VR's Tough Demand: Your Undivided Attention (axios.com)
Ina Fried, writing for Axios: If you want to know why virtual reality hasn't taken off, you might want to blame our addiction to smartphones. Why? While the power of VR is to be transported into an immersive experience, consumers will demand a lot out of something that makes them give up Twitter and Facebook, even for a few minutes. One perspective: "It has to be a really compelling reason to get you to give up all that," Shauna Heller, a former Oculus worker who now consults on VR projects, said Thursday at the Mobile Future Forward conference near Seattle. "There aren't just a ton of those reasons just yet."
Can anyone translate this to English? "There aren't just a ton of those reasons just yet."
What?
They are not
Crack that nut (ha-ha) and you have your compelling reason.
HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
They make me queasy and occasionally I will be unable to stop a projectile vomit attack depending on the content. It's horrible, it's like the sun letting lose with a coronal mass ejaculation and anyone standing near me is going to bear the full brunt of the plasma. I don't know if they ever will be able to make something I can use. But I don't use Facebook or Twitter either, so I don't know why the article keeps bringing those programs up. Really has no bearing for most people
Apologies for the real reason: the games suck. No one wants to buy them, so no one buys a headset for this one awesome game one can't live without.
People play games all the time, in fullscreen, no twitter.
Even if there were a twitter addiction: one could easily integrate it, it's simply a monitor like any other, it doesn't matter if I display twitter on it or a game. Even the input could be managed: every Windows Version has speech recognition for years. A microphone isn't really new tech when you have a VR headset.
Smartphones have nothing to do with it. I see three things impeding the mass acceptance of VR:
1) It's expensive
2) You have to wear it
3) There's no use case compelling enough to overcome 1 and 2 (unless, perhaps, you're a hardcore gamer)
The reason VR hasn't taken off is that it has some major flaws:
1. Lack of focus perception (focus point appears to be somewhere around 3m from your face)
2. Inability to have smooth movement without causing motion sickness, which limits gaming to "interact" and "teleport".
3. It's expensive. People won't justify spending $500 on a VR set, on top of the price of the console/pc needed to run the games, if they don't see great things to do in it. Specially if they don't have a large room to play on, and gamers tend to live in small rooms.
After playing my oculus rift for 5 minutes, VR is here and it is going to be everything and everywhere. Don't worry about social feeds, games will figure out a way to shoehorn feeds in. Was it the Populous game that would have one of the little people run up to you with a sign when you got an email? Games will figure out a way for people to get their social drugs mainlined while in the rift.
VR is the future and nothing will stop that. Eventually, and I'm guessing within 8 years, VR will not only be with the huge isolation googles, but will be also be possible with the Oakley style glasses as well.
For me its the expense for something that gives me access to some tech demos. I think for it to really take off, there needs to be a killer app. A game or purpose for which the public really has to have it and make it worth shelling out the not insignificant cost for the equipment and space required to use VR.
There really needs to be Skyrim or PUBG level popularity game available and the interface needs to be at least as easy and precise as keyboard and mouse or at least a standard console controller to use.
This is bullshit ad.
ONLY appy app apps like Apper and Appbook can app apps, NOT LUDDITE VR!
Apps!
facebook VR interface. why do you think they paid 2.3 *billion* dollars for oculus? it wasn't to keep the VR tech separate from the facebook cash cow and data hoover.
Nothing I regularly watch/consume has a compelling VR port or option. There are multiple vendors, I don't know what's compatible with what, or what's exclusive to what. Reminds me of VHS/Beta and HD-DVD/Blu Ray. There are wires and cables and drivers and bits and parts. Some days it's a hassle to find the remote control when the kids hid it somewhere, let alone digging up all the bits of a VR rig. Also, I'm the only one who can enjoy it. Will we need to have family movie night sharing the VR goggles? Lastly, price -- looks like a VR rig is something like $500. I can buy a fairly decent television we can all watch TV/movies on, or play games on. If we wanted to have a family VR night I'd have to spend $2K on VR stuff, plus whatever they might need to plug into (console? PC?). I'm not interested in buying four playstations, xboxes or PCs.
It's horrible, it's like the sun letting lose with a coronal mass ejaculation
I don't think that phrase means what you think it does. but either way, damn that's hot.
I don't use Facebook or Twitter either, so I don't know why the article keeps bringing those programs up.
I'm guessing it's because someone has determined that the sort of people who are likely to be interested in buying one of those things are also the sort of people who use Facebook and Twitter a lot? Otherwise, you're right -- bringing that up makes no sense.
VR will never be useful due to human physiology. Motion sickness is what normal people experience after using VR for a period of time. Of course, not the special snowflakes here, they are immune. But normal people.
A multi-monitor setup is superior to any VR setup as far as both work and gaming are concerned. You don't need to worry about prescription glasses with monitors. You can also get up and leave at a moment's notice without pulling off a headset (not just for smartphones, but for the bathroom or to get the door). HTC Vive needs an open area (Oculus Rift doesn't, but apparently it's not as immersive). Then you've got a bunch of cables coming out the headset. Seems like a bother.
Add to that most games require the player to remain in a limited area and teleport to stations. That won't work for open-world/area games where you can run around a lot.
Combine the limited gameplay options with the huge cost and it's no wonder adoption has been limited despite hype from gaming journalists. (Some of whom complained about Nintendo Switch lacking VR support, one of the most myopic views I've ever seen.) Next, they'll complain about lack of 3D glasses support.
I don't do FB or twitter.....and have no problem putting my phone down.
Do people out there really have it so bad that they can't bear to put down or miss a FB post or tweet?
Sounds borderline addiction to me.....is it really *that* widespread?
Is this generational (mostly a millennial thing)?
Light travels faster than sound. This is why some people appear bright until you hear them speak.........
No it is not our short attention spans.
VR has failed for _numerous_ reasons
* It is hard to demo
* induce vomiting nausea is NOT a selling point
* Bulky glasses are Bulky
* Niche market
* Still an over-priced fad
* Quality is all over the place
Nothing I regularly watch/consume has a compelling VR port or option.
That's because it has to target VR in the first place to be truly compelling. There are games/videos where this is the case but you haven't heard of them because you haven't looked.
There are multiple vendors, I don't know what's compatible with what, or what's exclusive to what.
It's actually pretty easy. Steam tells you which games are compatible with which platforms (usually it's both) and it's very easy to run Steam's VR software with a rift or vive.
Also, I'm the only one who can enjoy it. Will we need to have family movie night sharing the VR goggles?
What you see/hear is displayed on the TV as well for the benefit of others. It's like playing a game where only one person can use the controller at a time. It's still social.
Lastly, price -- looks like a VR rig is something like $500.
Oculus just had a sale where everything you needed was included for $400 new. You can get used sets for even cheaper. This is console territory.
If we wanted to have a family VR night I'd have to spend $2K on VR stuff, plus whatever they might need to plug into (console? PC?).
Now you're just blatantly lying due to what seems like an inherent objection to new technology. Maybe do some more research before knocking it?
I don't use any Twitter Facebook-gram stuff. I certainly don't give a crap about VR. Maybe because (1) I'm not a gamer, (2) I don't like entertainment/content, (3) I spend enough time slaving away in front of technology. When I want to unwind that's what a hike through the woods is for. People are missing out on all that nature has to offer.
There are people who make technology while simultaneously being luddites.
"While the power of VR is to be transported into an immersive experience, consumers will demand a lot out of something that makes them give up Twitter and Facebook, even for a few minutes."
Then program a VR phone in my hand. Then I can run apps in my VR world and check on real-world twitter and facebook if I want.
This might not be ideal for those watching VR porn. There will usually be other things in your VR hands during that experience.
Do people out there really have it so bad that they can't bear to put down or miss a FB post or tweet?
Yes. There are more of those people than you might think.
Sounds borderline addiction to me.....
Borderline?
Is this generational (mostly a millennial thing)?
I think at least mostly.
He's getting rather old, but he's a good mouse.
I tried some cheap VR headset attached to my phone and it was a crap experience - I returned the headset to the store. I want something really immersive, like take me to a remote beach and make me feel like I'm there. Or something I can mind-trip to while I fall asleep. I don't know if it was the cheapness of the VR headset I bought or just that the technology lacks right now.
I'm pretty engrossed in various things that grab my attention. I did recently come into possession of a VR headset for $200 which is Very Cheap relatively speaking. When I'm doing something in it, it's compelling enough to have my full attention. Otherwise, I'm not wearing the headset. Maybe Shauna wants me to always be wearing the headset, but that's not going to happen until there's enough reason to do so.
That said, there's a few things I noticed about VR:
So, simply put, adoption is had because it's expensive and there isn't anything compelling, and it's not profitable to develop anything compelling because the adoption rate isn't there. Also there are hard barriers in adoption because of the nature of the technology and its current limitations.
I thought it was the low-rez pixelated lcd screens, and motion sickness due to low refresh.
Valve's demo for VR is amazing, the portal repair is a great teaser. HD 360 full immersive movies is awesome to watch.
But those pixels...
Partially devil's advocate below. I'm playing the role of "dude who likes TVs and console games with limited time because of family" ... or maybe "mass market guy". I'm not even going into the "retired people" or "people who can barely operate their smartphone" segments of the mass market. I'm doing this since the OP was specifically about "VR taking off". In my mind, that means it's a mainstream technology like a smartphone, TV, app, game or other thing you could reasonably expect the person next to you on a flight to know about.
Nothing I regularly watch/consume has a compelling VR port or option.
That's because it has to target VR in the first place to be truly compelling. There are games/videos where this is the case but you haven't heard of them because you haven't looked.
I see advertising for AAA game titles, movies releasing on DVD, movies in the theater, TV shows, upcoming sports events, when big name shows come back for a new season. I get this all passively while watching TV, watching youtube, listening to the radio or reading a magazine. Why don't I remember an advertisement for Monday Night Football being broadcast in VR? Why don't I see an ad for one of those Fathom events in VR? Why isn't Ticketmaster selling me access to concerts in VR? That's compelling content for the mass market. I don't go looking for it -- it finds me, or I look for it because there's some aspect of it that interests me -- a band a like, a team I like, a show I like. I don't go around looking for useful things to do with my TV or game console ... I already know why it's useful.
There are multiple vendors, I don't know what's compatible with what, or what's exclusive to what.
It's actually pretty easy. Steam tells you which games are compatible with which platforms (usually it's both) and it's very easy to run Steam's VR software with a rift or vive.
What's Steam? What platforms? What's a rift? What's a vive? I could reasonably expect a realistic response from a PC gamer on the Steam question, of course, but from a console gamer's perspective Steam is something they have heard about for the PC, if they have PC gamer friends. And the console gamers outnumber the PC gamers by a lot.
Also, I'm the only one who can enjoy it. Will we need to have family movie night sharing the VR goggles?
What you see/hear is displayed on the TV as well for the benefit of others. It's like playing a game where only one person can use the controller at a time. It's still social.
I can only imagine this would end up with a lot of fighting and tears with both kids wanting to play simultaneously.
Lastly, price -- looks like a VR rig is something like $500.
Oculus just had a sale where everything you needed was included for $400 new. You can get used sets for even cheaper. This is console territory.
But the Oculus still needs to connect to something ... looking at their site, eyeballing the "recommended" spec as about a $700 desktop PC. I'm sure I could build it for less, but again, this is mass market we are talking about ... people that don't build PCs but buy them ... and people have not been buying PCs. Honestly for $400 (or $1100), mass market people are going to view that as "too expensive".
If we wanted to have a family VR night I'd have to spend $2K on VR stuff, plus whatever they might need to plug into (console? PC?).
Now you're just blatantly lying due to what seems like an inherent objection to new technology. Maybe do some more research before knocking it?
As I said, I'm answering this from the point of mass market. I adopt new technologies all the time. Mass market adopts stuff when it's easy to use, easy to explain and largely works out of the box and is affordable. Especially for entertainment stuff. Hardcore PC gamers are not t
VR's advantage is immersiveness. Multitasking isn't the point.
True but immersive to do what exactly? That's the problem with VR and has been since its inception. Aside from a few vertical simulation use cases (like flight simulation) and more recently some niche gaming it simply don't have that killer application to make to go mainstream. It's not that the technology is bad or anthing like that but it's hard to imagine any use cases where your grandmother is going to be strapping on a VR headset either. I think the main use of VR will be as a technology test bed for AR applications which is actually pretty useful - just not in the way people imagine. AR has FAR more and more obvious use cases than VR and a lot of the technology will likely be shared. I used to have a day job working on VR technology and it's cool stuff but people imagine it to be more useful than it really is in the real world.
And only works well in driving and flying games... where the screens make it hard to read gauges?
I'm a millennial. My mom's generation is the one that can't stop constantly checking fb, posting stupid videos, raging about the government, etc.
Millennial actually have to work and shit. We're not housewives of broken down 60 year olds on disability.
The reason VR does not reach adoption has many facets, but the largest one is that the market size is limited due to the fact that 50% or so of the population suffers from dysphoria and motion sickness when using VR gear. So the market is much smaller than a normal market for things. Even with 100% saturation, lots of people won't use it, so it won't seem to take over, ever, really.
Huh, I never thought about this idea of smartphones competing with VR, but I guess it's one more to the list.
- They are too expensive. We're talking about a market that's less than 1% of the world. VR cannot be and will not be popular or mainstream ever until it gets cheap enough for everyone to at least give it a go. Why do you think gaming became mainstream? Because of piracy, basically;
- Bad initial marketing strategy. VR should've gone the way of multiplayer games first and foremost. How did multiplayer games got popularized? By popping up on places where you could play by the hour, like Lan houses, cybercafes and whatnot. The whole deal is expensive, people are not willing to pay a fortune just to try it, so at least for now in a stage that there's not a whole lot of compeling content to try, it should've started as a B2B thing;
- The VR sickness problem. It'll never be for everyone because lots of people cannot deal with the side effects of using VR for prolonged periods of time. Tech could advance in this area, but we're not there just yet, and I dunno if this push for VR will last long enough to overcome it;
- Wearing something obstrusive and uncomfortable. Both VR and AR will have better chances of working out when they come in a form factor that is closer to sunglasses or lenses. We have several huge obstacles to overcome to get there, and again, I dunno if the current push is strong enough to keep things going until we get there.
The undivided attention problem is not that much of an issue, as long as you have something that deserves it. And if notifications and smartphone related stuff is really that much of an issue, you could just connect your smartphone to your computer and divise a system for that content to go through anyways.
> something that makes them give up Twitter and Facebook, even for a few minutes.
Are people seriously so obsessed with that crap that this is actually a core reason? Zuckerberg, WTF have you done?
As many have already mentioned, the problem with VR as currently delivered is that it has been ridiculously overhyped, and that it sucks to high heaven in too many aspects. Another one to add: wearing those visors and moving your hands in the air make you look like a complete dork. You'd better wear it in the privacy of your home, where no one can see what a dork you are. Let's wait twenty years or so, and we'll see.
Really agree with JohnFen's post. Add to that, any technology that equates to 'putting a bag over your head' to operate must have an especially compelling use case for it to be widely adopted. Racercar driving, Scuba diving, spacewalking/high altitude cockpits, firefighting, welding for example really have no helmetless options that are sane for the most part. Lastly, in the quest to view even larger televisions, VR goggles take the approach of moving the pixels closer to the face. And indeed there seems to be many who use the goggles not for 3D, but just to watch TV.
It has nothing to do with the inability to get folks off their smartphones and has everything to do with the following:
1) Hardware is expensive, bulky and requires fairly high end PC and / or specialized hardware just to run it
2) Resolution within the headset is sub-par at best. Picture doesn't even come close to what a mediocre monitor can do.
3) Developers are hesitant to go all in on VR because it's a niche platform with a limited audience atm and game development is damned expensive.
4) Exclusivity bullshit. Quit making exclusives for Playstation VR, Vive, Occulus, etc. You want cross-platform if you want this to survive.
5) Some folks can handle the motion without getting sick. Many cannot.
IF it survives its second coming, VR might be worthy of attention a few generations from now when more powerful / refined hardware is there to drive it and the headsets are slimmed down a bit. Drop the price on it and more folks will dabble with it. More folks interested in it means more developers might put some effort into making serious titles for folks to play.
Ahhh yes, lets do the tried and true approach of blaming something else. Can't possibly be the price of the tech, the limited resolution, the limited games/apps, the problems with headaches, eye strain or nausea. Must be because you are addicted to twitter or facebook.
Silly excuse from a self-appointed VR pundit. Games are more often than not a more social experience than Facebook or Twitter. VR does not sell because 1. It is expensive 2. It is not convenient, in fact it is downright uncomfortable. It is a novelty that wears off after a few weeks.
Well, maybe now Oculus can have a Facebook icon that can nag you without the option to log out of Messenger.
That did it for me and removed the FB app. The constant nagging that I had to install their messenger, one you cannot log-out from.
On a more serious note: I am hesitant to get a HTC/Oculus because I had (have) a HMZ-T1 and it is very uncomfortable and never in focus.Also a Gear VR that is a bit more comfortable but always out of focus.
One eye just always gets this rainbow pixel sprinkled out-of focus treatment that really tires my eyes.
The other issue is that I play once a week - give or take. And only games that support 3 monitors either team based shooters or racing games. Both benefit a lot more from the super-wide angle the 3 monitors provide.
VR has to have a wider FOV and better optics. When it has it: take my money. Until then I keep my 3 x 1080p .. yes I have a 4k screen (43'' for work), no, I don't care about movies or games on it. 1080p x 3 is better than that too.
It doesn't add much beyond traditional first person oriented gaming. I bought VR goggles for my smartphone and it has little coolness factor. What we really need is AR apps... and Cyberman suits.
I'm a 40-year old on disability, you insensitive clod and FB and Twitter have a place alongside Slashdot and Digg to keep me connected to the world. I am consuming more and more and trying to get my parents out of the 20th century. I am working to get off disability, though. http://hackwrench.tripod.com/ and http://github.com/hackwrench
lol ... i never even considered it so far ... not only b/c of my "limited" budget but b/c things like this tend to end up in the attics of rich power-users (i used to live in different times, i even bought an atari jaguar in better days so i know how it works lol) , like 3dtv and smartwatches i guess ... the content doesn't warrant the price and i still have to see some decent research on the impact it has on the eyes, i mean being bombarded with whatever radiation emanates from the screen that close for prolongued periods of time ??!?
... if i had besos-money, id get one ... well if i had besos-money id get many things, including a driver with a car , but even then ... i don't see how a vr-headset can be very healthy ... i mean even in "normal" games or entertainment its is generally advised to take one break at least 10 minutes every hour, so what if the screen is glued to your eyes at about 1cm away ?
call me skepticat
je ne sais pas and like i said, b/c it doesn't lift off might be the reason why no decent research on the matter exists, but that might also have to do with the united lobbies who could care less bien sur
on very, disait l'aveugle as they say in roughly translated flemish
Free speech was meant to be free for all... how can anyone grow up in a nanny state ?
UPGRADE!