscope_minor · · Score: 2

      machine is still in our bedroom because ... I don't want people to see I'm running windows.

      There's kinky and then there's just plain sick.

      --
      SJW n. One who posts facts.
    10. Re:Well, obviously by DigiShaman · · Score: 1

      Regardless, the idea is silly to begin with. Regardless of what room, or how much space you can devote, inevitably there will be obstructions in the way; specifically furniture. And while I'm sure many will do the best they can to clear room, encroachment into something is bound to happen. Nothing like stubbing your toe on a chair leg to end the night.

      So far, the best solution seems to be the Virtuix Omni, or a similar product like it.

      --
      Life is not for the lazy.
    11. Re:Well, obviously by drinkypoo · · Score: 1

      Once you are over a certain age, social convention has it that you don't have a PC in the living room.

      That's why, in theory, devices like the Steam box as well as devices like the Shield console are so ideal for the "modern" gamer. You can have them in the living room. I'd argue the Shield is a better concept because of the pricing involved, but whichever one actually works better is the best and I haven't personally compared so this is not an advert.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    12. Re:Well, obviously by TWX · · Score: 1

      Let's face it, PCs are ugly as high-hell.

      And the ones that don't look ugly are either shoddy quality, or sold at stupidly high prices, way more than the price it'd take to make it with said materials, simply because said companies know they don't really have any competition.

      Computers haven't been ugly for a long time. Beige mini-towers with oddly-designed front panels were pretty ugly. Modern stuff is black and silver. If one is smart one buys a 17" wide desktop case so that it stacks in the AV cabinet along with the stereo and blu-ray player.

      --
      Do not look into laser with remaining eye.
    13. Re:Well, obviously by KGIII · · Score: 1

      Would you buy a well-crafted standardized case made of wood?

      --
      "So long and thanks for all the fish."
    14. Re:Well, obviously by Locke2005 · · Score: 1

      No, wood sucks both for cooling and for shielding RF noise. One would have to line the inside of the wood with conductive foil to solve the latter problem, which would drive the price up. My preferred money-is-no-object solution would be to hide the guts of the system in a closet, with long wire leading to just the I/O devices. This also shields me from fan and hard drive noise, which I very annoying. Or, I could just use a laptop...

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
    15. Re:Well, obviously by Locke2005 · · Score: 1

      Kinky is using a feather, perverted is using the entire chicken. Running Windows is analogous to using an entire chicken!

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
    16. Re:Well, obviously by gstoddart · · Score: 1

      Well, let me respond to that. As much as you're trying to be humorous, a 15'x15' of open space is rather large.

      In my case, my media room is in my basement.

      My TV/video game space is about 17' wide x 15' front to back. In that space, I have a sofa, a recliner, a loveseat, plus all of my stereo and TV gear. Pretty much around the perimeter walls.

      I can stand 6 feet from my TV, be 3 feet in front of my sofa, and have 6 feet on either side of me. When I put it together I thought "woo hoo, a big giant space". My wife likes to play those Kinect dancing games, and we figured for parties we could have 3-4 people side by side, and that would allow for some big goofy fun.

      Know what we discovered? The Kinect on my XBox 360 wants me to stand so far back from the TV that I'm 3" in front of the sofa. Why? I have no idea, because I have gobs of space in front of the TV. Apparently I need to be 9 feet from the damned camera, leaving a huge amount of dead space I could otherwise be using for play space. So I have all this dead space it doesn't think I should be in.

      An empty 15'x15' space is 225 square feet. That's a LOT of space to allocate to be empty. I've got essentially a 9' deep x 10' wide open space in front of my TV. By any reasonable metric, that's a pretty big open space. There's tons of space to move around in it.

      But if I can't get my Kinect to let me play in that space where I have plenty of room to move around in, who the heck is going to have an empty 15'x15' space in their home to leave for VR?

      This sounds like an impossibly stupid assumption. I have what I consider to be a fairly big space, which is close to this. But it also has to include the furniture, electronics, people, and everything else.

      For any home application, anything which assumes a 15'x15' empty space is completely missing the point.

      And maybe I've failed with my google-fu, but if I can't make my Kinect work in a smaller space which still has a massive amount of dead space, I'm skeptical most people will ever be able to come anywhere near having 225 square feet of empty playspace.

      --
      Lost at C:>. Found at C.
    17. Re: Well, obviously by TechyImmigrant · · Score: 1

      My wife's a teacher too. Everyone has laptops and phones and stuff. MythTV has been a part of our lives.

      However the gaming machine's aesthetic is still highly incompatible with the spaces downstairs.

      --
      I should use this sig to advertise my book ISBN-13 : 978-1501515132.
    18. Re:Well, obviously by TechyImmigrant · · Score: 1

      Let's face it, PCs are ugly as high-hell.

      And the ones that don't look ugly are either shoddy quality, or sold at stupidly high prices, way more than the price it'd take to make it with said materials, simply because said companies know they don't really have any competition.

      Computers haven't been ugly for a long time. Beige mini-towers with oddly-designed front panels were pretty ugly. Modern stuff is black and silver. If one is smart one buys a 17" wide desktop case so that it stacks in the AV cabinet along with the stereo and blu-ray player.

      Mine is butt ugly. Lots of space for the NVIDIAs though.. http://www.newegg.com/Product/...

      --
      I should use this sig to advertise my book ISBN-13 : 978-1501515132.
    19. Re:Well, obviously by antdude · · Score: 1

      What is wrong with Windows? I show off mine and people laugh at my XP Pro SP3. :P

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    20. Re: Well, obviously by nhat11 · · Score: 1

      you forgot the /joke part

  2. moving about like kinect by gl4ss · · Score: 3

    vr is not going to smash into hardcore gaming.

    why? you're going to fail around like an idiot for 8 hours+? you might just as well go out and play some real football or enlist in the army.

    keyboard + mouse is a FINE control combo for vr headset gaming - you only change your monitor to be the display and you need LESS SPACE to play while enjoying the benefits of having a (potentially)360 degree display.

    basically, I gave up giving Valve credit as the premier company in 'getting it' when it comes to vr headset gameplay when they released the vr patch for TF2 and it had WORSE control scheme than the unofficial half life 2 patch. basically the unofficial hl2(and other games) hack just tied the head controls to mouselook and added stereoscopic 3d and that was much much better to play with than any of the tf2 modes, which all separated aiming from the view for some reason and that makes you less effective fps player and frankly sucks, because in fps games you quite often need to look up and down and if you always need to do that by tilting your head up and down you will get bored and get a sore neck - and if in order to shoot UP you need to both move the aim to UP and look physically UP then that sucks big time!

    so in essence, just use the display for display and KEEP THE FRIGGING MOUSELOOK on mouse!

    or a ps4/xbox controller.

    --
    world was created 5 seconds before this post as it is.
    1. Re:moving about like kinect by RyuuzakiTetsuya · · Score: 1

      Depends on the types of games we'll be playing in VR.

      Brianna Wu suggested that the best games for VR will be slower and more thoughtful games. So more Life is Strange than Team Fortress. Given what's been said about FPS and VR? I'm inclined to agree with that.

      Although the use in vehicular sims will be unparalleled. Looking around the cockpit of a car/tank/plane/giant robot doesn't break the immersion. You can look left and right and up and down and your viewpoint doesn't change much.

      --
      Non impediti ratione cogitationus.
    2. Re:moving about like kinect by Anonymous Coward · · Score: 1

      There were plenty of people who still thought the internet was a gimmick in the late 90s. If one was cynical, it kinda was... and then in about 5 years it wasn't. They ended up looking pretty silly.

    3. Re:moving about like kinect by Dr_Barnowl · · Score: 1

      Second that on the sims : Elite : Dangerous is apparently one of the finer experiences you can have with your Oculus DK2.

      I've only gone as far as headlook with one of those homebrew controllers made of an Arduino and one of those accelerometer / magnetometer chips, and that's pretty immersive for sims, I wouldn't play them without it now.

    4. Re:moving about like kinect by aliquis · · Score: 1

      smoke explosive? :D, throws explosive. I'm tired.

    5. Re:moving about like kinect by Oligonicella · · Score: 1

      They cannot *possibly* look sillier than someone with black goggles on, pretending to hold a weapon, running in place, turning, squatting, pretending to crouch walk, ducking behind an invisible wall for protection, turning and pretending to shoot then lobbing nothing in some random direction.

    6. Re:moving about like kinect by drinkypoo · · Score: 1

      This is exactly why full-screen head-mount VR is bullshit. It's going to be a minor fad, and no more than that. What is really wanted is look-through reality overlay VR, letting us composite creations into our world ala Roger Rabbit. The problem is that there's only two good ways to pull this off; with a really expensive set of equipment for pupil tracking and manual parallax correction, or with an eyetap. But all eyetaps are bulky, and none of them are actually on the market. You have to build your own if you want one right now, and that is something of a major task especially since the information is not well-organized or freely flowing. The guys who are making eyetaps are not really posting about it, except to brag.

      What is wanted for proper VR is a commercial stereo eyetap.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    7. Re:moving about like kinect by gl4ss · · Score: 1

      no, it's actually pretty good for playing games while sitting at a desk or on a couch. the only problem with oculus devkit is the low resolution - if I had something with about 4x resolution, I would ditch monitors.

      but I would not be walking around with it. and with hardcore gaming what I meant was this: you can't binge play with room size VR. you're not going to be strapped on and dangling around the room for 4 hours straight. you will not.

      basically THAT is what valve should have quizzed about or just looked at their LOGS to see that the whole concept doesn't fit with who they're quizzing and who are their customers.

      room size vr has other uses like training mechanics and such - but hardcore gaming is not the right target. just bring a GOOD display.

      another use will of course be racing sims and such where it can replace the usual array of 3 monitors.. and be cheaper at that.

      --
      world was created 5 seconds before this post as it is.
    8. Re:moving about like kinect by drinkypoo · · Score: 1

      another use will of course be racing sims and such where it can replace the usual array of 3 monitors.. and be cheaper at that.

      When they finally get the resolution up, sure. I got a 1920x1200 gaming monitor and I won't go back, especially for racing or space sims... the places I most want a HMD

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    9. Re:moving about like kinect by tburkhol · · Score: 1

      why? you're going to fail around like an idiot for 8 hours+? you might just as well go out and play some real football or enlist in the army.

      People like games because their ability to "win" is largely independent of their actual, physical skill. You're going to be much better, with much less effort, at a VR sport game than real sport.

      But VR is not going to be good for shooters or sports games. Games that involve you moving around a large physical space, ducking and bobbing your head and body. Too many non-visual stimuli contradicting the visual inputs, which is where nausea comes from. Not to mention the problems of latency and frame rate when you really start moving.

      VR is going to be good for exploration/storytelling and simulation type games. Probably even only flight simulations, because car and boat sims will also have enough movement to drive perceptive conflict. This is why the popular demos have been horror stories and flight sims (eg, E:D and Valkyrie). You wouldn't use a racing wheel to play Counter Strike, but it rocks for Need for Speed.

    10. Re: moving about like kinect by Spottywot · · Score: 1

      I use a 3 point ir clip and a webcam to the same effect, I would be interested in the Arduino project with an accelerometer. Is it comaprible in accuracy?

      --
      In a cybernetic fit of rage she pissed off to another age...
    11. Re:moving about like kinect by CronoCloud · · Score: 1

      Anyone can look like an idiot doing anything. If you showed pictures of people molesting glass slabs with their fingers to people from 20 years ago

      Touchscreens have been around longer than 20 years. You go back in time and show them someone using a tablet and they'd say:

      "Hey, that looks like one of those PADD things from Star Trek".

      This isn't really much different to the image problem of video games in the 70s and 80s.

      What image problem? You could buy the things at the #1 retailer in the country...Sears. There were machines in every pizza place, bowling alley and skating rink...heck entryways of stores too!. My MOM played the arcade version of asteroids, she rather liked it. To her, popping quarters into an Asteroid machine was no different than popping quarters into a pinball machine or one of those bar-style bowling machines. Same stuff different tech.

    12. Re: moving about like kinect by Dr_Barnowl · · Score: 1

      It's very good ; the magnetometer counters the drift from the gyroscope in the accelerometer board.

      I think it's main advantage over the webcam is that it consumes minimal CPU and has virtually no lag.

      The downside is you have something with a wire on your head.

      It's an EDTracker (invented by Elite : Dangerous fans for their favourite game...)

      http://edtracker.org.uk/

    13. Re:moving about like kinect by Dr_Barnowl · · Score: 1

      Yeah, my no.1 peeve with the UI - having panels you HAVE to visit to play the game being to the left and right of your cockpit window, accessible by keys - becomes just another bit of immersion with a headtracker on. The most natural thing in the world to turn your head to look at your target panel.

      I also get what all those flight sims were doing with all those keys to "padlock view" your targets, etc. I never got on well with them and usually just stuck to a straight ahead view. Head tracking is just seamless and immersive compared to that.

    14. Re:moving about like kinect by RyuuzakiTetsuya · · Score: 1

      Virtuix Omni doesn't solve the problem where turning your head in a game mean for mouse or even thumbstick look is much much slower. You're also constrained by your neck (insert Poltergeist joke here). Plus having your head turned away from where your torso is pointing is going to cause neck and shoulder pain.

      New FPS games could come out that take this into account though. I think though that FPS games in real life just aren't fun. I mean, lasertag and paintball are niche activities because of physical constraints. Not just by fatasses like me, mind you.

      --
      Non impediti ratione cogitationus.
  3. Valve confirsm it by future+assassin · · Score: 2

    PC sales are not dead. You'd have to pry it from the dead nerds hands in his/her bedroom.

    --
    by TheSpoom (715771) Uncaring Linux user here. I have nothing to add to this but please continue. *munches popcorn*
  4. Please.... someone.... by Anonymous Coward · · Score: 4, Insightful

    ...Tell me this isn't an afterthought. How can you get this deep into product development and suddenly realize so few people will be able to use it? It's been of my assumption that for the physical VR experience, you'd have to go to a wealthy friends' house.

    1. Re:Please.... someone.... by Anonymous Coward · · Score: 3, Informative

      From the very start, Valve has been drilling into developers to develop with the constraints of two yoga mats pushed together. I remember this from a talk at the beginning of the year. As it turns out, this /is/ the amount of space commonly available in consumers homes.

      The Vive's lighthouse tech scales from a single base station sitting on a desk to being able to fit out an entire warehouse/building with them. Static objects (walls, couches, beds, cabinets etc) can be mapped out easily so you don't bump into them. Moving objects could be tracked with a small wireless puck-shaped thing, though that's still TBA. IR cameras that are tracked in the lighthouse's range also become a lot more useful for depth tracking, that's still early stages.

      The tech is far more thought out than you think.

    2. Re:Please.... someone.... by rioki · · Score: 2

      I personally think that Valve's tech would mesh quite well with modern laser tag arenas. Basically give everyone a VR headset, a "gun" and play it in an empty warehouse. The only real problem is the price or rather the danger of breaking one in the action.

    3. Re:Please.... someone.... by 3.5+stripes · · Score: 1

      You realize the cables that connect the headset to the computer are about 3 meters long?

      The tech just isn't there to transmit that sort of data 90fps at better than 1080p via wireless.

      That cable is going to seriously limit your movement, unless you carry the computer around on your back.

      --


      He tried to kill me with a forklift!
    4. Re:Please.... someone.... by 3.5+stripes · · Score: 1

      Our setup (and the latest SteamVR) only track 2 lighthouses, I haven't seen anything that promises tracking of objects yet either, either static or in movement, though the puck tech would allow for that.

      --


      He tried to kill me with a forklift!
    5. Re:Please.... someone.... by ArsonSmith · · Score: 1
      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
  5. 3m x 3m is still pretty big.... by Harlequin80 · · Score: 3, Insightful

    I know I know metric but hey I can't think in ft....

    But anyway roughly 3m x 3m of clear space is still a big space. Especially in a bedroom that will contain a bed, a book case a desk and quite often a wardrobe (Which TFA comments on). My gaming PC is in a dedicated room and I don't have that amount of space behind me.

    So honestly I question their results as I don't believe that people really have that amount of space they could dedicate to VR. A more realistic figure would be 1.5m deep by 2m wide.

    1. Re:3m x 3m is still pretty big.... by JanneM · · Score: 1

      Yes; you don't just need the free area, but enough extra margin that you don't risk bumping into things or breaking something when you flail about. Especially since you can't see, are focused on a game and have little clue where you actually are in real life. 3x3m really means 1.5x1.5m of actual, safe space - or less.

      --
      Trust the Computer. The Computer is your friend.
    2. Re:3m x 3m is still pretty big.... by Harald+Paulsen · · Score: 1

      Actually it's 4.5 x 4.5 m

      not many of us have that space dedicated to gaming.

      --
      Harald
    3. Re:3m x 3m is still pretty big.... by Harlequin80 · · Score: 1

      I was working on the 8.5' x 9' measurement that it claimed most respondents would give to VR. Which is closer to 2.5m x 2.75m.

    4. Re:3m x 3m is still pretty big.... by BitZtream · · Score: 1

      Apparently you can't convert or use Google either, its roughly 4.6 meters.

      And that would be a fairly large master bedroom outside of the 1%ers

      --
      Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
    5. Re:3m x 3m is still pretty big.... by Harlequin80 · · Score: 1

      I was working on the 8.5' x 9' measurement that it claimed most respondents would give to VR. Which is closer to 2.5m x 2.75m but I rounded it up.

  6. Wait by fustakrakich · · Score: 2

    Can't they build the PC into the goggles? And you might find a 15x15 space.... outside

    --
    “He’s not deformed, he’s just drunk!”
    1. Re:Wait by fisted · · Score: 1

      You will still need a cable going all the way into your mum's basement.
      Or are you suggesting to wear a giant solar panel, or a big battery pack, in addition to the computer and the actual headpiece?

    2. Re:Wait by brantondaveperson · · Score: 1

      An iPad runs 3D graphics at a pretty respectable resolution with nice frame rates, and I don't see any reason whatsoever that there should be anything especially demanding when running VR - or at least, anything significantly more demanding that a regular 3D game. You'll get maybe five hours of battery out of an iPad, for instance, and I don't see why a VR headset couldn't be about the same.

      Add in a time-synchronised mesh network for ultra-reliable and low power communication between the devices, and it seems like it should work a treat.

      VR is still a stupid way to play games though though. Honestly - run around outside wearing absurd headsets and occasionally falling over? Uh-huh. Sounds like a completely awful idea to me.

    3. Re:Wait by drinkypoo · · Score: 1

      Can't they build the PC into the goggles?

      In a word, no.

      In more words, they're not going to be able to deliver the depth of graphics the typical user will expect in a package that size. You could reasonably build an ultra-small PC with a fancy GPU and a whole bunch of battery and wear that in a backpack, and maybe get four hours out of it while doing balls-out graphics. That ought to be about enough for most purposes. Problem is, doing a lot of physics calculations and a lot of graphics computation at the same time just happens to consume a lot of power.

      You could do Nintendo-esque graphics in a head-mounted package, no doubt. But it would still be a bit heavy when you account for the battery.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    4. Re:Wait by fisted · · Score: 1

      An iPad runs 3D graphics [...] and I don't see any reason whatsoever that there should be anything especially demanding when running VR [...]

      Uh. Take a look at the system requirements then.

    5. Re:Wait by brantondaveperson · · Score: 1

      But it doesn't make sense. Why are the system requirements so high? Does anyone really know?

  7. Sit-down VR games by Flentil · · Score: 2

    I'm very much looking forward to VR gaming, but have no intention of getting out of my seat. I want VR for the immersion, not flailing and jumping around in my livingroom. I wish Valve and the Rift people would stop focusing on this walking around VR they think everyone wants. If anything is going to kill VR before it can really take off, it's this. It's probably why everything is taking so long.

    1. Re:Sit-down VR games by Type44Q · · Score: 1

      I'm very much looking forward to VR gaming, but have no intention of getting out of my seat.

      I don't understand what the debate's about; I'm pretty sure this product will eventually be targeted at those who do want to get up and out of there seat. For those of you that don't, I imagine we'll eventually see you cruising around in cyberspace on those little fat-people-scooters... ;)

    2. Re:Sit-down VR games by Flentil · · Score: 1

      I'm not one of those rare individuals that gets motion sickness playing first-person-shooters, and I don't get headaches from 3D movies. This is a non-issue for me.

  8. Sometimes... by Pseudonym · · Score: 1

    ...I wonder what size living room the Kinect was designed for.

    --
    sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
    1. Re:Sometimes... by gstoddart · · Score: 1

      Annoyingly large. At least on the XBox 360.

      As I said in a post elsewhere in this thread, I have around 9 feet from the front of my TV to my sofa. When I calibrate my Kinect, it wants me to stand not much more than about 10" in front of my sofa.

      So I have a huge amount of dead space where I could (and should) be standing, but it stupidly assumed I have about 5-6 more feet. I could (and should) be able to stand 2-3 feet closer to the TV.

      I don't consider my TV space to be small, but if there's a way to override the Kinect on the XBox 360 and say "dammit, I don't need to be this far back", I've never found it.

      It's kind of annoying, actually. My entire media room is about 17'x14' or something, which I think is a big space. The problem is I think that space needs to include furniture, and Microsoft seems to have assumed it doesn't.

      And I'm betting most kids and families simply don't have as much space as the Kinect seems to expect.

      --
      Lost at C:>. Found at C.
  9. Remodeling by Zobeid · · Score: 1

    For whatever it's worth, I'm remodeling a guest bedroom with this exact purpose in mind. I'll get a folding wall bed, so it can still function as a (spartan) guest bedroom, but with the bed folded up there'll be just about 12X12 feet of open space.

    I'm thinking of the comment I read somewhere from somebody at Valve. . . I don't remember who, or the exact quote, but basically: "People already routinely set aside space in their houses for a home theater. If VR is compelling enough, they'll make room for it."

    1. Re:Remodeling by peragrin · · Score: 1

      people do not routinely set aside space for a home theater. The top 5% wealthy people do that.

      Everyone else doesn't have that kind of space.

      --
      i thought once I was found, but it was only a dream.
    2. Re:Remodeling by queazocotal · · Score: 1

      VR twister!

    3. Re:Remodeling by Zobeid · · Score: 1

      Well, let's do some thinking about this. . . .

      Minimum or maximum? Valve haven't been very clear about what the 15 X 15 ft specification actually means. I don't believe it means you require 15 X 15 ft clear space to use their headset. I think what they mean is that a 15 X 15 ft space is the largest area the lighthouse system is capable of scanning reliably. I also got the impression that it can be programmed with the location of furniture protruding into the play area (let's say, a dresser up against the wall) and incorporate that into its boundary warning system. (I'm reading between the lines here. But if I am wrong in these understandings, then practically nobody -- including me -- will be able to use the thing without knocking out walls inside their home!)

      A lot of people do have "home theater" if you understand home theater to be as little as a 40 inch flat screen TV and a sofa. It doesn't have to be a 65+ inch TV with 7+ surround speakers and an elaborate seating arrangement in order to be home theater. Some people do have that, and that kind of rig is analogous to the 15 X 15 ft space for VR -- but it's not typical and doesn't need to be.

      With movies, the content isn't tied to a specific form factor. You can watch movies on the 65+ inch home theater, but you can also watch them on an iPhone and everything in-between. VR may not have that kind of easy scalability at first. But there was a time when TV didn't either. And we do have the Samsung phone VR thing. . . This is the beginning of the journey, not the end.

    4. Re:Remodeling by Zobeid · · Score: 1

      Thanks for reminding me that only the moneyed elites can afford a $350 flat screen TV from Wal-Mart and a sofa, or have any space in their hovel for such an extravagant rig. Because I was born with a silver spoon in my mouth, I forgot that the masses of ordinary people are living in cardboard boxes and subsisting on canned beans. I am ashame.

    5. Re:Remodeling by gstoddart · · Score: 1

      You know, what needs to happen is it doesn't have such a huge space requirement.

      Because, while people do set aside space for home theater, it usually has to be a multi-purpose space for most of us.

      So, yes, I've got the big screen and several recliners. But that's also where I keep the electronics, my DVD collection, a book shelf, lamps, and a few other things.

      VR is never going to be so compelling that people have a separate VR room from their media room. Even a modest size TV/media/games room needs to be multipurpose. Nobody has the luxury of that much space sitting around for no other purpose. If they do, they're not who we're worrying about.

      So, what really has to happen is these guys have to realize that we can't all set up a dedicated VR cave. We have to put this stuff in along with existing stuff, and we can't change the existing stuff to suit this.

      If the assumption is we'll be able to carve up a 15'x15' empty space which is used for nothing but VR, then the chance of consumer adoption on any meaningful scale is pretty much nil.

      I have a decent sized TV room ... if I took all of my furniture out of it, I could have a 15'x15' space. But then I wouldn't have my TV room. And I have 9'x9' empty space which can be available, which compared to many many such rooms is pretty generous.

      Realistically, for home use, if they can't cram that into a 4'x4' area on the low end, or a 6'x6' for most people, you will quickly discover most people can't give you much more than that. But 15'x15'??? I doubt many people could come anywhere near that.

      --
      Lost at C:>. Found at C.
    6. Re:Remodeling by gstoddart · · Score: 2

      You know, it really depends on how you define "home theater".

      If you mean the sloped floor, 12 recliners, the commercial popcorn machine, the in-floor lighting, and the Han Solo in carbonite replica on the wall? Yeah, probably not so many people with those.

      If you mean "that reasonable sized TV in front of the sofa which might also have your video game, a Blu Ray player, and a couple of speakers", then I think a LOT of people have that these days. Most people call it "the living room". And the stuff required to do that these days is relatively cheap -- you can buy a home theater in a box from Wal Mart for not much at all. When you realize "living room" is where most people will use this, you have a much more realistic understanding of what it needs to be.

      What people don't have is a big giant empty room they can use for exactly one purpose.

      So, what needs to happen is figuring out what the average living room size is, how much free space can be had in that, and make the technology such that it can work in that space. Just expecting users to have a 15'x15' space? That pretty much means you have no idea and are just hoping, because that's a fairly big area.

      --
      Lost at C:>. Found at C.
  10. Re:Wow by JanneM · · Score: 2

    ..Or by children and adults in a larger home where neither they nor their spouse want the common areas cluttered up with piles of gear.

    --
    Trust the Computer. The Computer is your friend.
  11. Re:Wow by TechyImmigrant · · Score: 1

    ..Or by children and adults in a larger home where neither they nor their spouse want the common areas cluttered up with piles of gear.

    Bingo!

    --
    I should use this sig to advertise my book ISBN-13 : 978-1501515132.
  12. 2008? by antdude · · Score: 1

    What took so long?

    --
    Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
  13. Re:Kinect ran into the same problem by ledow · · Score: 1

    Kinect? What about the Wii before it?

    If you don't have a relative that smashed the hell out of some light fitting, TV, someone's head, etc. then I'll be shocked.

    And the US has some of the biggest living spaces I've ever seen because they have no shortage of land. Come to Europe or the UK where if you're lucky you might have a square of 4-5 feet of usable space between your sofa and the TV.

    There are inherent physical problems with any kind of VR or interactive games and hardware and this is just one. And have we really progressed from the 80's in this respect, where VR consisted of putting on a funny hat and then being confined inside a ring of plastic rails to keep you save and detect whether you wanted to "move forward".

    If you want VR to take out, do a deal with paintball and laser-quest companies and borrow their facilities. Overlay the well-controlled, well-defined static layout there with gadgets enough that people with headsets can run around safely in it, seeing a virtual world overlaid on the top of plain white boxes and steps, and they can run up the steps that actually exist in front of them.

    Think of it - VR CounterStrike with your friends laid over the top of a physical, but empty, replica of de_dust. You aren't actually shooting anyone, you don't need to paint the set, and you can blanket the place in sensors to make sure the locations are accurate. And when you're "dead", you take off the VR and walk to the exit (yes, griefers, I know, but you're with friends).

  14. How to see if your room is "VR ready" by DrXym · · Score: 2
    Follow these easy steps:
    1. Get a plastic bucket and duct tape a smart phone to the inside of it.
    2. If you intend to buy a tethered VR headset then ensure to tie one end of a flex cable to the bucket handle and the other to your computer or something else expensive and fragile.
    3. Turn the lights off in your prepared area so it is as dark as possible
    4. Set your phone to watch some gameplay footage (e.g. Battlefield or Call of Duty) with the volume up high
    5. Place bucket on your head ensuring you cannot see or hear anything but the screen
    6. Charge around like a fucking lunatic, ensuring to spin, crouch etc. as much as possible ensuring you have no awareness of your surroundings.
    7. Count how long before you incur a serious injury by crashing into a wall, tripping or choking yourself with the flex.

    If you go 5 minutes without damaging yourself your room is officially "VR ready". Congratulations! Level 2 certification involves repeating this test with other humans, animals, ajar doors, hot beverages, and obstacles within the same area.

  15. Omni-Directional Treadmill by clickety6 · · Score: 1

    Problem solved...

    (Although having a harness hanging from the ceiling in the bedroom might be an issue...)

    --
    ----------------------------------- My Other Sig Is Hilarious -----------------------------------
    1. Re:Omni-Directional Treadmill by abies · · Score: 1

      Harness hanging from the ceiling in the bedroom might be actually a selling point of that entire contraption to your significant other. Just make sure it is multi-purpose.

  16. Meanwhile in London.... by PineGreen · · Score: 2

    I pay $2000 per month in rent and with a lot of sacrifice I could do 0.5'x1', maybe 0.7'x1'...

  17. Re:Kinect ran into the same problem by drinkypoo · · Score: 1

    Think of it - VR CounterStrike with your friends laid over the top of a physical, but empty, replica of de_dust.

    How about a map with less predictable choke points :p

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  18. 15 feet??? by dasgoober · · Score: 1

    I only care about the VR 2 feet in front of my face.
    Let me sit down and give me helicopter foot pedals to spin the view around me.

  19. Obvious solution by Locke2005 · · Score: 1

    Install your VR setup up in your garage, plenty of space when the car isn't in it. Apartment dwellers: yeah, you're probably screwed.

    --
    I've abandoned my search for truth; now I'm just looking for some useful delusions.
    1. Re:Obvious solution by Moof123 · · Score: 1

      Most garages are filled up with junk other than a car. Boxes and boxes of old crap that isn't getting used, due to the season, only occasional need, or just not depreciated enough to toss.

      Space is a vacuum. Having a large open area just for VR games is quite the waste for most. So unless your life revolves around your gaming, or you have more money than sense, carving out a 15'x15' space is a huge commitment to play some games. Most folks with kids are lucky to get a few hours a week to play games.