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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.

21 of 88 comments (clear)

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

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

  2. 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.

  3. 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.
  4. 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.

  5. 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 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.

    2. 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.

    3. 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.

    4. 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.

  6. 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.

  7. 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.

  8. 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.
  9. 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.

  10. 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...

  11. 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).

  12. 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.
  13. Re:So it's going to fail by silverkniveshotmail. · · Score: 2

    The experience is ready, the price isn't.

  14. 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!
  15. 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.

  16. 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.

  17. 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.