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Valve 'Comfortable' If Virtual Reality Headsets Fail (bbc.com)

VR headset developer Valve is "comfortable" with the idea that the technology could turn out to be a complete failure. Gabe Newell, head of the game studio, made the statement in an interview with news site Polygon. From a report: Valve is co-developer of the Vive VR headset with phone firm HTC. Mr Newell said, so far, interest in the technology was in line with its expectations and that some VR games had already sold well. In the rare and wide-ranging interview, Mr Newell said the advent of VR had much in common with the development of PCs in the 1980s. In both cases, he said, people bought technology without knowing why and discovered afterwards what they were good for. For the PC, he said, it was spreadsheets and businesses that drove the initial success. With VR, people were only starting to discover compelling uses as they experimented and took risks with the technology.Mr Newell said there were now about 1,300 VR-based applications on its Steam gaming service and about 30 of those had made more than $250,000 in revenue.

45 of 88 comments (clear)

  1. So it's going to fail by Anonymous Coward · · Score: 1

    If they're already discussing failure as an outcome, well, then it has.

    1. Re:So it's going to fail by Narcocide · · Score: 5, Insightful

      No, what he's saying is they make a tidy profit on every single one of those 700$ face-huggers. It makes no difference whatsoever if not a single more were ever sold. It was already a success.

    2. Re:So it's going to fail by Austerity+Empowers · · Score: 1

      If you've ever used one, you wouldn't say this. The only issue is that it's not exactly ready for the masses.

    3. Re:So it's going to fail by beelsebob · · Score: 1

      Yes, and as noted above Gaben saying "it doesn't matter if we don't sell any more" indicates that they don't expect to sell many more.

      i.e. it's failed.

    4. Re:So it's going to fail by jawtheshark · · Score: 1
      ... but hasn't that been the case for all VR attempts, like since forever?

      Anything but a full blown holodeck isn't going to appeal to the masses.

      --
      Ahhh...the great dumpster continuum. Many a free computer will be found there. -- sowth (748135)
    5. Re:So it's going to fail by Anonymous Coward · · Score: 1

      No, it means they literally don't care. Valve doesn't do budgets. See the same interview.

    6. Re:So it's going to fail by allcoolnameswheretak · · Score: 1

      I think its ready for the masses. It's already awesome and I'm certain it's here to stay. Now it's a question of finetuning it and improving usability. The two main problems to solve are locomotion and the relatively low resolution that makes text editing and something like virtual desktops unpractical at the moment. But even so it already has great experiences to offer that can appeal to anybody. Valve's "The Lab" is a testament to this.

    7. Re:So it's going to fail by silverkniveshotmail. · · Score: 2

      The experience is ready, the price isn't.

    8. Re:So it's going to fail by Austerity+Empowers · · Score: 2

      I think the main issue is that it requires a high end computer that most of us build ourselves, but which joe sixpack has to buy from some systems company and figure out what he needs. In theory one might sell "Oculus Rift/Vive Ready Game Machine", but I don't think the marketing has got there yet.

      Your technical issues I agree with, but honestly every time I put the thing on I forget my gripes about all the bugs and issues, everything that was promised in the 90s is being delivered, I really don't see this going away. I suspect Joe Sixpack will see it that way too and the things will fly off the shelves and fund the evolution of design improvements. It's just hard to put them in people's hands if they have to be computer geeks to understand the hardware requirements.

    9. Re:So it's going to fail by Wescotte · · Score: 3, Insightful

      You can see the quote in context here: https://youtu.be/kMpQWSqQFK0?t...

      He's simply saying he VR is interesting and worth an attempt even if it fails. He also announces in the same interview that Valve is currently developing 3 distinct VR games. Not small "The Lab" experiences but full games. That doesn't sound like the actions of a company who believes VR is dead.

    10. Re:So it's going to fail by Wescotte · · Score: 1

      That's a silly argument. The market is always there you just need to find it.

      Why would anybody watch a film at home when you could watch it at the theater with superior screen and sound? Why would anybody watch a film on their phone or laptop when their home theater has the superior screen and sound? Why would anybody watch a Youtube video when TV and Film have superior production values?

  2. Re:I would be comfortable if by admin7087 · · Score: 3, Funny

    Out of curiosity, may I ask why? Do you work for Microsoft?

  3. Re:I would be comfortable if by Anonymous Coward · · Score: 2, Insightful

    Valve failed.

    I never really dug PC games, I've always enjoyed playing casually on console more. However, with Steam creating a pretty good, bonafide controller experience, I've gotten myself a little set-top machine. With Steam you pay more for hardware and less for software. I really like the Steam platform. I hope they can make the transition to SteamOS someday, and I could ditch windows.

  4. Re:I'm pretty sure.... by Dutch+Gun · · Score: 2

    I'd wager all that statement means is that they're making plenty of money via the Steam store, and don't see VR as a big moneymaker either way. Hell, they apparently don't even need to release games anymore.

    --
    Irony: Agile development has too much intertia to be abandoned now.
  5. Slightly rephrased by Sumus+Semper+Una · · Score: 4, Insightful

    Couldn't this article and the question asked to Newell be slightly rephrased along the lines of, "Is Valve relying on the success of its VR headset as its primary driver of growth?" The answer appears to be "no," which seems like the prudent business strategy to me.

  6. Degree of failure by hackwrench · · Score: 1

    VR will never fail as badly as 3D TVs because it's an easy add-on for smartphones.

  7. Can VR really "fail"? by Eloking · · Score: 4, Insightful

    Honestly, I don't see how VR could fail. It's a incredible feature for a lot of game (Try Elite Dangerous with a X52 joystick and I dare you to tell me otherwise).

    Right now (and I emphasize on that), the only drawback is, well, money for both the consumer and the developer.

    The specs needed to support VR is insane right now. Top that the +1000$ bucks for the VR and you'll scare more than a few. The cost for AAA game too is problematic as cannot use fixed cam to render only a part of the games. Top that the small number of people that can afford the VR and it's already unprofitable unless you're making a game that can play with or without VR.

    I say, give it some time and, sooner or later, the VR will boom.

    --
    Elok
    1. Re:Can VR really "fail"? by AuMatar · · Score: 1

      Sure it can. I'd even say its likely to- it reminds me a lot of 3d TV. It provides little value, it doesn't actually make games more fun, its not good for your eyes to have a screen that close in constant focus, and it gives me a headache. I wouldn't use it if you gave me a free headset.

      The question is do more people think like me or like you?

      --
      I still have more fans than freaks. WTF is wrong with you people?
    2. Re:Can VR really "fail"? by Anonymous Coward · · Score: 1

      3D TV is simply a continuation of something that has been around for almost as long as photography has existed. Two photos taken side-by-side at a fixed distance roughly equivalent to the distance between human eyes. This has inherent drawbacks that you and everyone else has known about forever, it isn't convincing and can cause headaches as the depth perception is never going to be truly accurate. There's no feeling of presence and scale is barely perceptible. It failed because at it's core it simply doesn't work.

      High end VR does. It's expensive, it's rough around the edges and there isn't a whole lot of content yet, but the core technology does what it says; it can convincingly fool your brain into perceiving a false reality as if it were real. Sub-millimeter tracking technology is a big part of why it can achieve this, stereoscopy (which is what 3D TV solely provides) is only a relatively small part of the equation. The early issues with the technology should eventually get ironed out, wireless addons for the Vive and Rift are due to be released by the middle of this year, eventually the headsets should become smaller as the panels become smaller, the lenses more refined and hardware less reliant on technology that's been re-purposed from smartphones.

      VR is really a stepping stone of sorts anyway, it and AR have a lot in common and once the HMDs become small and portable enough to wear as if they were sunglasses, installing a massively expensive projector setup becomes a bit less worthwhile when you can conjure a virtualized flat panel of any size you would want anywhere you want.

    3. Re: Can VR really "fail"? by nehumanuscrede · · Score: 3, Insightful

      Agreed.

      The only thing stopping it is the cost of the hardware required to support it. The VR unit itself in addition to the decent horsepower machine that runs it puts the cost out of reach for those who can just buy a console for their gaming fix.

      When the hardware prices come down, more developers will create content because they will have a larger potential player base.

      Right now it's akin to a Tesla. Lot's of fun, but not affordable enough for the masses.

    4. Re:Can VR really "fail"? by erapert · · Score: 2
      (disclaimer: I work at a research institute on a VR project)

      The specs needed to support VR is insane right now. Top that the +1000$ bucks for the VR and you'll scare more than a few.

      1. The specs aren't really insane. You will require a top-of-the-line machine (a modern i7, 8+ GB RAM, and a GTX 970 or better), but it's not insane. We spent about $1400 on our machines that run the VR and our project is built with Unreal Engine 4.12. It depends on the kind of graphics and shaders you're running.
      2. We have both the Rift and the Vive. Both of them, with controllers, totaled about $800 each.
      3. That is still pretty steep compared to the gaming machines I was building for myself a couple years ago for under $800, but it's not insane and it's actually cheaper than you would buy certain Macs or most "gaming" PCs for.

      The cost for AAA game too is problematic as cannot use fixed cam to render only a part of the games.

      I'm not sure what you mean by this. But we use Unreal 4 which supports both the Vive and the Rift with only a small effort on our part.

      Top that the small number of people that can afford the VR and it's already unprofitable unless you're making a game that can play with or without VR.

      It's a little pricey, but not out of the ballpark for anyone that contemplates spending money on, say, anything by Alienware; even cheaper if you build your own computer.
      The only real difficulty of setting things up to run both with and without VR is figuring out a good control scheme that works for a mouse+keyboard and also for VR controllers.

      I say, give it some time and, sooner or later, the VR will boom.

      Considering the reactions of people I've demo'd our stuff to I agree with you on this.

    5. Re:Can VR really "fail"? by Octorian · · Score: 2

      Honestly, I don't see how VR could fail. It's a incredible feature for a lot of game (Try Elite Dangerous with a X52 joystick and I dare you to tell me otherwise).

      Yes, its an incredible feature for Elite Dangerous with a good HOTAS setup. In fact, I don't really like playing that game without VR now that I've experienced it with VR.

      The problem is that most other VR-enabled games feel like glorified tech demos, that I wouldn't really bother playing seriously if I weren't looking for something to use VR for.

      I just hope that Valve/HTC and Facebook/Oculus are willing to bankroll VR for long enough for the rest of the content to catch up.

    6. Re:Can VR really "fail"? by Rockoon · · Score: 1

      We spent about $1400 on our machines

      ...and $1400 desktops is well below 1% of the desktop market.

      ...and your company thinks systems with enough performance "arent really insane" given this fact? ..or is it just you that thinks that?

      --
      "His name was James Damore."
    7. Re:Can VR really "fail"? by AuMatar · · Score: 1

      Its a little of each- if companies pour in major money now and it doesn't get enough upkeep then it will die for at least another 20 years. Look at 3D TV- failed miserably, isn't a feature on the newest gen of TVs.

      As for not just being a fancy screen- no, that's exactly what it is. A fancy screen with a gyro gimmick that detracts from games. No thank you, not now not ever.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    8. Re:Can VR really "fail"? by JustNiz · · Score: 1

      >> The problem is that most other VR-enabled games feel like glorified tech demos, that I wouldn't really bother playing seriously if I weren't looking for something to use VR for.

      I totally feel your pain in looking for longer, quality VR experiences. Just in case you haven't already discovered it, you should try "The Solus Project". I love it and I'm very picky.

    9. Re:Can VR really "fail"? by lance_of_the_apes · · Score: 1

      I find it interesting (and slightly depressing), both in this comment and the responses, that everyone still thinks of VR as a "game thing." It has so much potential beyond games, and that is why it will succeed (eventually). It will take more time, but definitely not twenty years.

      The reasons it's not taking off (as fast as some overly optimistic people thought) are plenty. Expensive, yes. Takes space in your home, yes (and most people don't have it to spare). Tethered and can trip you, yes. Biggest of all, there's no content that is compelling enough to reach a wide audience. All of these will change, except perhaps for the need for space.

    10. Re: Can VR really "fail"? by ProfBooty · · Score: 1

      After playing I racing on the same track I have been too a nice mber of times and being able to look through corners, I'd hardly call it a failure.

      It felt pretty much the same as being on track since I had the benefit of a force feedback steering wheel. You also had a real sense of speed and I could judge turn in points far more easily.

      --
      Bring back the old version of slashdot.
    11. Re:Can VR really "fail"? by WaffleMonster · · Score: 2

      I hate to say never but I feel like VR will fail for the same reason "3D TV" has essentially failed. People "like" immersive things but that is not the real reason why people play games or watch content. The idea that it is "better" doesn't necessarily matter.

      This explains why industry stopped producing better hardware after N64.

      The market for this is very very small: Nerds who don't interact with other people, novelty and kids (who want it for the novelty). The idea that even teens will continue to use this over "regular" consumption of games and content seems crazy. People want to all see the same thing at the same time if in a group so this is inherently anti-social.

      This explains why split screen / LAN play has not become an endangered species.

      I own 3D TV&Projector and never use them for 3D. It turns out that the added benefit from 3D doesn't beat the drawback of needing to wear glasses, the

      What does 3D have to do with VR? Stereo depth perception completely falls off after a few dozen feet IRL. The point of VR isn't 3D. If stereo effect were turned off it would hardly matter at all. At least try a Rift or Vive for yourself before passing judgment. VR is about being inside the game not "3D". These are two completely different things.

      fatigue of feeling tied down, etc. That is without any $ issues. VR is like 1000x worse in this regard and that will kill people who but VR content, even if they own the hardware.

      People who have thrown down thousands on fancy projectors to play games like Elite in style discover VR is like 1000x better and never go back to flat games and put their projectors up on eBay.

      Crappy software sales will kill the reason to develop for the hardware.

      Adding VR support to software means increased sales from those who demand VR content and may not purchase otherwise. It's extra revenue in exchange for extra work. How much and whether it's worth it is title specific yet the value proposition both in terms of effort required to support VR and customer base improves with time.

      All major engines support VR out of the box. Starting new development with a VR friendly workflow means if you want to spend extra to add VR support to your title later puts you in a position to do so at minimal added cost.

  8. Speculation much? by shadowp157 · · Score: 2

    I think a lot of the commenters here are speculating a little too hard. As someone who's met him, Newell isn't one to go ceo-marketspeak on everyone. It seems to me that he is simply stating that they want to innovate for innovations sake, and innovation fails sometimes. We all know they are raking in the money with steam, so they don't NEED this to be successful. Outside of that, they are turning a profit on a high ticket item where most of their target audience cant afford it. Gotta give them props for that. And anyone who knows a thing or two about how development of a new product goes (I'm sure most on this site have a decent idea), the early adopters are there to get the train moving so the next version can be cheaper. And because most of their target audience cant afford it until its cheaper, once it gets there sales will go up with it (vive sales in november were 140,000 Msrp $799, PSVR sales were around 2 million Msrp $399). Its unlikely to be anything as big as the home computer, but it will certainly have staying power, and definitely has a demand.

  9. 3rd time is a charm by XSportSeeker · · Score: 1

    Gaben: "Well, it's not like this is the 3rd version of it, AMIRITE?"

  10. Re:I'm pretty sure.... by The+Raven · · Score: 4, Informative

    Gabe never 'positions' himself. You are confusing him with normal 'people in high positions'. He is not a spokesman, or a mouthpiece, or even a manager. He built the entire company of Valve in a way so he doesn't have to be the decider. He's just a smart dude at a company on the forefront of VR, and like any new and risky technology, it could fail. Like John Carmack, he pulls no punches... if something sucks, he says it sucks. If he fires someone, he publicly calls them an ass (not necessarily his best moment).

    He is not in Marketing, and he doesn't really care what consumers think about his verbiage. In fact, his lack of a filter is part of why Valve as a company is so reticent to talk to the consumers directly, as his quotes have been used against him many times in the past.

    So I'm not saying your options are false, I'm just saying that you ascribe too much forethought into his choice of wording.

    --
    "I will trust Google to 'do no evil' until the founders no longer run it." Hello Alphabet.
  11. Well by Lirodon · · Score: 1

    If VR fails, they'll finally release Episode 3

  12. Re:I'm pretty sure.... by MtHuurne · · Score: 3, Insightful

    They probably went into VR because if VR became the dominant way of playing games, it would eat their existing business. It's similar to why they made SteamOS as an insurance policy against Microsoft locking them out of the Windows platform.

    I think it's safe to say now that VR won't replace PC gaming on a monitor, certainly not any time soon. But since their existing business is doing fine and they didn't invest more than they could afford, it doesn't matter for them if VR fails or becomes a niche product.

    Personally, I think VR becoming a niche product is the most likely outcome. People buy expensive steering wheels or flight sticks to get more immersed in their favorite games and, for certain genres, VR can do the same.

  13. Re:Fake News by Vairon · · Score: 1

    Polygon reports on video game news. What is fake about that?

  14. Re:I'm pretty sure.... by Vairon · · Score: 3, Insightful

    If you read the Valve employee handbook, failure is an accepted part of trying. They are not afraid to fail.

    http://www.valvesoftware.com/c...

  15. Yes. by jeffb+(2.718) · · Score: 2

    VR can "fail", and will, because people don't stick with games where the main challenge is "keep from barfing".

    To clarify: today's VR will fail, as did VR from the 1990s and 2000s. We might get there in the 2020s, with tracking cameras operating at kilohertz frame rates, displays refreshing at 300Hz or better, and a graphics pipeline that doesn't introduce more than a frame or two of latency -- IF game designers put some serious thought into maintaining consistent motion perception among all modes (visual-field, inner-ear, proprioceptive).

  16. Re:I would be comfortable if by Opportunist · · Score: 2

    And then what? Origin and Windows store taking over?

    Please kill me when that happens. Because then I might actually have to switch to consoles to play games, and even though I hate them with a passion that would be the lesser evil.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  17. Re:I'm pretty sure.... by Mashiki · · Score: 1

    VR has already failed. Remember a couple of years ago that it was "the new darling of gaming" and so on? There's a few niche titles that use it, there's a few games that support it. But it's a rehash of the 1990's failure all over again, with the same problems. Costs too much(this is probably the biggest problem), followed by requiring too much GPU power to output(usually requiring a high-end card, or the highest mid-range card). Between both of those you could make a multi-monitor setup pick up a 2-3 27" and be quite happy. And if you're smart you could pick up 4-5 27" for $25-30 each from some company going under, or upgrading existing monitors. Too many visual problems for people, too many potential or people having actual problems due to headset weights, lack of titles. Pundits and enthusiasts were saying that "porn would be VR's saving grace" but it hasn't happened. These are the same things that happened with 3D-TV remember that? Remember all those stereoscopic type 3D setups for gaming too? Again niche product.

    It'll likely be what it is, an expensive niche product that some people will enjoy but will never catch on with widespread adoption and the occasional developer adding support.

    --
    Om, nomnomnom...
  18. Re:I'm pretty sure.... by iceaxe · · Score: 2

    It'll likely be what it is, an expensive niche product that some people will enjoy but will never catch on with widespread adoption and the occasional developer adding support.

    Too right, just like those newfangled "GUI desktops" and mousie-things, or those Aye-Phone thingamabobs. Who's gonna write software for these things? Real Developers (TM) only work on proven technologies where they can make money today.

    </sarcasm>

    OK, maybe you're right, but I would be less surprised if some form of VR/AR that nobody is quite predicting yet grows up to be a very desirable and commonly used interface to humans. Time will tell.

    --
    WALSTIB!
  19. Quote taken out of context... by Wescotte · · Score: 1

    The full unedited version of the interview hasn't been released yet but you can see most of statement responsible for these articles here: https://youtu.be/kMpQWSqQFK0?t...

    "We think VR is going great. It's going in a way that is consistent with our expectations." "We're also pretty comfortable with the idea that it will turn out to be a complete failure. Simply because if you're not trying to do things that might fail you're probably not trying to do anything interesting at all."

    It's pretty clear he's not saying VR is dead or SteamVR/Vive is a failure.

  20. Re: Fake News by Anonymous Coward · · Score: 1

    I do think HL3 was going to be a big push to VR for Valve but I think they are having a hard time making VR work well for a FPS shooter like Half-Life.

    HL1 was a big jump over most of the AI and game design of the time - going back and playing it now it doesn't seem like much but over the other games at the time it was an impressive leap.

    HL2 pushed the physics game play unlike FPSes before it - again something that is common now but pushed to the forefront of what is expected in an FPS by Half-Life.

    HL2 Episodes were an attempt at changing the publishing paradigm - it didn't work out but one might say it sort of did as the same concept is sort of how some publishers push paid DLC updates.

    For each one they found something that they could push to separate it from the other games at the time, for HL3 I think they were trying to push VR, so this lead to them designing hardware but I don't think they have gotten the VR gameplay to where they want.

  21. Re:I'm pretty sure.... by Wescotte · · Score: 1

    In the same interview ( https://youtu.be/kMpQWSqQFK0 ) Gabe announces Valve is making 3 unique VR games. Not tiny a tiny experiment like "The Lab" but three full fledged games. That's a pretty big investment to make if they didn't care about VR and only making money via Steam Sales.

  22. Re:I'm pretty sure.... by Wescotte · · Score: 2

    The Vive/Rift and even PSVR have shown that it's possible to make a pretty darn good VR experience for the consumer market. Sure, there are problems but to say they are no different than the 90s VR headsets is just silly. A game for VR isn't drastically different than any typical high end PC game. VR simply requires hardware a bit more towards bleeding edge end of the spectrum is all.

    A multi modern setup is simply not capable of giving you the same experience as room scale VR with motion controls. VR in it's current form can't replace a multi monitor desktop environment either. It's simply too low resolution for anything other than gaming. The difference is VR can and will catch up but multi monitor desktop environments won't.

    If VR fails it will be because there isn't software out there to justify it's existence, not technical limitations or even cost. Early personal computers were insanely expensive and I'm sure the same arguments were made back then too...

    The software is coming. Value has announced they are making three VR games themselves. The market is small so you'll just have to give it some time for other studios not quite as invested as Valve to catch up.

  23. Re:I would be comfortable if by rtb61 · · Score: 1

    Out of curiosity I checked the Steam web site for games that I already own and have installed on a PC, to see how many were available for Linux, Mac OS and Steam OS, not only were some of my favourites available but apparently I already own them on that OS as well, now that's cool, what can I say but bugger M$ with a dead dog's dingus. So now I have a choice of three OS's and abandoning some game titles or let a corporation steal my rights (so screw over my rights in order to play with a toy or preserve my rights and say goodbye windows anal probe 10, no choice at all).

    --
    Chaos - everything, everywhere, everywhen
  24. Re:I'm pretty sure.... by exomondo · · Score: 1

    Costs too much(this is probably the biggest problem), followed by requiring too much GPU power to output(usually requiring a high-end card, or the highest mid-range card). Between both of those you could make a multi-monitor setup pick up a 2-3 27" and be quite happy.

    You're still going to need a mid-high end card to run a setup like that. In fact if it's more than 2 displays then you'll need even more, the latest Pascal architecture allows for single pass rendering of the multiple VR viewpoints so the GPU requirements only decrease with that.

    These are the same things that happened with 3D-TV remember that?

    Nope, 3D TVs certainly didn't cost much and didn't require any additional power to run.