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Valve's Gabe Newell Says Only 30 SteamVR Apps Have Made $250,000+ (roadtovr.com)

New submitter rentarno writes: According to Valve President, Gabe Newell, only 30 virtual-reality apps on Steam (of some 1,000) have made more than $250,000. But that isn't stopping the company from throwing the bulk of their weight behind virtual reality; Valve recently confirmed that it's working on 3 full VR games. Valve still believes in a huge future for VR, even while things are slow to start. It'll take work to find and make the content that's great for VR, Newell says. "We got Half-Life 2 and Team Fortress running in VR. It was kind of a novelty, purely a development milestone. There was absolutely nothing compelling about them. Nobody's going to buy a VR system so they can watch movies. You have to aspire and be optimistic that the unique characteristics of VR will cause you to discover a bunch of stuff that isn't possible on any of the existing platforms." How do you view the VR industry in early 2017? Do you think it shows promise or will eventually fail like 3D TV?

151 comments

  1. confirmed by Anonymous Coward · · Score: 3, Funny

    HL3 VR Confirmed

    1. Re:confirmed by sexconker · · Score: 1

      Half-Life 3, Portal 3, Left 4 Dead 3, and Team Fortress 3 will all be released as a time exclusive for SteamOS and the HTC Vive.

    2. Re:confirmed by Woldscum · · Score: 2

      Team Fortress 3 has been released. It is called Overwatch.

    3. Re:confirmed by Anonymous Coward · · Score: 0

      That would be shooting themselves in the foot. 99% of gamers don't have VR hardware.

    4. Re:confirmed by Anonymous Coward · · Score: 0

      That's Blizzard Fortress 2. A totally different game.

    5. Re:confirmed by dknj · · Score: 1

      Oh how quickly the youth forget that Team Fortress 1 / MegaTF was simply a mod for Quake

    6. Re:confirmed by Anonymous Coward · · Score: 0

      All 4 users in this that intersection must be excited.

    7. Re:confirmed by TheRaven64 · · Score: 1

      It's been almost a decade since I played that sort of game regularly, but even then I found a lot of people who thought the Half Life mod was the original Team Fortress.

      --
      I am TheRaven on Soylent News
    8. Re:confirmed by DontBeAMoran · · Score: 1

      And Quake was simply the 3D version of Doom.

      --
      #DeleteFacebook
  2. Candy Crush Spotify Tinder Clash Clans by rmdingler · · Score: 5, Insightful

    Can we just stipulate that revenue is perhaps not indicative of excellence?

    --
    Happiness in intelligent people is the rarest thing I know.

    Ernest Hemingway

    1. Re:Candy Crush Spotify Tinder Clash Clans by tsotha · · Score: 4, Insightful

      But it is indicative of what will get made.

    2. Re:Candy Crush Spotify Tinder Clash Clans by rmdingler · · Score: 1

      Yessir.

      --
      Happiness in intelligent people is the rarest thing I know.

      Ernest Hemingway

    3. Re:Candy Crush Spotify Tinder Clash Clans by tlhIngan · · Score: 1

      You missed a bunch.

      Basically check out any app that's advertised on prime time. A prime-time TV 30-second ad slot costs around half of the quarter million (on average - TV prime time slots are usually around $100-150k).

      Hell, weren't there a few that advertised during the superbowl ($5M/slot)?

  3. It's just too expensive for the hardware by Anonymous Coward · · Score: 1

    It's pretty simple really: When the systems themselves reach a certain affordability threshold, sales of the games will increase dramatically. I don't know what that price threshold is, but I imagine it's much much lower than the Vive's current price.

    1. Re:It's just too expensive for the hardware by vux984 · · Score: 1

      Is it though?

        3D TV for a while reached the point where people were buying them without even trying ... the model with 3D was cheaper than the model without due to a sale, or everything that had desirable feature X also had 3D, or the store only had the 3DTVs in stock if you wanted a Sharp... or Sony or whatever.

      Not even being basically 'free' was enough to get 3DTV to really take off.

      I'm not sure VR is going to fare better... maybe they could give headsets away free with happy meals and maybe most people still wouldn't care. Or maybe they would... I don't know.

      I just don't think its necessarily as 'simple' as you think.

    2. Re:It's just too expensive for the hardware by TheRaven64 · · Score: 1

      It's not so clear with 3D. It's something of a misnomer to call current displays 2D and this kind of VR interface 3D. Both provide a subset of the dozen or so cues that the human brain uses to turn inputs into a 3D mental model. They both, for example, manage occlusion and distance blurring, but neither manages (yet) to correctly adjust the focal depth of parts of the image that are further away. Motion sickness is caused by disagreements between some of these cues and between the other cues that you use to build your mental model of the world. VR adjusts the image based on your head position (though latency here can cause problems as the visual signal and the inner ear signal come at different times), but it turns out that humans have a very strong notion of body image, so if they don't correctly track your arm positions and update them in the game then this causes nausea in a lot of people.

      Unfortunately for the 3D film and game industry, it's not the case that simply adding more cues reduces the risk of motion sickness. It turns out that a third-person perspective on a 2D display is one of the minima for the percentage of the population to experience motion sickness. Move to first person, and this gets worse, though it's still a tiny percentage (some people can't play FPS games for more than a few minutes without feeling sick). Add a few more visual cues and you get a lot more people feeling sick. There's obviously a minimum when you get all of the cues right, because otherwise people would spend their entire lives experiencing motion sickness, but so far none of the mainstream 3D systems have found another point that's close to the 2D display. If you're going to develop a first-person game, and you can either develop it for a technology that 99% of humans can use without feeling sick, or spending more money to develop it for a technology that 80% can use, which would you do?

      --
      I am TheRaven on Soylent News
    3. Re: It's just too expensive for the hardware by Anonymous Coward · · Score: 1

      Things have changed however. Valve has done a great service to vr by adding roomscale gaming plus tracked controllers from the get go and this is what makes the technology better than just a glorified 3D viewer.

    4. Re:It's just too expensive for the hardware by Anonymous Coward · · Score: 0

      They were selling the SDK1 of Occulus Rift with a profit at $300USD. Then Facebook got involved and the demand for profit margin increased until people didn't buy and there was no profit at all. Lower the price of the VR headsets to a sane level and people will buy. (or at least increase the specs till they justify the price) Then people will buy the heads sets AND the games.

    5. Re:It's just too expensive for the hardware by Ranbot · · Score: 1

      It's pretty simple really: When the systems themselves reach a certain affordability threshold, sales of the games will increase dramatically. I don't know what that price threshold is, but I imagine it's much much lower than the Vive's current price.

      Agreed, price is a major factor in adoption. However, there is evidence that VR prices could come down to much more affordable levels for people in the near future (maybe within 3-10 years?). For example, currently Google Cardboard VR is really cheap (assuming one already owns a compatible smartphone), but it's low-quality makes it little more than a novelty right now. However, it's a really cheap starting point and technology steadily improves over time. I don't think it's unreasonable to believe tech advances will allow VR systems priced similar to current Google Cardboard, but with quality more similar to current Vive, Oculus, etc.

    6. Re: It's just too expensive for the hardware by Agent0013 · · Score: 1

      Yeah, this! Without the motion controllers, VR would be like an improved 3D movie where you can now look around. When you add the motion controllers and room-scale it changes things. Now you can reach out and pick up the object. You can turn it over to look at the underside and pass it from hand to hand to check it out at all angles. In one game I even picked up a had off of the coat rack and put it on my head. Everywhere I walked in the room, I had the brim of the hat sticking out over my vision, at least until I took it off and through it across the room. The motion controllers turn it from looking at something cool, to being in another place entirely.

      --

      -- ssoorrrryy,, dduupplleexx sswwiittcchh oonn.. -Quote found on actual fortune cookie.
  4. Input devices. by Anonymous Coward · · Score: 0

    Why are u using old input/controller technology for your games?

  5. will probably take off with next gen hardware by ooloorie · · Score: 2, Interesting

    The current generation of VR headsets is bulky, the resolution is mediocre, the cables are annoying, and the profusion of platforms and controllers makes it painful to set up and use.

    The next gen is going to be higher resolution and wireless, and Microsoft is going to have standard APIs for them. I expect that's when they'll go mainstream.

    WebVR also isn't ready for prime time yet, but once it is, you'll probably see a lot more VR porn sites popping up, which should also help adoption.

    1. Re:will probably take off with next gen hardware by Anonymous Coward · · Score: 0

      What has Microsoft done with VR? Hololens is not VR.

      Microsoft is once again creating a product that nobody will use. They might as well give up and go back to Windows XP.

    2. Re:will probably take off with next gen hardware by _xeno_ · · Score: 1

      I basically agree - VR as it currently stands is not going to take off. The current experience is nifty but it quickly becomes annoying. The cables get in the way. The controllers work but you're still holding on to little plastic bits.

      The next gen is going to be higher resolution and wireless, and Microsoft is going to have standard APIs for them. I expect that's when they'll go mainstream.

      Here's where I'm not sure I agree - I think what's going to go mainstream first is smartphone VR, for one simple reason: just about everyone owns a smartphone. It's inherently wireless. Assuming you stick to Android devices (as Apple isn't doing anything with VR and seems to be actively hostile to the concept), you've got a standard API.

      Smartphone powered VR has the chance to be something that's basically a cheap add-on for a device you already own.

      There are issues with this: smartphones aren't really powerful enough to create a great VR experience and the smartphone controllers are - well, also not great. There's still work to be done to make smartphone VR really "go mainstream."

      But I think $100 "addon" VR headsets for a $1000 smartphone people are already buying to use elsewhere is much more likely to happen than a $400 VR headset that's only a VR headset.

      --
      You are in a maze of twisty little relative jumps, all alike.
    3. Re:will probably take off with next gen hardware by Gabest · · Score: 1

      My biggest complain about VR is the dirt. One tiny little particle of dust ruins the experience, and it is so hard to keep it clean.

    4. Re:will probably take off with next gen hardware by ooloorie · · Score: 1

      That's a problem with the phone-based VR displays, but generally not with the Rift or Vive. If you haven't tried the latter, you really haven't experienced VR.

    5. Re:will probably take off with next gen hardware by Wescotte · · Score: 3, Insightful

      The best smartphone based VR experiences at best result in result in a "neat..." response while PC based room scale + motion controls makes it possible to truly trick your brain into feeling like your in a completely different world.

      Smartphone VR is the 3D TV of VR. It simply doesn't offer a significantly better experience than it's 2D counter part. I don't see this changing until we get massively more powerful smartphones and full positional tracking.

    6. Re:will probably take off with next gen hardware by iampiti · · Score: 1

      VR needs very low latency numbers to work. I don't think you can achieve that without wires (at least yet)

    7. Re:will probably take off with next gen hardware by TheRaven64 · · Score: 1

      Hololens is not VR

      Indeed. AR doesn't seem to trigger the same motion sickness responses as VR, because you retain all of the visual cues from the real world.

      Microsoft is once again creating a product that nobody will use.

      Microsoft has created a technology that anyone can use without feeling motion sick, but you think that it will lose in the marketplace to one that about 80% of people can use without feeling motion sick? That's an interesting perspective.

      --
      I am TheRaven on Soylent News
    8. Re:will probably take off with next gen hardware by Anonymous Coward · · Score: 0

      Microsoft APIs don't help other platforms. Microsoft API's help Microsoft...

    9. Re: will probably take off with next gen hardware by Anonymous Coward · · Score: 0

      Vive has a wireless option. 2ms difference.

    10. Re:will probably take off with next gen hardware by Anonymous Coward · · Score: 0

      I do VR by streaming games from my PC to my smartphone with GeForce Experience + Vireio Perception + Moonlight. I still use keyboard and mouse for control, but honestly I prefer it that way because it's far more accurate than any VR air style controller. It works pretty well and only cost me $20 extra for the smartphone headset unit.

    11. Re:will probably take off with next gen hardware by Anonymous Coward · · Score: 0

      I've played on $100,000 VR machines. Vive is a fucking joke and isn't what I would call VR.

    12. Re: will probably take off with next gen hardware by Anonymous Coward · · Score: 0

      And shit battery life.

    13. Re:will probably take off with next gen hardware by ooloorie · · Score: 1

      Yes, you can, even using brute force methods. There really is little reason why not: HDMI involves as much processing for transmission as wireless.

      Of course, if you put graphics processing and sensors into the headset, wireless headsets could actually do better than wired ones even with slower connections.

    14. Re:will probably take off with next gen hardware by Anonymous Coward · · Score: 0

      Oh and one more thing, change the history of human evolution so the brain can tolerate VR. No? Then throw it in that pile over there with my virtual boy.

    15. Re:will probably take off with next gen hardware by Anonymous Coward · · Score: 0

      You have zero understanding of how technology works. Wireless can never be faster or more reliable than wired.

  6. Massively Multiple Player VR Sex by weedjams · · Score: 2

    I think VR sex is the only thing that will save VR from the dustbin. Maybe VR porn could pull enough money in to keep development going....VR sex chat bots....

    1. Re:Massively Multiple Player VR Sex by drinkypoo · · Score: 1

      I think VR sex is the only thing that will save VR from the dustbin. Maybe VR porn could pull enough money in to keep development going....VR sex chat bots....

      Until a decent fufme shows up cheaply, VR sex is just VR porn.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:Massively Multiple Player VR Sex by inhuman_4 · · Score: 1

      I for one welcome our new VR girlfriends.

  7. Not obvious by kwerle · · Score: 3, Interesting

    There are a few games that are *awesome* in VR. The obvious ones are cockpit games - flight sims and the like. The others are less obvious.

    I love space pirate trainer. It has to have been pretty easy to make. In 2d it'd suck.

    I just hope that there are enough users to support the effort needed.

    1. Re:Not obvious by Anonymous Coward · · Score: 2, Interesting

      It's a bit of a chicken and egg issue. I have a PSVR and aside from RE7 and Sony's own VR Playroom there's absolutely nothing worth playing.

      There's a long list of PSVR titles on Wikipedia but the vast, vast majority are either quick tech demos that aren't really games, or complete shit. Some of them look pretty (eg EVE Valkyrie) but play like shit (eg EVE Valkyrie).

      Until there are more solid game titles there's little point buying a VR headset. And until there are more VR headsets there's little point spending the large sums of money to build a solid game title.

      Maybe in another 10 years when VR comes around again the tech will be cheaper and smaller and it'll catch on more, leading to more games. But this time around it's pretty much done. Stick a fork in it.

    2. Re:Not obvious by Anonymous Coward · · Score: 0

      Very true... iRacing - AWESOME (although will certainly be even better with next gen hardware so the visuals are better). Flight sims, likewise, awesome.

      Most other stuff is meh so far. (Although I do enjoy playing around with the VR sports, I wish it was a full on sports simulator ala Madden 20xx or NBA 20xx..

      It's just going to take time to explore what's different and unique and awesome about the VR and come up with compelling experiences that can only be done (or done significantly better) on VR.

    3. Re:Not obvious by Namarrgon · · Score: 1

      While you're not wrong, it's hardly unexpected that such an expensive, small-userbase piece of hardware hasn't brought in megabux for developers yet, and AAA publishers will likely keep waiting.

      However, I think the more important gaben quote is this:

      “Developers are super excited. There’s nobody who works in VR saying, ‘oh I’m bored with this.’ Everybody comes back. For every idea they had in their first generation product, they have ten ideas now.”

      So it's clear that developers at least are still absolutely willing to experiment, and we can expect numerous interesting and innovative VR indie games to keep people interested while hardware gets better and cheaper. So long as developers remain keen, hardware vendors will keep working on improvements, and the userbase will eventually grow enough for larger publishers to experiment on

      --
      Why would anyone engrave "Elbereth"?
    4. Re:Not obvious by Austerity+Empowers · · Score: 1

      Space Pirate Trainer and Audio Shield, I think stand out in my mind as examples of how it should be done. I have played both for hours on end.

      But Valve does get it, two of the best mini games are in their free package "The Lab": Slingshot and Longbow. Slingshot is just hilarious, although not a great example of how to use VR. Longbow however is an absolutely excellent VR game that utilizes both the capabilities of the headset as well as an inspired use of the controllers to feel as natural to archery as you can get without a 60lb draw weight (and your arms get plenty tired even without it).

      It would be nice if we could move out of the little demo game and into some genuine game. Elite is great in VR, but it is still crippled by its bizarre control scheme.

      The major flaw in VR as it stands today is large scale movement. You can move around a small room just fine, it works exactly as advertised and couldn't be more natural (assuming you are used to walking). But if you want to move large distances, you need some other mechanic. The best I've used is the point & click scheme such as in The Lab, but it's not terribly natural, nor enjoyable. On the other hand, using the joysticks on the controller to move makes me very sick, very fast. This breaks the current FPS genre entirely, as they are almost exclusively oriented to constant motion. I'm not complaining, FPSes lost their shine to me a long time ago, but AAA game shops only know how to make them.

    5. Re:Not obvious by Octorian · · Score: 1

      There are a few games that are *awesome* in VR. The obvious ones are cockpit games - flight sims and the like.

      I'd agree that cockpit games do exceptionally well in VR. Likely in no small part because your "real position in the real world" most closely matches your position in the virtual world. I.e. Sitting in a chair with your hands on a joystick/throttle. Also, once you get used to the advantages realistic of head tracking in such games, you'll actually find it difficult to go back to non-VR for such games.

      However, until VR resolution (and close focus ability) dramatically improves, there will be an enormous bias towards spaceship-cockpit games that can place their visible controls and displays in optimal virtual locations. The best example of this I can think of is "Elite: Dangerous". Realistic airplane cockpits are difficult because you can't easily visually resolve all the tiny controls due to resolution limits.

    6. Re:Not obvious by NoZart · · Score: 1

      Try to step on the spot when walking with joysticks. I had massive problems with Doom 3 VR and serious sam making me sick. But eating a ginger drop and walking on the spot completely eradicated motion sickness for me

    7. Re:Not obvious by kwerle · · Score: 1

      Fair enough - but that seems like a hardware problem. I expect the resolution to get better over time - as it always has.

    8. Re: Not obvious by Anonymous Coward · · Score: 0

      Rez Infinite.

    9. Re:Not obvious by Anonymous Coward · · Score: 0

      "cockpit games"

      Yes, porn always moves the industry forward.

    10. Re:Not obvious by Anonymous Coward · · Score: 0

      Cockpit/driving games are better with multiple monitor setups and proper flight sticks/yokes/steering wheels.

    11. Re:Not obvious by Anonymous Coward · · Score: 0

      >The best I've used is the point & click scheme such as in The Lab, but it's not terribly natural, nor enjoyable.

      Try the budget cuts demo, it has a significantly improved version of the whole VR teleport mechanism.

    12. Re:Not obvious by Anonymous Coward · · Score: 0

      then backwards.
      then forwards.
      then backwards.
      etc.

    13. Re:Not obvious by Cederic · · Score: 1

      You can move around a small room just fine, it works exactly as advertised and couldn't be more natural (assuming you are used to walking)

      Sure, if you have enough room to set up a Vive. Nobody I know in the UK has that much space without seriously rearranging their house.

      It's a broken concept and modern houses keep getting smaller so I don't see a future for room scale VR in the UK. That's likely to apply to most of Europe and a non-trivial proportion of the US too - e.g. everybody living in cheap apartments.

    14. Re:Not obvious by Cederic · · Score: 1

      Why are multiple monitors better than a VR headset?

      You can use proper flight sticks/yokes/wheels with either setup.

    15. Re:Not obvious by tttonyyy · · Score: 3

      My first taste of "proper" VR was on a mate's Rift DK1. I think that was great because it was the novelty. What I took away from that was the genuine fear of falling off of high things, which I don't get gaming normally. The 2D screen is a safe level of isolation from the world of the game.

      Nowadays, I'm playing VR on a budget - an old business i5 machine with a second hand GTX 970 and PSU slapped into it, plus an eBay Rift DK2 which didn't cost a lot. The DK2 has worked with everything I've tried on Steam VR, to give me a feel as to whether to fork out for a "proper" expensive headset.

      The thrill of "being in" a game world doesn't wear off. Subnautica and Obduction are such examples. In Obduction there are paths to walk along alongside a mountain with a huge drop to one side. It looks pretty on a monitor, but it's awe-inspiring in VR. The same with standing and looking up at structures that tower above you - much more immersive in VR. Subnautica is just beautiful to swim around.

      But, it is a bit tiring on the eyes. The screen door effect is completely annoying - sometimes I can get submerged in the game enough to ignore it but not for long because it's right there in my face. I understand the CV1 and Vive are better in that regard than the DK2, but it's still there to an extent. The technology needs to move on at least another generation to really make it properly viable in my opinion (caveat - I've not tried the CV1 or Vive yet - but I read reviews that grumble to an extent about the screen door effect).

      So I play both 2D and VR - the former usually if I am sitting with someone and want to talk and share the experience. VR when I want to feel what the world is like around me.

      When I'm playing 2D, I feel like I'm missing out on the immersion.
      When I'm playing in VR, I feel like I'm missing out on a nice detailed screen without obvious pixels and that annoying screen door effect.

      VR is where gaming will end up, I don't doubt it. I really want it to be good enough to use all the time. For me the DK2 isn't quite up to it, but I still can't resist strapping it on for a couple of hours to get the feel of a place that can't be captured in 2D.

      And there is still the huge entertainment factor of having guests over and watching them try to stand up while on a VR rollercoaster. It was worth the expense just for those laughs.

      3DTV I don't care for at all. Tried it, it was OK. But VR is something else.

      --
      biopowered.co.uk - catalytically cracking triglycerides for home automotive use since 2008. Just say no to big oil!
    16. Re:Not obvious by Anonymous Coward · · Score: 0

      Aside from being much higher resolution, multiple monitors simulate the experience more accurately. When you are in an aircraft or car, you are looking through viewports, the same as looking at monitors.

      I'd also like to know how you plan on using your flight stick/yoke, rudders, throttles, switches, steering wheels, gear stick, pedals, etc. without being able to see them.

    17. Re:Not obvious by Flentil · · Score: 1

      All the of the VR games so far have been small demo-like mobile-game level crap. Where's the big games like Grand Theft Auto, Call of Duty, or Skyrim? VR won't take off for anyone but the early-adopters if they refuse to make big mainstream games for it.

    18. Re:Not obvious by Flentil · · Score: 1

      I think it's this idea that people want to move about the room that has held VR back as manufacturers get overly fixated on room-level stuff. All I want from VR is a super-immersive 3D monitor where I can turn my head and look around me. I don't need to get up and run around the room and frankly, I don't want to do that. My chair is quite comfortable for gaming.

    19. Re:Not obvious by Austerity+Empowers · · Score: 1

      Nobody I know in the UK has that much space without seriously rearranging their house.

      It's not much better in Texas to be honest. I do have the room if I want to make it in one room of my house, but strong risk of falling down stairs. Then consider the improbability of moving with children and a dog around while being essentially blind, it's not a good feeling. The technology does work though.

      I'm not really sold that small scale movement is useful. I think standing in place or approximately in place works great (although I've still managed to whack children & dog) , but I'm not sure there's compelling benefit to walking around with real life limitations.

    20. Re:Not obvious by HornWumpus · · Score: 1

      You put your hands on the controls when you start. Duh. Do you look at your car's steering wheel to find it?

      Solid controls make VR less pukey.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    21. Re:Not obvious by Anonymous Coward · · Score: 0

      You put your hands on the controls when you start.

      Yeah, good luck with that when you're trying to find the throttle or rudder controls. And forget about using any info panels or flight switch/throttle switch panels entirely. Try using most of these without being able to see them.

      Do you look at your car's steering wheel to find it?

      Yes. Quite frankly it's pretty much impossible to not see it.

  8. It's different by tsotha · · Score: 3, Interesting

    To make it compelling they're going to have to make entirely different kinds of games, not 2D retreads.

  9. Sick of hearing about the "3D TV Fail" by uCallHimDrJ0NES · · Score: 1, Interesting

    This post ends with the comment-bait line "How do you view the VR industry in early 2017? Do you think it shows promise or will eventually fail like 3D TV?" My 3D TV works fine. My wife and I watched X-Men Apocalypse on it just last weekend. No problems. Am I supposed to think it's a failure because it didn't become ubiquitous? Or is it a failure because the TV manufacturers couldn't keep pitching it as the get-in-now-or-get-left-behind future to drive a sale? That's not what technicians call failure. That's what marketers call failure. If you're asking if VR is going to make everybody who touches it buy and sell tons of software until we are all using it all day long and VR is the main thing we do....well, no, that's not going to happen. If you're planning on that happening, you'd best steel yourself for the big "failure" now. Let's stop this stupid measurement of success. Let's call success something that works. Not something that makes everyone spend money forever...that's what we call a pipe dream.

    --
    Cloudiot: A person who does not see offsite storage as a way to lose control over access to his or her own data.
    1. Re:Sick of hearing about the "3D TV Fail" by Anonymous Coward · · Score: 0

      No, you're supposed to acknowledge that 3D TV is a failure because the TV manufacturers are no longer making new models that have 3D support. (see articles all over the place). This means that the number of people making 3D content will also disappear.

      Success would be something that continues to be made. The automobile is a success. The TV generally is a success. The Cuecat is a failure. 3D TV is a failure.

    2. Re:Sick of hearing about the "3D TV Fail" by windwalkr · · Score: 3, Informative

      I think it's reasonable to consider a technology as "failed" if everybody building it gets out of that market due to lack of consumer interest. Like you, I have a 3DTV and do occasionally use that feature. But if all of the TV manufacturers have decided that it costs them more to include that small amount of extra hardware than they make back from consumers such as us, then I'll agree that it's a failed idea.

    3. Re:Sick of hearing about the "3D TV Fail" by Anonymous Coward · · Score: 0

      It failed because everyone who bought one ended up not using the feature, and nobody was asking for 3D functionality or using it in their purchasing decisions.

    4. Re:Sick of hearing about the "3D TV Fail" by uCallHimDrJ0NES · · Score: 1

      Okay, I'll bite. Let me know when you really actually totally for reals can't buy a TV with 3D, and I'll agree that the "idea" has failed. When do you think you'll be getting back to me on this?

      --
      Cloudiot: A person who does not see offsite storage as a way to lose control over access to his or her own data.
    5. Re:Sick of hearing about the "3D TV Fail" by Anonymous Coward · · Score: 0

      high-end TVs are like cars or fashion; there is a new model every year and manufacturing ceases on old models. So in about 3 years it will be very difficult to find a new 3Dtv.

    6. Re:Sick of hearing about the "3D TV Fail" by Ogive17 · · Score: 1

      It's a failure in the same sense of Betamax and HD-DVD, they could not establish a sustainable market.

      My parents got a 3D tv a few years ago, used it to watch Avatar a couple times but haven't touched the glasses since then. It's still a nice tv, they just do not use that functionality at all and have not bought any 3D movies.

      Similarly, I have a projector I recently purchased to hang up in my basement when I complete it. No intention of ever using the 3D functionality.

      VR could conceivably fall into the same category. From a technological standpoint, it works very well. From a practical standpoint, consumers just don't desire that novelty.

      --
      "Action without philosophy is a lethal weapon; philosophy without action is worthless."
    7. Re:Sick of hearing about the "3D TV Fail" by PwrSwitch · · Score: 1

      This is one of the reasons I think it's important that VR headsets remain a peripheral instead of a platform. 3D films really only exist as long as studios find it viable to film and print 3D versions of Blu-ray, but VR is accessible to any game developer out of his bedroom that wants to do something with it. I can expect there to be continued interest for years, even if it remains niche. If Valve and Facebook decide to get out, then some other hardware manufacturer can step in when VR isn't generally a secret anymore and can produce headsets at a cheaper price. It's at least a slower death than say the Wii, which has an end of life.

    8. Re:Sick of hearing about the "3D TV Fail" by Anonymous Coward · · Score: 0

      The only major hardware is that the television refresh at 120hz+ so the alternate frame shutter glasses can hit each eye.
      I think they just aren't marketing them as a feature anymore because it exists as nothing more than a bullet point.

    9. Re:Sick of hearing about the "3D TV Fail" by uCallHimDrJ0NES · · Score: 1

      Oh mighty prophet coward, why not post as self so I can check back with you on 2/23/2020 and see how hard it is to find a TV that can display 3D with syncronized glasses? High-end...that's funny. The thing I don't get is why so many people are invested in this concept of calling a perfectly-working feature "dead". I don't get what you think success looks like.

      --
      Cloudiot: A person who does not see offsite storage as a way to lose control over access to his or her own data.
    10. Re:Sick of hearing about the "3D TV Fail" by Anonymous Coward · · Score: 0

      Not long now.

      http://www.telegraph.co.uk/news/2017/01/29/3d-television-set-dead-major-manufacturers-stop-making/

      No-one is making 3D TVs beyond 2018.

    11. Re:Sick of hearing about the "3D TV Fail" by uCallHimDrJ0NES · · Score: 1

      Not long now.

      http://www.telegraph.co.uk/news/2017/01/29/3d-television-set-dead-major-manufacturers-stop-making/

      No-one is making 3D TVs beyond 2018.

      You are posting as coward because you're afraid of looking like a fool come 2019.

      --
      Cloudiot: A person who does not see offsite storage as a way to lose control over access to his or her own data.
  10. Only 30? by beeudoublez · · Score: 3, Funny

    That sounds like a great number! Why wouldn't we rally behind this?

    1. Re:Only 30? by Anonymous Coward · · Score: 0

      Because 7.5 million isn't a lot of money for 30 development teams. Because selling $250,000 isn't a reason to rally behind a game, it's reflective of the amount of people rallying behind it.

  11. In other news by Anonymous Coward · · Score: 0

    The manager of the federal lotteries board announced that only a few people win more than 250k per lottery.

  12. How do they compare? by Gadget_Guy · · Score: 2, Insightful

    How can anyone compare VR with the failure of 3D TV? 3D TV failed because who wants to wear cumbersome glasses that prevent you from being social with others? 3D TV is expensive, and causes headaches and eye-strain for some people. There wasn't any killer content to push people to 3D TV that was overwhelmingly good enough to overcome the disadvantages; a lot of 3D content was perfectly watchable in 2D. 3D TV was just an expensive novelty.

    But with VR... well admittedly it has the cumbersome glasses that prevent you from being social with others, and is expensive, and causes eye-strain and nausea, and has no killer app. But can you say that it's just a novelty? .... Hmmm. OK, maybe they are the same after all.

    1. Re:How do they compare? by Anonymous Coward · · Score: 1

      So much fail in your post...

      I've done VFX work on truly shot with two physical cameras stereo and the post conversion shitty stuff stereo. The immersiveness of 3D tv/film shitty at best.

      VR on the other hand is like the matrix from the moment you put that visor over your eyes.

      If you aren't wow'd by it then your lack of imagination/wonder is what I'd consider def not normal.

    2. Re:How do they compare? by WaffleMonster · · Score: 1

      How can anyone compare VR with the failure of 3D TV? 3D TV failed because who wants to wear cumbersome glasses that prevent you from being social with others? 3D TV is expensive, and causes headaches and eye-strain for some people. There wasn't any killer content to push people to 3D TV that was overwhelmingly good enough to overcome the disadvantages; a lot of 3D content was perfectly watchable in 2D. 3D TV was just an expensive novelty.

      But with VR... well admittedly it has the cumbersome glasses that prevent you from being social with others, and is expensive, and causes eye-strain and nausea, and has no killer app. But can you say that it's just a novelty? .... Hmmm. OK, maybe they are the same after all.

      The problem with 3DTV is 3D no matter how well implemented just isn't that big a deal. Stereo perception is such a small piece of overall way people perceive scale and depth even if you turned the effect completely off in VR it would hardly be missed.

      The difference with VR is as quality approaches holodeck, matrix or Tomorrowland advertisement ring the value proposition grows to become essentially unbounded where 3DTV even when implemented perfectly to it's full potential (e.g. perfect multi-user glasses free displays) will never end up making much of a difference.

      By far the most fun I've ever had playing any electronic game was screwing around in my rover (SRV) on a planet in VR in Elite with a few dozen other players. I was giggling the whole time in disbelief of what I was experiencing.

      From personal experience todays crappy VR technology as full of crappy limitations, bugs and crummy software is still amazing. 3DTV was never amazing...ever.

    3. Re:How do they compare? by AvitarX · · Score: 1

      There's more to VR though (doesn't mean it will work out, but it may).

      3D TV was offering nothing but depth perception, it showed the exact same thing as 2d TV.

      With VR there's a new way to interact.

      I'm not saying it will take off, I haven't even used it, but I do think there's a chance. With the TV no killer app could even be made, with VR, there's at least potential that someone developes a killer app.

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    4. Re:How do they compare? by Gadget_Guy · · Score: 1

      If you aren't wow'd by it then your lack of imagination/wonder is what I'd consider def not normal.

      Considering the low sales of VR games that is being reported here, it seems my "lack of imagination" is actually quite normal. It really doesn't matter how impressive the experience is if it makes you feel nauseous playing it for too long. It doesn't matter how impressive it is if it is priced so absurdly high that it is beyond the reach of most people.

      And it doesn't matter how impressive it is if the games are actually fairly casual, bland experiences. Developers are finding that VR seems to work best when the player isn't moving around the environment much. So they will sit you in a vehicle (or run you on rails somehow) or have you teleport to move. The limitations that they are finding restrict the kinds of games that can be played. This isn't the Matrix.

      This doesn't mean that some people won't like it, nor that I won't end up with a VR device myself. As my name suggests, I do like gadgets. But this won't be anything other than a niche market and it won't spell the end of traditional gaming.

    5. Re:How do they compare? by Anonymous Coward · · Score: 0

      > if it makes you feel nauseous playing it for too long

      Blah-blah. Around 10 people age 30 to 65 played with my Vive. Nobody felt nauseous.

      > the games are actually fairly casual, bland experiences

      There are a lot of those, but it's not fair to say there's nothing more than that. Elite: Dangerous, Serious Sam games, Onward are more than that. Interesting non-games such as Tilt Brush and that Audio studio thing, forgot what it's called. VR has been out barely for a year, it's doing ok so far. 2017 is promising both in upcoming quality games and hardware improvements.

      The price and comfort issues are real though. Hoping that comfort will be helped with the HTC's Deluxe Audio Strap, but it surely won't help the price.

    6. Re:How do they compare? by Cederic · · Score: 1

      The social dynamics for each are very different. PC gamers typically play either alone in the room they're in and/or wearing a headset that already socially isolates them.

      Adding visual isolation wont make a drastic difference for much usage, and may increase the in-game social dynamics to compensate.

      The issues with headaches, eye-strain and nausea remain barriers, but for some game genres (driving/flying type games) it's already far from a novelty.

    7. Re:How do they compare? by Gadget_Guy · · Score: 1

      Blah-blah. Around 10 people age 30 to 65 played with my Vive. Nobody felt nauseous.

      Ah yes, the old "none of my small group of friends has this problem therefore it doesn't exist". By the same logic, I've never met your group of friends, therefore they don't exist. That would explain why none of them have ever suffered nausea.

  13. Just like the steam machines... by Master5000 · · Score: 1

    ... they have a failure on their hands. Can't they just go back to making games? Gambling, skins, VR.... What happened to Valve? Are they too rich for their own good these days?

    1. Re:Just like the steam machines... by NoZart · · Score: 1

      Valve isn't a game dev anymore. It's just a marketplace.

  14. It will fail by greggman · · Score: 3, Informative

    AR will take off someday as it's useful in pretty much all situations. VR is much less useful, isolating. Requires an unreasonable amount of dedicated space. It seems like it will remain a niche except outside a few vertical markets like 3d design and architecture. I'm sure there will be a market but it seems unlikely to be a mainstream tech.

    I'd.be happy to be wrong

    1. Re:It will fail by Namarrgon · · Score: 1

      AR may be the culmination - so long as it's also capable of replacing all your reality, instead of only some of it. While AR is a much broader category, and useful in a vast variety of fields, there's still some very large niches for completely virtual reality, such as games, education, tourism, semi-interactive entertainment, many categories of desk work; nearly anything that benefits from a focus on information, rather than nearby people or surroundings. And there's a lot of jobs, hobbies, and entertainment like that.

      --
      Why would anyone engrave "Elbereth"?
    2. Re:It will fail by grasshoppa · · Score: 1

      I'd say VR will be niche UNTIL we achieve a highly sophisticated brain-machine interface, and I'm talking about to the point where volunteer-motor functions are interrupted and redirected.

      Of course, at that point there will be bigger concerns..."what is reality" starts becoming one of them.

      --
      Mod me down with all of your hatred and your journey towards the dark side will be complete!
    3. Re:It will fail by Anonymous Coward · · Score: 0

      What an absolutely moronic point of view. AR and VR are totally different things and just because they both have 'R' in part of the acronym does not make them comparable. Seeing floating things in your office is completely different to escaping to an alien world. You are an absolute chuckle fuck.

    4. Re:It will fail by Anonymous Coward · · Score: 0

      When it gets better, cheaper and has a way to walk in place... it will be everywhere.

    5. Re:It will fail by DontBeAMoran · · Score: 1

      A sufficiently good AR system could overlay an alien world over your real environment. That means you're not limited to fake-walking in a room, or limited to a small alien world the size of your room.

      --
      #DeleteFacebook
  15. Year One Was Good by mentil · · Score: 2

    Considering how brief and low-budget many of these apps are, it's not too surprising that only ~3% have made more than a quarter-million bucks. Many of the apps aren't even games, but 'experiences' that are either non-interactive, or are sandboxes with no rules/win condition. A VR game that lasts 5 hours is considered 'long' still, with ports of 2d games being nearly the only ones that are significantly longer. Recall that many early 2d games on the Atari or NES would only last an hour or so for a playthrough, if not for their difficulty.

    AAA video games have been stuck in a rut for the past 12 or so years, I think due to the standardization of controllers. New controller features/more buttons drove much of the development of more sophisticated games. I recall first seeing a PSX controller and thinking "that's too many buttons! two on each shoulder?!" but now suspect that a few more might give the industry a shot in the arm; look at how overloaded the buttons are in e.g. the Dark Souls games, and how often a context-sensitive button gets the context wrong. The PS2 added analog face buttons but they were then removed a generation or two later since no games figured out how to use them in a compelling fashion, although the analog triggers remained (thanks, Dreamcast!). Recall what new ideas came out of early mobile games from touchscreen/gyroscope controls, e.g. Angry Birds and Zenbound.

    VR makes gameplay that depends on depth perception a possibility; the 3ds was supposed to do this but it was too unstable (at first) and low-resolution to give accurate depth cues. Interacting with depth is made easier with the new generation of motion controllers, that are finally accurate enough to make it feel like your hands are in the game.

    Most critics cite the high price of VR but it's been gradually coming down. You can get a Google Cardboard viewer for nearly free from multiple sources, and if you don't have a smartphone you can get a used old-model Galaxy S from ebay cheap, and combine it with a Gear VR. If you have a ps4 there's the $500 (all included) PS VR. Even the high-end PC-connected VR is getting cheaper; a year ago you'd need a ~$320 Geforce 970 graphics card plus a $600 Oculus Rift (assuming your PC is somewhat recent), but now a $170 Radeon RX 470 will suffice, and the Rift and Vive were $100 off (more or less) around Christmas. Rumor is the Vive's price will drop $100 or so later this year due to cheaper base stations/tracking chips. Windows Holographic headsets are coming out this year for $300, which connect to Windows PCs of course. In addition, multiple companies are working on all-in-one solutions, some of which will likely hit market this year, expected to be around $500.

    Disclaimer: I've never actually tried VR, but am excited about it and follow the scene closely.

    --
    Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
    1. Re:Year One Was Good by mentil · · Score: 1

      I know it's bad form to reply to my own post, but I couldn't post everything at once (lame filter). So here's the rest:

      Motion controllers also allow for more immersive/intuitive controls, e.g. reloading a gun, throwing a grenade, or aiming a bow. Aiming a gun can be made close enough to real gun aiming that real-world skill enters the picture; most VR games with shooting have some degree of autoaim because most gamers are poor shots IRL.

      VR hardware is improving in every way, as well. Third-party accessories for the Vive are allowing data to be wirelessly transmitted to and from the PC, and replacing the headstrap with a more comfortably-fitting one. Motion controller tech is iteratively improving, with 2nd-gen Vive controllers in the works, and Oculus' Touch controllers just came out. Third-party headsets utilizing the Vive's tracking hardware/software are coming, likely with improvements and cost reductions of their own. I'm personally waiting for the 2nd-gen hardware before I buy in, the cost is too high for me to justify buying something I know I'd want to replace within a year or so.

      --
      Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
    2. Re:Year One Was Good by Anonymous Coward · · Score: 0

      In addition to VR apps/games being low-budget/brief/cheap, there is a very limited userbase for these.
      How many VR headsets are out there, especially in hands of users? Couple hundred thousand, half a million?
      Among people I know, VR headsets tend to be in hands of developers who rarely if ever buy games for these.

    3. Re:Year One Was Good by Anonymous Coward · · Score: 0

      "AAA video games have been stuck in a rut for the past 12 or so years, I think due to the standardization of controllers."

      Nah, AAA is stuck in a rut because costs spiraled out of control. So you get indie quality games with new ideas (read crap art, buggy, rough) using tools like Unity or Unreal, or you get very safe AAA level games that have historically proven to make money (Call of Duty, Football, etc). I think the golden age of AAA was about 2000-2008. That was when technology had caught up enough that designers could, within reason, make whatever type of game they wanted, but costs hadn't gotten so high that every game was a "bet the farm" type endeavor.

      VR is sort of a horrible spot. AAA doesn't want to support it as it would be even more expensive to create than a standard console release and there is no proven methodology to make money. Indies will support it, but they might not hit the performance marks you need to not make people sick, and quality will vary drastically all over the place.

  16. I was skeptical about VR by monkease · · Score: 5, Insightful

    ...until I tried it.

    I have no idea when exactly VR is going to happen--obviously, a >$500 PC + an 800 headset is too big a price point to see mass adoption--but I have no doubt it is going to happen. There's really never been anything like it. I got a Vive some months ago and every person I've shown it to has come out of it looking like they're coming down from a mushroom trip.

    However, the challenges to making the experience as compelling as we naturally feel it should be are numerous. Not only does a developer need engineers and art and immersive sound etc., like any interactive medium, but designing for total experience is just something there isn't even a vocabulary for yet. A film director has total control over the frame; a screen-game designer still has quite a bit. Not so in VR; people look wherever they want to. And then how to design for people of all sorts of different physiologies, heights, abilities, etc. etc. and make the experience compelling for each of them? It's a monumental task, and anyone saying otherwise just really hasn't thought about it.

    It's my feeling that all this talk about VR "making it" or not is really just a news cycle digesting itself. Last year some people figured out they could make headlines if they talked out of their asses about billions-of-billions-of-dollars in instant revenue. A lot of people outside the industry thought this was pretty exciting. Then it didn't happen. Now the adults (Newell, as well as HTC's CEO Chou, Zuckerberg, etc.) are stepping in and saying, "uhh, we don't know why you were listening to those guys in the first place."

    1. Re:I was skeptical about VR by Anonymous Coward · · Score: 0

      VR has that feel of 'cool but not yet'.

      The current gen of VR is very cool. But in some ways looks limited.

      It will be the next gen or the one after where it is a 'must have'. It is on the pricey side as you point out. So if you want it you better be willing to pay bit for it.

    2. Re:I was skeptical about VR by Scutter · · Score: 1

      Unfortunately, the vast majority of people's first interaction with "VR" is through Google Cardboard, Gear VR, and other Viewmaster methods of holding your cellphone up to your face. That's about as from from actual, immersive 3D VR as you can get. But it's enough to make people go "Hey, this is kind of interesting but why should I pony up $700 for a Vive? This isn't worth $700." and onto the pile of failed tech it goes.

      I truly believe that the future of real VR is bright. The potential is limitless. But we're not quite there yet.

      --

      "Tell me doctor, with all of your defenses, are there any provisions for an attack by killer bees?"
    3. Re:I was skeptical about VR by Anonymous Coward · · Score: 0

      "A film director has total control over the frame; a screen-game designer still has quite a bit. Not so in VR; people look wherever they want to."

      People keep saying this, but games have been dealing with this particular problem since at least Half Life.

    4. Re:I was skeptical about VR by Cederic · · Score: 1

      A film director has total control over the frame; a screen-game designer still has quite a bit. Not so in VR; people look wherever they want to.

      A game designer - screen or otherwise - has complete and total control over what appears to the player. Far more control than a film director, and the choice to give an illusion of that control to the player (with FOV changes as well as just looking around) without losing any of it.

      Shit, players looking wherever they want was a solved problem in 1984: Elite required you to move your whole ship but didn't constrain where you pointed it at all.

      And then how to design for people of all sorts of different physiologies, heights, abilities, etc. etc. and make the experience compelling for each of them?

      Possibly the very exactly same fucking way that game designers have been successfully handling this challenge in games over the past few decades. VR is a more immersive environment with head movement as a control rather than mouse-look but the player character in the game can be identical in either. VR doesn't introduce new problems unless a game designer explicitly chooses to constrain a character to the input range available to the player. They can easily choose not to too.

    5. Re:I was skeptical about VR by monkease · · Score: 1

      Possibly the very exactly same fucking way that game designers have been successfully handling this challenge in games over the past few decades.

      Okay, so you're doing level design, say for a shooter. Gears of War. You've got to take cover behind stuff so as not to get annihilated. How do you design that stuff? If you make it too tall you've got some portion of the population that can't see over it, make it too short and you've got people bending at the waist to duck. Make it too thin and you've got someone sticking their arm through it to shoot. Make it too fat and they can just camp out inside it, shielded by the box collider around it.

      I get it though. You have to affect frustration to give cause to your desire to be pedantic, because being pedantic is an easier way to seem authoritative than sitting around thinking about a thing for a couple minutes.

      Anyways, the examples I gave are just a few small examples of the design differences in VR. Nearly every level of game design is meaningfully different in VR--from how one holds items, to movement (a HUGE open question in VR), to physical acts like throwing, to 3D sound design, to graphical limitations, and especially the added requirements of creating "presence".

      I'm not the first person to think of this stuff. I'm just a dude who's actually read and thought about it.

    6. Re:I was skeptical about VR by Cederic · · Score: 1

      Okay, so you're doing level design, say for a shooter. Gears of War. You've got to take cover behind stuff so as not to get annihilated. How do you design that stuff? If you make it too tall you've got some portion of the population that can't see over it, make it too short and you've got people bending at the waist to duck.

      Exactly the same fucking way that you design it now.

      You think a VR headset knows how tall you are? No. Your in-game avatar and your real height are entirely completely totally and intentionally utterly fucking disconnected.

      I can enter a VR game as a 2 year old girl in nappies or as a 20 metre tall dinosaur. I don't have to actually shit myself or eat tall trees in real life to do this.

    7. Re:I was skeptical about VR by monkease · · Score: 1

      Um. You have never used a Vive, have you.

      Pro-tip: saying "fucking" a lot doesn't make up for a total lack of experience in what you're talking about.

  17. Bad for VR-dedicated developers. by Anonymous Coward · · Score: 0

    There were some developers who said they were going to develop exclusively for VR. That's an exceptionally bad idea when there are multiple headsets out already and a few more still coming or in development.

    The odd thing is that these were smaller companies without the resources to spare. Larger developers could afford to experiment without hurting their bottom line.

  18. Only? by rsilvergun · · Score: 1

    Back in my day (C64, Atari 800, TRS80) thems good numbers.

    --
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    1. Re:Only? by default+luser · · Score: 1

      These days, thatbarely keeps the lights on at a small company.

      The average price for a VR game on Steam is around $25, so these games are selling less than 10k units. So the top 30 games have sold maybe 400-500k units total.

      Considering well under half-million headsets have have been sold (was 150k back in September, just after supply issues had been resolved) Let's say during the holiday rush they doubled that to 300k Vive units shipped.

      That's a pretty pathetic attach rate, which means either (1) the games are terrible, or (2) the hardcore Adrenalin junkies are buying it for their simulation game of choice (cars, space combat, or sports), and nothing else.

      If those estimates ae correct, the it looks like the attach rate for paid games on Steam VR is between 2-3. Those are Wii-level numbers! Don't expect any serious effort from anyone besides Valve with sell-through that bda.

      Cause really, the hardcore simulation lovers assume the rest of the world loved a hardcore simulation, no matter the discomfort, or cost. These are the type of people who will drop a five hundred easy dollars on custom pedals or controllers for their favorite simulated distraction:

      https://arstechnica.com/gadget...
      http://www.thrustmaster.com/pr...

      --

      Man is the animal that laughs.
      And occasionally whores for Karma.

    2. Re:Only? by burnetd · · Score: 1

      They must be doing something wrong then because Resident Evil VII has over 250,000 registered players. Registration is optional so who knows what the actual numbers are ? That is for PSVR alone, maybe not supporting the PSVR is what they are doing wrong.

      http://www.roadtovr.com/latest...

    3. Re:Only? by burnetd · · Score: 1

      Darn it, having to reply to myself.

      Actually 280,000 is an estimate, the actually registered number of VR users is currently 142,185.
      The 280,000 figure is based on the 9% of sales as 142,185 is 9.41 % of all players (1,510,998) and estimated sales of 3 million copies.

    4. Re:Only? by Cederic · · Score: 1

      $250k is an arbitrary cut-off. You may find that of those 30 games, some still lost money, some paid dev costs and made a profit, and some may be multi-million dollar success stories.

      It's also tricky to properly account for VR revenues. Are Elite Dangerous sales VR sales if they're bought by someone with a VR headset, played on a VR headset or played once on a VR headset then not again?

      Without the full sales picture for those games it's not sensible to assume they only barely cleared the $250k mark.

  19. How do you view the VR industry in early 2017? by Anonymous Coward · · Score: 0

    I view the VR industry from the 1980's with a great deal of disdain and scepticism. I'm surprised it's still dragging itself along like a legless zombie in 2017.

  20. Missing the market... by Anonymous Coward · · Score: 0

    All Valve has to do to absolutely dominate the market is to reproduce VHS vs. Betamax world domination procedure. For those youngsters who were never exposed to videotape, the VHS format was technically inferior to Betamax. But Sony tightly controlled what could be released on Betamax - refusing to allow allow "art film" producers to use it, and the competing format - VHS, championed by Matsushita/JVC - was "open." Consequently, Betamax died a slow death. It was kept on life support by broadcast TV companies.

    1. Re:Missing the market... by desdinova+216 · · Score: 1

      I thought what caused betamax to ail in the consumer sector was a combination of Sony not licensing the format to other manufacturers and that the tapes wouldn't last longer than an hour.

  21. VR Naysayers by Anonymous Coward · · Score: 0

    Suck it up. VR is gonna rock once it goes to 4K. The future is bright for VR.

  22. Hololens CAN be VR by SuperKendall · · Score: 1

    What has Microsoft done with VR? Hololens is not VR.

    The beauty of any AR systems is that they can also be VR, they simply block out the entirety of the outside world, or otherwise re-skin it (a better approach so you don't bump into real objects).

    Now it's true that the Hololens cannot block out your whole FOV presently, but that's why they have extended out the timeline for delivering a consumer product. As it is the 360 videos they offer still work pretty well, even in the smallish field of view they cover today...

    Currently as primitive as it is Microsoft has the best platform for the future of any VR use that is public. I'm sure there's better stuff the public does not know about yet...

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:Hololens CAN be VR by Anonymous Coward · · Score: 0

      Several major problems with Hololens:

      You can't make it VR by blocking it off because it operates with ambient lighting.
      The viewport is a tiny box right in the middle of your field of view.
      The resolution is crap.
      It requires Windows 10 to work.
      It's way too expensive.

      It is a dead-end technology that will never go anywhere or be adopted in any significant numbers.

    2. Re:Hololens CAN be VR by xyra132 · · Score: 1

      Serious question: name a better platform? I would love a better system, but can't find another that offers the tracking accuracy inside out sensors and mixed reality. I have business customers from all over very very interested in the technology. Now I know it isn't there quite yet (viewport / resolution issues), but the second (or third as per the post the other day) hopefully might resolve some of that. I haven't been able to find anything else close. Meta2 was looking promising, but I don't think it has the structured light tracking the hololens has?

    3. Re:Hololens CAN be VR by Anonymous Coward · · Score: 0

      No it can't. People want full immersion. 4K resolution, and wide FOVs.

    4. Re:Hololens CAN be VR by Dripdry · · Score: 1

      Just used one the other night. It's incredible, well and truly incredible.
      Personally, I'd get one of those before I get VR. The real-world applications are far wider than VR.

      --
      -
    5. Re:Hololens CAN be VR by Anonymous Coward · · Score: 0

      I've used one too and it was crap. I suppose it might seem incredible to someone who had no experience with VR or AR though, much like a lightbulb would seem incredible to someone who had only lived by candlelight.

  23. Real 3D vs Fake 3D by SuperKendall · · Score: 1

    How can anyone compare VR with the failure of 3D TV?

    3D TV "failed" (though I see there are still 3D showings of any big movie to this day) because it's not really 3D at all. Just because you can tell some things are closer is nothing like 3D. It's maybe 2.5D at best - you can't lean over to look at something behind something in front, for example...

    The reason why VR (really the AR/VR spectrum) will succeed is that it's fully 3D. You can look around something You can look under something. You can move around something.

    What will be truly amazing to experience is when someone gets around to recording a fully 3D video (where perspective can be changed within some limited space). That will make the 360 video of today look like cave paintings.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  24. VR is the future by cherishjoo · · Score: 1

    I always believe VR will change the whole world. I have a VR device myself but I don't use it a lot for playing games. Watching VR videos is my favorite.

  25. Where 3d TV failed and why it doesn't translate by Opportunist · · Score: 3, Interesting

    3DTV has one fundamental flaw: It doesn't add to the experience. You're still watching a movie. Basically, to translate it to VR, that would mean that you're still playing Civilization or Tabletop Simulator, but watch the game float in front of you instead of looking at it on a screen. If that was all VR is, yes, it would be doomed to fail. Because for that experience, the overhead is WAY too high. Setting up the whole equipment, in a room that's more or less dedicated to playing, wearing a VR helmet, all that just to get an experience that may be fun the first 3 times but loses its gimmicky charm soon, that won't fly.

    VR is much, much more, though. Yes, there are games that are essentially banking on being gimmicky versions of normal games, but there are also experiences you cannot sensibly duplicate on old school gaming hardware. There is that lightsaber game, or a game where you climb up houses, games where being able to experience 360 degrees is vital to the whole game and so on.

    New technologies in gaming have often been used wrongly. Why? Because all that was tried was to cram the same games into the new technology. Often with subpar results. Whether it was different input devices or some gimmicky toys (powerglove, anyone?), what most of them did, and what still a lot of VR game developers do, was to try to cram the old formula into the new technology. That can only fail. Because the formula has already been optimized to fit the technology that exists. You will not create the better RTS game in VR. At least not if you offer the same interface that is optimized for keyboard/mouse/screen gaming. If you can add the VR component, then we're talking. How about a "god-game" where your believers actually react to where you stand, towering over them? Or a strategic game where you actually ARE the general and your troops actually react to you being "there" with them?

    VR games will, at least in my expectation, be less defined about how you play something different but way more about immersion than games were so far. To expand on the "general" example from above, contemporary games already allow you to play Napoleon, sit on your hill and send dispatch riders to your troops. VR will allow you to really experience this, with full 3D audio and the fully immersive experience of "being there". The quality of the experience would be a vastly different one. And this can actually be true for any kind of game, from sports to RTS to jumpscares, whatever your preferred genre, the experience will be vastly more immersive.

    What will make or break VR, though, is whether we find new genres that only make sense on VR. Like I said earlier, there are a few experiences you cannot sensibly duplicate without VR. That would be basically all experiences where a full body simulation enhances the experience or even makes it possible in the first place altogether. The lightsaber game from earlier would be a good example. There isn't really a sensible way you can implement something like this with mouse/keyboard input or controller input. It just won't get the same feel to it.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  26. I see what you did there! by Anonymous Coward · · Score: 0

    From the friggin' summary: "Valve President, Gabe Newell [...] throwing the bulk of their weight [...]"

    Sorry, couldn't resist...

    AC

  27. Sigh. by ledow · · Score: 1

    Oh, no, that's only $7.5m!

    God what a flop for software-only sales!

    How on Earth do you manage to spin an article/summary/headline like that?

    Especially when I cannot name ONE AAA VR title yet.

    1. Re:Sigh. by Opportunist · · Score: 1

      It's very unlikely that we will see AAA VR titles any time soon. Simply because the market is by no means big enough yet to be interesting for AAA developers.

      AAA titles have to sell in the millions or at least close to it to recoup investment. That's by no means possible now. In November, Valve announced "more than" 140k Vive units sold. Let's say they sold 200k by now. And let's add as many Occulus, and throw in another 100k "others". That would mean that there is a world wide market of half a million units.

      Even if every single owner of any VR device bought that title we're still not at a number that warrants the investment. With a cost in the ballpark of 10 to 40 million dollars, nobody is going to risk that on a game that may, at best, sell half a million units. Yes, yes, at 60 dollars a unit this may even break even. But with the same budget you can crank out the next incarnation of CoD, BF or slap a new year number onto some sports game and make a multiple thereof.

      Risk free.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:Sigh. by Troed · · Score: 1

      It's very unlikely that we will see AAA VR titles any time soon

      Resident Evil 7
      Dirt Rally

      both on PSVR

    3. Re:Sigh. by Opportunist · · Score: 1

      Ok, so what we'll see (and what we do already see) is games that can be played in VR too, but, and that's the key difference here, with conventional inputs.

      What you get here is a "pseudo-VR", where you do gain 360 vision but with still exactly the same controller-based input.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    4. Re:Sigh. by Troed · · Score: 1

      If you claim that a fully functioning HoloDeck is the only "true" VR then yes, I would agree.

      ... but since I have both, and play them, I would claim there's nothing pseudo about the experience whatsoever.

    5. Re:Sigh. by Anonymous Coward · · Score: 0

      That's because you've already wasted tons of money on them and now you're trying to justify that to yourself. What people like you call "VR" is nothing but a bulky head tracker.

      Let me know when I can put on a pair of wireless sunglasses with 4K resolution screens per eye that also handles smell, taste, touch, allows full range of movement without bumping into anything in the real world and has a 4+ hour battery life. Because until then, VR doesn't exist.

    6. Re:Sigh. by Anonymous Coward · · Score: 0

      It's cute that you believe your viewpoint is somehow relevant for others to know about.

    7. Re:Sigh. by Anonymous Coward · · Score: 0

      It's just as relevant as yours or anyone else here. In case you didn't know, this is a public forum. By your child-like logic, nobody should be posting here, including you.

  28. VR is where it's at. AR is going to flop. by xtal · · Score: 1

    First off, anyone who has tried a Vive gets blown away. Even the stupid demo applications are hella impressive. When you play something like Project CARS or DCS, it's very difficult to communicate how real the depth is, and how immersive the full room simulation and tracking makes the experience.

    Second, it's not just gamers and technical people. My wife, who never has expressed any interest in any video game ever, is bugging me to get the wireless adapter so she can play Holopoint more. Which she routinely plays until she can't move, and Holopoint is a pretty basic game. I pay attention when there are technologies she looks to use; I imagine others do as well.

    Third, the average price of most Vive games on the Steam store is under $5. This is impressive, given that there are probably only 500k Vive units out there.

    AR requires you to wear stupid headsets in public. Outside of specialty professional engagements, until you get AR on a contact lens, this is never, ever, ever going to go into the mass market. AR and 3D TV are much closer in terms of the market problems. The gateway to AR is going to be your smartphone.

    VR requires a stupid headset but literally puts you in your own world.

    VR, and the Vive specifically, is one of the few technologies that has left me awestuck. The first time that happened was when I figured out how to use my 300 baud modem. The second time was when I got my hands on an internet connected VMS VAX. This was the third.

    Interesting times. If you're a doubter try a Vive on a well equipped PC.

    --
    ..don't panic
    1. Re:VR is where it's at. AR is going to flop. by Anonymous Coward · · Score: 0

      How do I try a vive on a well equipped PC, without buying a vive and a well equipped PC?

      Kind of difficult. Which kind of leads me to believe that if it requires trying before you understand the value of them, then not many people will buy them.

      I think I'm with valve. It might be successful in the near future. but not now with the current technology and price.

    2. Re:VR is where it's at. AR is going to flop. by xtal · · Score: 1

      There's enough of them out there that you can ask an early adopter.

      PCs used to cost ten grand, remember?

      --
      ..don't panic
    3. Re:VR is where it's at. AR is going to flop. by Anonymous Coward · · Score: 0

      Yeah and I could go to a physical computer store and try out any of those PCs before spending a dime on them. I could also buy a C64 for a few hundred dollars instead, which in many ways was actually superior to the much more expensive IBM PCs of the time.

    4. Re:VR is where it's at. AR is going to flop. by Agent0013 · · Score: 1

      And you can go to the computer store to try out the HTC Vive. Same thing. I saw the Vive set up for demos at the Microcenter near me a few weeks ago. I have also heard they have them at Game Stop stores and possibly Microsoft stores.

      --

      -- ssoorrrryy,, dduupplleexx sswwiittcchh oonn.. -Quote found on actual fortune cookie.
  29. DiRT Rally by Anonymous Coward · · Score: 0

    DiRT Rally on PlayStation VR is absolutely amazing. Once you go there there's no going back to regular "flat" driving again. This is very far from 3D movies where I don't really care if I watch them in 2D or not. The actual ability for the driver to judge distance vs speed in VR is completely different (and incredibly realistic) compared to regular flat gaming, even in 3D rendered worlds.

  30. VR is a fad - like 3D movies. Too much faffing around for mainstream appeal.

  31. The VR Experience by nehumanuscrede · · Score: 1

    The problem with VR is twofold:

    1) The cost of the hardware required to run it is still pretty steep. This is something you really can't just skimp on if you want decent frame rates. Expect to build a system worthy of the " gaming rig " title if you want a decent experience.

    2) Due to the first problem, there aren't as many folks buying VR titles. As a result, the developers are hesitant to pour money and resources into the creation of the titles as they will have a difficult time recouping the costs. This really becomes a problem with multiplayer titles as you will quickly note the lack of players to compete against.

    I own an HTC Vive unit paired with a higher end gaming rig and while it does the job as advertised, it isn't without some minor issues.

    Resolution is one of them and is the first thing you'll notice if you're used to looking at the ultra-crisp flat panel displays we're used to. You will get used to it, but it is an issue. The GPU hardware just isn't there to drive dual 4k displays at 90 frames per second. It'll get there, but we're not there yet.

    The unit isn't glasses friendly. You can wear them, but they need to be a narrow frame to fit within the headset. I have a specific pair I wear when using the unit.

    The unit can be a bit heavy for some folks and uncomfortable after a time. Those who are prone to motion sickness had best leave this tech alone. The wiring tends to get in the way and I find myself unwrapping from the wiring from time to time.

    You need a wide open space to play in. I can't tell you how many times I've whacked the door, ceiling fan or other items in my play room flailing about in VR space. It does an OUTSTANDING job of making you forget you're actually standing in a small room but you'll remind yourself in a hurry when you whack the wall. ( Keeping the boundary warnings on does help )

    Overall though, the VR play experience just puts everything else to shame. To the point where I'm looking forward to good VR titles far more than I am a non-VR game. I think the best path going forward for developers would be to develop for both platforms allowing the use of VR hardware if available. The typical first person perspective titles would be great candidates for this. Eg: Skyrim, Fallout4, any of the First Person Shooters out there, etc.

    Some of the titles I particularly enjoy:

    QuiVR ( pre-release, dedicated developer patches / updates nearly daily. Outstanding title. )
    Eagle Flight ( UBISoft's foray into VR. I have more hours played in this than any other title and what I bought the Vive for. Unique flying sim )
    Space Pirate Trainer
    AudioShield
    Thumper
    Serious Sam VR ( still in development )
    TheBlu ( good for demo use for your family / friends. Lots of " Oh Wow " moments, no motion sickness )

  32. There are less than 30 decent games... by oic0 · · Score: 1

    Im surprised there are that many to break 250k. I own a rift setup and check the stores daily. Steam is full of shovelware and demos. Even oculus home is mostly experimental indie games. There just aren't many games worth buying, especially on steam! The ones that are worth buying, everyone gets.

    1. Re:There are less than 30 decent games... by Greyfox · · Score: 1

      Yeah, you look at current articles recommending VR games, the same 15-20 always come up. Other than those 15-20, most of the stuff on steam for VR is crap. Actually quite a lot of the stuff on steam is absolute crap anyway. There are a ton of games on there that appear to be written by some teenager who is in the process of teaching themselves how to program on unity, with stock purchased assets or stolen ones, and which will barely run at all. Valve doesn't seem to care about the quality of the product on their service, so it's up to you to develop a crap filter. So it should really come as no surprise at all that our crap filters filter out most of the VR offerings. We all own the good titles at the moment, and will no doubt buy new ones that prove to be good, as we learn about them.

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

  33. Have you tried it?! by Anonymous Coward · · Score: 0

    Pretty much all of these posts can be summed up in, "Have you tried it?"

    People that have, will argue that it doesn't matter, these are rich games and a new space, it will take time, but literally everyone can have my money if they keep making awesome content.

    Then the rest of you will be too cheap / poor / an a$$hole and say this is proof it will die.

    Find a friend that isn't a jerk and has a good job. Give a game a try.
    I never want to go back to console games. They just don't make the cut. They are for nostalgia only.

  34. Still waiting on a job by Anonymous Coward · · Score: 0

    Once I can find full-time employment with standard benefits then I will be able to justify spending $1K-$2K on a headset and PC upgrade to run it. In the mean time, I might pick up a PSVR if I can ever find a demo station to try on the headset first. By far the biggest problem with VR is trying to find out whether or not the headset will fit your head, not to mention how it will work for people with vision issues that can't wear contacts.

  35. VR will be practical when they hit 1000 FPS by Anonymous Coward · · Score: 0

    The simple fact is, VR is disorienting because of low frame rates. Don't give me that bullshit about how the human eye can only perceive 24 FPS or whatever. That applies to watching flat 2D screens from a distance done by studies with outdated methodology. Analog systems are not so easily quantified and anything other than pure analog input can have issues. VR is very "close" to the eyes and surrounding. We need faster frame rates... much, much faster. The technology isn't there yet.

  36. Bad metric by JThundley · · Score: 1

    Comparing successful games to the number of not-as-successful games is a bad metric. There's lots of shovelware VR titles just like there is any other open platform. There's also a lot of low-cost games that aren't trying to make AAA money.

  37. one pretty obvious reason.... by Anonymous Coward · · Score: 0

    the peripheral is too expensive - I would have bought an oculus or comparable VR headset if they were affordable, they are at least 3 to 4 times what I would pay for them.