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'We Expected VR To Be Two To Three Times as Big', Says CCP Games CEO (roadtovr.com)

CCP Games, the Icelandic studio known for their long-running MMO Eve: Online (2003), shuttered their VR production studios in a surprise move last year, selling off their Newcastle-based branch behind their multiplayer space dogfighter EVE: Valkyrie (2016), and completely shutting down their Atlanta studio behind sports game Sparc (2017). Now, CEO Hilmar Veigar Petursson speaks out in an interview with Destructoid about the studio's return to traditional desktop gaming, and his thoughts about the VR landscape. From a report: In short, he thought VR would be bigger by now, and more capable of supporting a healthy multiplayer userbase. EVE: Valkyrie, the company's flagship VR game, was the result of over three years of development before becoming a day-one launch title on Oculus Rift and PSVR, arriving shortly afterwards on HTC Vive via Steam in 2016 -- a seemingly best-case scenario for any multiplayer-only game.

Under CCP direction, EVE: Valkyrie saw a number of updates designed to entice players back, including new ships, maps, and weekly events; CCP even pushed a major update to the game last year that brought support for desktop and console players, a move to help boost sales and revive the ailing VR-only playerbase. Still, the multiplayer game just didn't perform as CCP ultimately expected, and the company officially stepped back from VR shortly thereafter. "We expected VR to be two to three times as big as it was, period," Petursson tells Destructoid. "You can't build a business on that."

234 comments

  1. History repeats itself by Anonymous Coward · · Score: 0, Troll

    VR won't catch on...again. What is this, like the 3rd or 4th time it's been tried?

    1. Re:History repeats itself by Wescotte · · Score: 5, Funny

      This will be the sixth time we have destroyed it, and we have become exceedingly efficient at it.

    2. Re:History repeats itself by MBGMorden · · Score: 4, Interesting

      Yes, but admittedly it's always simply because the tech isn't good enough.

      This time, admittedly, the tech was SIGNIFICANTLY better than in previous attempts, but it's still not to the point of true seamless immersion.

      Unlike other techs, VR pretty much has to be more or less "perfect" or most people aren't interested. That makes developing it incrementally hard - you can't finance the next gen of it with profits from the current gen. Instead every few years we just have to try it again based on technological advancements made due to other segments of the industry and hope that everything has gotten good enough.

      I'd say that whenever VR is finally perfected, it will be nothing short of amazing. That said, I don't think it's there yet. I don't even though the next attempt or two will be there yet. Maybe in 20-30 years.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    3. Re:History repeats itself by del_diablo · · Score: 1

      Seeing as VR has caught on this time? Its good.

      This time, a lot of the horrid technical features is fixed. Which still leaves us with a few essential problems:
      1. Most VR game stuff is designed for high end desktops. There isn't a lot of those, meaning its a small marked
      2. There is a platform/controller/store split
      3. The upgrades to controllers or input methods will cause fragmentation, and its possible that we are stuck with the current control set(but with more buttons)
      Now, if this will be like the 144hz monitor/TV projector marked, or if it will reach mainstream marked penetration remains to be seen.

    4. Re:History repeats itself by drinkypoo · · Score: 5, Insightful

      Unlike other techs, VR pretty much has to be more or less "perfect" or most people aren't interested.

      I don't agree. What it has to be is either perfect, or cheap. Since it is neither of these things, it's a non-starter suitable only for tech demos.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    5. Re:History repeats itself by lance_of_the_apes · · Score: 1

      This time, the problem was the approach. Going straight to consumer, even with the comparatively reduced price tag, was a mistake on the part of the big players. At its current price and performance, industrial uses should have been the target.

    6. Re:History repeats itself by Higaran · · Score: 1

      I doubt it'll ever really catch on, it'll always be niche, because it's too immersive, but something will usually be wrong with it. AR will also have the same problem, no one want's it to just be ads for stuff all the time with is what it basically will be really quickly.

    7. Re:History repeats itself by Anonymous Coward · · Score: 3, Informative

      The issues currently:

      1. Low resolution, most "VR" games are half resolution, and since it takes up your entire visual field unlike a computer screen, that makes it equivalent to looking at a 240p game. That's nowhere near good enough for an immersive game, and at best gives you 80's nostalgia.

      2. Input is the shittiest thing ever. You can not see the game controller. VR needs to quite literately go back and re-invent the power glove at the minimum and work from there. It may be possible to mimic this with multiple cameras on the HMD and the environment, but the requirement is still there.

      3. No haptic feedback, if you bump into something in the game, you should be knocked to the ground/aside, which won't happen with a HMD or game controller. This lack of feedback is the same reason why people won't switch from a mechanical keyboard to something like a software-keyboard based on a touch screen. There is no way for the user to know they are in fact giving input when they can't see their hands or the input buttons.

      That's the issues that need to be overcome, how they can be overcome:
      1. 8K support when GPU's hit 5nm.
      2. Bring back power-glove style input at the minimum, some alternive BCI (Brain Computer Interface) would be ideal, and we know they exist, but are too invasive.
      3. This goes back to needing a 500sq ft room to really use VR, you will never be able to properly play a VR game sitting down. But you can largely improve the experience if you have "force feedback" built into a chair or bodysuit. The game shouldn't need to physically throw you to the ground, but you should feel like you're being pushed, and that part of your body actually being pushed.

      Films like Ready Player One, kinda try to oversell VR in a way that would never be practical. Yes the VirtualBoy was trash, but pretty much everything regarding VR looks like it.

      Like this is what needs to happen:
      1. Intel needs to quit being shitty and put 64 PCIe lanes on the CPU so that 4 GPU's can be used at 16X instead of the present situation where you can only do this with a $40,000 workstation. AMD could step up their game here as AMD X399 has 66.
      2. Route separate GPU's to each eye, and "SLI" them to get the necessary resolution to wrap around the player's head and peripheral vision.

      That would solve the HMD issues.

      3. Re-invent the power glove using existing wireless input technology. There has been attempts https://mimugloves.com/
      4. Haptics are also on the "attempts" list https://venturebeat.com/2018/07/02/holosuit-promises-full-body-vr-tracking-and-haptics-by-november-2018/

      The largest problem is really software support for all of this. At best a "VR" game right now just a conventional "3D" game with the camera shifted and warped. It's not really VR by any measurable means yet. A 16-button 6-axis controller is not an appropriate input device inside a world where you should be able to move your arms.

    8. Re:History repeats itself by rockmuelle · · Score: 4, Insightful

      As someone who's tried most VR tech since the early 90s, all my experience with the current generation suggests that the tech is indeed good enough.

      In particular, I get lost in the Steam/HTC Vive setup my friend has every time I use it. Google Earth alone is a killer app, if you know where to go (I'm a climber: try Yosemite or Eldorado Canyon in Boulder, they've imaged the cliffs in both places to the point where you can actually see the handholds and make out routes). The paint programs are surreal as well.

      I get motion sick easily. This is the first generation of VR gear that I've been able to spend 30+ minutes with the headset on and feel fine afterwards.

      So, why don't I have my own VR setup? Two reasons: (1) cost and (2) I have half of it. For the latter, I purchased an X-Box One X for my son specifically because MS was setting it up as a VR platform. $500 for a game console was steep, but the hardware was right for good VR. Unfortunately, MS has now signaled that VR is not coming to the platform and I've overpaid for a gaming console. (yes, I should have just bought a PS4)

      Cost, and to a lesser extent the hassle associated with that cost, is what I think is the real issue. Without a consumer friendly setup in the $500-700 range all-in that supports all VR content (PS4's problem is content), it's just too expensive to get started. I don't want to drop a few grand on a high end gaming PC, then the hundreds on the VR gear, plus the time it will take to setup and maintain the PC. It's just too expensive in money and time commitment.

      The tech is there. There are compelling apps. It's just still too expensive to get started.

      -Chris

    9. Re:History repeats itself by Anonymous Coward · · Score: 0

      Compared to VR gear back in the 90's VR is dirt fucking cheap now. You used to pay 2500 bucks for a 640x480 HMD that wasn't even stereo. Want head tracking or stereoscopy? Refinance your house.

    10. Re:History repeats itself by Topmounter · · Score: 1

      It's easy to blame the 'tech' for not being 'perfect', but perfection has never been a requirement for nascent technologies to capture imagination and build consumer momentum. It seems that there is a more fundamental mismatch between current VR design and how humans engage with the world (virtual or otherwise).

    11. Re:History repeats itself by Anonymous Coward · · Score: 0

      No, all that would have done was make it even more of a niche consumer product than ot already is.

    12. Re:History repeats itself by necro81 · · Score: 1

      VR needs to quite literately go back and re-invent the power glove at the minimum and work from there

      I love the powerglove...it's so bad. [link]

    13. Re:History repeats itself by 110010001000 · · Score: 2

      It won't ever work. The disconnect between what the eye sees and the inner ear senses will cause motion sickness. This cannot be corrected because it is physiological.

    14. Re:History repeats itself by NormalVisual · · Score: 1

      But it would have made VR *profitable*, which is the key thing. It's a lot easier to design for the consumer market when you already have a steady flow of money from the industrial/commercial market and aren't betting the company's survival on whether you sell enough for Christmas.

      --
      Please stand clear of the doors, por favor mantenganse alejado de las puertas
    15. Re:History repeats itself by Anonymous Coward · · Score: 0

      Bullshit.

      Virtual IO I-Glasses were 640x480, stereoscopic and cost under $1000. Literally everything you said is a lie.

    16. Re:History repeats itself by HornWumpus · · Score: 1

      VFX1 as well. Street price was under 1k$. Stereo resolution was halved, but how much resolution was a 486 going to generate anyhow?

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    17. Re: History repeats itself by Miamicanes · · Score: 1

      There IS (sort of) a way... make it look like the larger environment is stationary & perfectly-synchronized with head motion (low latency, zero jiggle/slosh), and limit the moving stuff to small elements within the larger scene. Your brain can deal with small things that wobble/jiggle/slosh, as long as the "big picture" is consistent with what you see. It's when your entire WORLD is seemingly in conflict with your senses that you get motion sickness.

      Eyestrain is a related, but different, problem that's currently a lot worse than it really *has* to be, simply because most devices have piss poor calibration & lenses. Part of the calibration problem can be resolved by giving each eye its own optimally-placed display (with precise orientation), and most of the remaining problem could be resolved by involving opticians to fit & customize lenses for individual users. It could be something simple, like designing a future Oculus device to ship with standard lenses, but be able to easily swap them out with custom lenses fitted by opticians certified by Oculus as being "VR-aware".

      There's also the fact that "rendering optics" today are often where "game physics" were circa 1995. Libraries try to matrix-out distortion, without fully understanding what they're doing, what has already been done, and what's going to be done further down the pipeline. That's a big reason why VR companies have finally started to hire opticians & involving them in the process (and using them to help design better lens designs).

      VR requires enormous amount of integration at every level. Comparing "First Person Shooter" to "Immersive VR universe" is kind of like comparing "Java app" to "distributed J2EE app with rich native client". The problem's scope is ENORMOUSLY bigger & requires more resources & more sophisticated management.

    18. Re:History repeats itself by Anonymous Coward · · Score: 0

      I've used a Vive quite a bit at work (and Google Earth is amazing, my other favorite thing is Gorn), but I don't even remotely have room in my home for one, much less for the expensive PC rig.

      I suspect the space requirements are a killer for a lot of people.

    19. Re:History repeats itself by HiThere · · Score: 1

      You also need to manage expectations, and eliminate the nausea caused by the semicircular canals not reflection the visual field.

      I agree that eventually VR will be dominant, but there's far yet to go.

      --

      I think we've pushed this "anyone can grow up to be president" thing too far.
    20. Re:History repeats itself by Anonymous Coward · · Score: 0

      For me I don't want to have something on my head and displays on my eyes. It will always be uncomfortable and more trouble than it's worth, no matter how high they bump the resolution and refresh rate. I think the majority of people feel the same.

      I wouldn't mind seeing some progress in autostereoscopic displays though. That would be a far more exciting development.

    21. Re:History repeats itself by Anonymous Coward · · Score: 0

      >Gorn
      >room to play

      half the fun of Gorn is smashing your controller into objects & walls! luckily most of the time i've cushioned the controller with my hand.

    22. Re:History repeats itself by Luckyo · · Score: 1

      I disagree. Tech is good enough already. Problem is cost which feeds into lack of software. Few are willing to shell out four digits on hardware BEFORE the costs of the actual headset and its peripherals not to mention software for gaming entertainment. Additionally current VR games are awful in terms of visual fidelity because of the FPS and low latency per frame needed. Current graphics cards sorta kinda can deliver the relevant power, but you will have to pay well into four digits for a system that can deliver, and then shell out for the HMD.

      And then come the games that are just lackluster. EVE Valkyrie was a VR launch title, and one of the handful of titles that actually had decent graphical fidelity if you had the GPU and CPU power to throw at it. Most look like PC desktop games from 2000s if you're lucky, and go all the way down to mobile phone game grade crap if you're not. So pretty much the main user base that I see among my contacts are the hardcore sim people. DCS, Eurotruck, etc. Those are the guys who will spend four digits just on their simulator controllers (and I use that term loosely, these people have "battlestations" in the truest meaning of the word) without blinking. And VR software serving them lives by being able to charge them easy 100USD and more per year on update packs with new content, knowing that they will have the hardware to run the games because they will have the GPU and CPU that their favourite game requires to run well enough to give them maximum immersion.

      Mass market though? Games like EVE Valkyrie? Not a chance. And without mass market adoption, games aimed at mass market cannot thrive.

    23. Re:History repeats itself by Luckyo · · Score: 1

      Duke3D ran fine on 480p iirc. I remember trying one HMD in store back in 1990s with it, and it was one of my favourite games to play over internet back then (remember heat.net?). It had a really weird implementation on where head tracking would use the "look to the side" function of duke3d, that no one used because it was awful. Had to look straight to keep the game coherent.

      Also, it ran in a Pentium MMX iirc.

    24. Re: History repeats itself by Type44Q · · Score: 1

      The two aforementioned VR headsets in the 90's required proprietary titles; I remember there was being a version of Mech II for the Forte VFX1; was there ever Duke Nukem?? I certainly didn't think so...

    25. Re: History repeats itself by Type44Q · · Score: 1

      MS never signaled that, though; it was clear that they'd optimized it for 4K.

    26. Re:History repeats itself by Anonymous Coward · · Score: 0

      As an owner of a Vive Pro I would disagree. The existing experience is AMAZING and the next gen that is just now coming to market is expanding on the few limitations it has right now. The biggest problem right now is price point not quality of experience.

    27. Re:History repeats itself by Anonymous Coward · · Score: 0

      Instead of the massive room, it would be better to have an omnidirectional treadmill (which should also be the force feedback mechanism). I mean it would still take up significant space, but it could be fit into a normal house or apartment if you sacrificed a room.

      It will probably be some time before VR gets good enough. In 20 more years perhaps.

    28. Re: History repeats itself by Type44Q · · Score: 1
      There is a fundamental mismatch between idiot CEO's and the instant uptake that they apparently expect from a market that's growing but is not only still a highend niche, it will always remain a niche at the high-end.

      If the mouthbreathers expected greater uptake by now, it's merely because they don't understand the tech well enough to be making predictions.

    29. Re: History repeats itself by Type44Q · · Score: 3, Insightful

      I think you meant it's biological. In any case, I had no problems until I put a car through a wall and didn't feel the expected deceleration. I became instantly more nauseous than I can recall ever having felt and I was left with a 24hour migraine; that was a first as well.

    30. Re: History repeats itself by Type44Q · · Score: 1

      Ate you an alien?? 'Cause you sure as fuck don't seem to know much about humans.

    31. Re: History repeats itself by Type44Q · · Score: 1

      Bingo.

    32. Re: History repeats itself by HornWumpus · · Score: 1

      It varied. Some games had native support, some had support hacked in, some used the headset to emulate a mouse.

      Pretty sure Duke was the last category.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    33. Re:History repeats itself by thegarbz · · Score: 1

      What it has to be is either perfect, or cheap. Since it is neither of these things

      It's as cheap as you want to make it. The GearVR headset can be had for less than a Benjamin Franklin. Google cardboard for a significant cut lower.

      Now that IS cheap, however it's not good. So you can't say that it just has to be perfect or cheap. There has to be an element of both in it.

      Also cheap is overrated. Look at all those sold out RTX2080s everywhere. It's amazing the kind of money people are actually willing to part with for incremental improvements. Don't confuse "cheap" with "affordable".

    34. Re:History repeats itself by Anonymous Coward · · Score: 0

      The obvious solution to the motion sickness is don't simulate motion, just make the visuals match the player's real-life motions.

      But, they feel they have to put us in go-carts, skis, planes, trains, etc. to make it exciting.

    35. Re:History repeats itself by thegarbz · · Score: 1

      You can not see the game controller.

      Of course you can. You cannot see you hand on the controller, but the controller in most games is rendered accurately in the 3D space.

    36. Re:History repeats itself by Anonymous Coward · · Score: 0

      so it's a situation where there's no "killer app" for it yet.

    37. Re:History repeats itself by Anonymous Coward · · Score: 0

      That an VR arcades with reasonable pricing structures. We have a few of those in the Metro area where I live and their are all way better than setup most people could have in their homes.

    38. Re:History repeats itself by Greyfox · · Score: 2
      The vive is specifically pretty good for some things. The lab's archery simulator is fantastic. The space pirate trainer is also pretty good. Putting the user in a small environment they can move around in works pretty well, and although the controller is kind of clunky, it does work well for some things. Project cars' VR with a dedicated steering wheel/shifter works remarkably well too. How well does it work? Well I don't feel safe driving the course over 80 MPH, which is what I'm used to from interstate driving in the Western states. That's right, project cars VR with car controls is realistic enough to tickle my driving instincts. Turns out I drive like a granny in racing games and probably would on a real track as well.

      What doesn't work well is anything that involves big movement -- the flight simulator I have makes me queasy in a matter of seconds and I don't get motion sick. If it's making me queasy, I imagine the volume of vomit it'll produce from someone who's actually prone to motion sickness. Any big FPS type thing also feels pretty clunky. If you can stand still or move within a fairly small area, you can make a decent game of it. For the tech to really work well, I feel like you need to be able to run without having to to worry about the cable or breaking your kneecaps on the coffee table. If you could do that, it'd be great for getting the next generation of gamers into shape.

      I was really looking forward to a higher resolution headset and speced my gaming PC to be able to handle eit, but with HTC's financial trouble and the lack of much new content for the platform, it looks like I'll probably have to wait a while for the next iteration. Too bad, you can really see the potential in the current generation.

      --

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

    39. Re:History repeats itself by Kielistic · · Score: 1

      Cars and boats seem to have become pretty popular despite some people suffering motion sickness from them.

      There are many people that do not get motion sickness from the current VR headsets (I am one of them). I predict that those numbers will rise as children are introduced to it at a younger age and their brains learn to adjust. That won't work for everyone of course. The same people that suffer from car sickness now will probably always suffer from VR motion sickness as well. But there are people that get motion sickness from movies and normal videogames so I'm not too worried about it.

    40. Re: History repeats itself by rockmuelle · · Score: 1

      They did signal VR and even put a lot of development effort into it. It's only recently that they decided against it:

      https://www.cnet.com/news/here...

    41. Re: History repeats itself by Type44Q · · Score: 1

      "Dying" in VR could very well be its own punishment....

    42. Re: History repeats itself by Type44Q · · Score: 1

      Btw, misread "physiological" as "psychological."

    43. Re: History repeats itself by Anonymous Coward · · Score: 0

      They trotted out John Carmack at E3 2016 to demo VR on Xbox: https://www.youtube.com/watch?v=CtcZ4eF58zQ

    44. Re: History repeats itself by Anonymous Coward · · Score: 0

      The two aforementioned VR headsets in the 90's required proprietary title

      So do modern VR headsets.

    45. Re: History repeats itself by Anonymous Coward · · Score: 0

      VR is dead in the water...AGAIN. I know you're too invested and too enamoured to accept that, but it's true. The number of people who actually use VR headsets is vanishingly insignificant and no gamers are into VR. But dammit, you're going to single-handedly make it happen because you SO WANT it to happen! (and you have already sunk a ton of money into it)

      Too bad VR hardware is annoying and cumbersome and VR games are complete shit where you just stand in place and shoot things.

    46. Re:History repeats itself by Anonymous Coward · · Score: 0

      I totally agree. You'll see the occasional VR fanboi who is super invested and enamoured with the poor VR experiences being offered now just because they really, really want it to happen, but the vast majority of the population don't give two shits about it. No money == bye, bye VR fad for the 5th time. We'll see someone try again in another decade.

    47. Re:History repeats itself by Anonymous Coward · · Score: 0

      There are lots of those here in L.A., especially up around Sunset and Hollywood.

    48. Re:History repeats itself by Anonymous Coward · · Score: 0

      4. Haptics are also on the "attempts" list https://venturebeat.com/2018/07/02/holosuit-promises-full-body-vr-tracking-and-haptics-by-november-2018/

      >promises to start shipping this November.

      Hmm, with a week to go before November it looks like all they've managed to build is a prototype powerglove with about a quarter-second of input lag, so everything looks right on schedule!

    49. Re:History repeats itself by Darinbob · · Score: 1

      I don't think it necessarily needs to be highly immersive, however it needs to be much cheaper. You have to start off first with a high end gaming PC, and then spend the equivalent of the cost of a gaming console (viewer plus controls). It's a steep burden for your typical PC gamer.

    50. Re:History repeats itself by Darinbob · · Score: 1

      If I had a beefy system, I might try the 3D game, but I really don't see the need to go a step further for a full VR experience. There's really not much point to it that I can see. But if you look at the average PC gamer that won't spend more than $200 for a graphics card and will never bother with absurdity of dual SLI cards, those people aren't going to see the point of wasting money on VR for a handful of games they don't care about.

    51. Re:History repeats itself by Darinbob · · Score: 1

      If 3D television didn't catch on, then I doubt VR games will catch on either. There are always the early adopters with disposable income that quickly buy into a new fad but it doesn't sustain itself.

    52. Re:History repeats itself by LesFerg · · Score: 1

      Games I enjoy with PSVR have Move and Aim controllers fully visible in game.

      You are right about the poor resolution in VR, Skyrim graphics is primitive and low res. You get used to it tho. The Move controllers work well with Skyrim, you see what you are holding and where your hands are at, the sense of immersion is great.

      With the Aim controller, in games which match up the visual weapon you are holding, immersion is also good, it matches your posture and movements very well.

      Personally I really enjoy the limited VR experience available in Gran Turismo Sport, as I use a steering wheel and get a good feeling of being in the cockpit of the car. Lack of g-force is something you have to get used to, it can also be the cause of discomfort for some people.

      Having stated all that tho, the VR experience is not fantastic enough to take over my flat-screen gaming time, it sits unused a lot of the time. As we are a working couple who never spawned, the cost of PSVR gear was probably more acceptable for me than it may be for many people trying to fit toys and games into their budget. I wouldn't call it a must-have or 'the future of gaming' at this stage tho.

      I read someplace that Sony plan much lower prices for the next edition of VR, maybe that will encourage greater uptake.

      --
      If I had a DeLorean... I would probably only drive it from time to time.
    53. Re: History repeats itself by Lije+Baley · · Score: 1

      It has to be good enough to justify wearing the gear and getting up out of my chair. And that's a tall order considering that I can become highly immersed in a virtual world simply by reading a book, listening to a radio show (theatre, not talk), or watching a TV show. Long ago, I sold televisions for a living, and something that struck me was that after 10 minutes of watching a good show, it didn't matter how bad your signal was or how small your screen was -- most people were immersed by then.

      --
      Strange things are afoot at the Circle-K.
    54. Re:History repeats itself by Anonymous Coward · · Score: 0

      >2. Input is the shittiest thing ever. You can not see the game controller.

      Says the guy who has never used VR. You CAN see the game controllers (plural) because almost everyone is using touch controllers now. Game controllers were Rift DK1.

    55. Re:History repeats itself by brantondaveperson · · Score: 1

      There is one other essential problem with VR that will never be fixed.

      0) Any technology that requires the user to wear something stupid strapped onto their head will always fail.

    56. Re:History repeats itself by Anonymous Coward · · Score: 0

      The price was ok until Oculus decided to increase the price of the consumer version.

    57. Re: History repeats itself by Anonymous Coward · · Score: 0

      If by "VR on Xbox" you mean "Minecraft on Gear VR" then I guess yeah?

  2. No VR for me by Oswald+McWeany · · Score: 3, Insightful

    I never expected VR to be bigger.

    It always seemed like a no-go for me. At least for now. Most people play games to relax and de-stress. When playing VR is as simple as sitting on the settee and wearing something as light and simple as a pair of sunglasses, people will play VR in numbers. When the sights looks lifelike and not uncanny valley, and don't leave you nauseous... people will like it.

    VR probably will rebound in the future but for now it's a dying fad for a niche market. As long as you have to wear bulky contraptions with head straps and fit into awkward devices I'd much rather just have a keyboard, mouse and a monitor- you can keep your VR.

    Someday in the future VR will take off- but today's generation is not good enough to warrant a big market. All the best gaming experience is still to be found on a flat screen. VR is a curiosity for those willing to spend money on unproven tech but not what most people want.

    --
    "That's the way to do it" - Punch
    1. Re:No VR for me by Zocalo · · Score: 2, Insightful

      Similar here, but for slightly different reasons. I tried it and agree that VR hardware tech still isn't quite there (although it's definitely getting close and is vastly better than the previous serious attempts), but never thought that the first gen headsets from Oculus and HTC were going to take off and become "must have" products. My initial feeling was that perhaps by the second gen, or maybe the third if vendors stick it out that long, it might get somewhere, but I pretty much gave up on that notion after last year's sales figures and the lack of v2 products in the new year.

      Right now, I think it's never going to happen as pure VR, e.g. as implemented by the Rift/Vive, but rather be supplanted by AR headsets that can also do 100% overlays to replicate VR. Unlike VR, AR headsets like Hololens do at least have offer some capacity for doing things that can't really be done easily any other way that could become a potential "killer app", especially in STEM fields - being able to walk around a factory and see new installations projected over the existing equipment for instance. Sure, the technology to do all that effectively and portably is even further off and prices several times higher, but if this attempt at VR is now essentially dead in the water, then AR's price and performance issues are likely to be addressed before vendors give it another go, in which case why bother with "just" VR?

      --
      UNIX? They're not even circumcised! Savages!
    2. Re:No VR for me by lance_of_the_apes · · Score: 1

      I think the problem is that too many people think it's for games, in part because that's the narrative all the big players are pushing. For the best experience, it is still too expensive and takes up a room of your house. Consumers aren't ready for that.

      If the big players had pushed industrial uses and built things up slowly instead of over-hyping, it might have succeeded.

    3. Re:No VR for me by Immerman · · Score: 4, Interesting

      There's an easy way to avoid the uncanny valley without enormous horsepower - just stay away from it. There's no need for realism in a fun game. Nintendo has embraced that aesthetic - Mario, Zelda, etc. make for fun, immersive games without any uncanny valley problems, and very little computational demand. It seems likely that consumer-level VR would be wise to embrace a similar aesthetic for the forseeable future - otherwise the target market is limited to people willing to spend an outrageous amount of money on a high-end gaming computer, plus a bunch more for the headset, etc. At a $2-3k entry price to desktop VR, I'm not at all surprised the market is currently very limited - that's well into the seriously hard-core gamer price point there. Fortunately there's the professional market to help drive the development of high-end stuff that will eventually trickle down. Engineering, medicine, etc.

      As much as I dislike Facebook, I think the Oculus Quest is heading in the right direction to create a market for consumer VR - cheap and easy, with full immersion. It's not sunglasses, but so long as it's light enough to not be particularly uncomfortable - so what? You can't see them while playing, and opaque sunglasses aren't exactly going to make you look a whole lot "cooler".

      And really, sitting on the settee misses much of the potential of VR - if you're going for full immersion, you want to actually move in and interact with the world, not just look around. Racing, flying, and other such "cockpit games" can work well by presenting a compelling scenario where you're just sitting is expected (especially if you have proper physical controls and are only using the headset for audio/visual immersion), but the real promise is in actually being in a virtual world. Plus, that lets you actually *move* while playing, which stimulates both health and endorphin production (a.k.a. pleasure) - something that the rise of digital entertainment has largely stripped from modern playing. There's a reason that the Wii was so popular - heck, I know lots of people that still have and use them, many who never bothered to upgrade because the only thing that's improved is the graphics, which are largely irrelevant to the fun. I still bowl, play golf, shoot pool, etc. that way on a semi-regular basis.

      And, if they can work out the details to let a desktop PC drive the same cordless VR headset, then there'd an easy path for more serious enthusiasts to get more involved. Whether that means pushing many millions of pixels wirelessly, or utilizing the on-board processing power to apply zero overdraw, perspective correct texture fills to pre-transformed and pre-clipped geometry.

      And then of course there's AR - now *that* I think will really shine once they make AR "sunglasses". But despite much technological overlap, that's targeting a *very* different experience.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    4. Re:No VR for me by thegarbz · · Score: 1

      When the sights looks lifelike and not uncanny valley,

      Oh please. If that were an actual consideration then the entire games industry wouldn't exist.

    5. Re:No VR for me by Whorhay · · Score: 1

      I was really interested but the price was always the breaking point. You had to buy a high end gaming video card and then the headsets are still several hundred dollars on top of that. An additional concern though was always whether or not a given headset would work with eye glasses. I don't wear contact lenses and am not going to start just so I can use a VR headset.

      I don't particularly care for the being able to move around by physically moving my body though. All I really cared for was head tracking for looking this way and that.

    6. Re:No VR for me by Immerman · · Score: 1

      Agreed on the price - it needs to come down dramatically before it becomes genuinely tempting for most people. Have you actually had the opportunity to compare the two experiences though? I highly recommend it before making any decisions.

      As for just looking around, have you ever looked at the TrackIR, OpenTrack, etc? Quite a few cockpit games (and a very few FPSs) support it out of the box, and a lot more via user-made patches. Basically it tracks your head position and updates the in-game camera accordingly, using an adjustable rotation scaling function so that you can look over your shoulder in-game while still able to see the screen. It delivers a great deal of the functionality, if not nearly the immersion. Though personally I found the default scaling settings WAY too touchy, and altered them to deliver ~1:1 tracking while looking almost straight at the screen, scaling out to reach a full 180* at about 60* of actual head-turn, so that the screen was still in view. Dramatically improved the experience so that it felt more like I was actually looking around instead of using my head as a glorified hat-switch.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    7. Re:No VR for me by Kielistic · · Score: 1

      I think it has to be treated as differently as it is from normal gaming. Because you are up, moving around and have something strapped to your face you're probably going to want to take a break after an hour or two (as opposed to playing Fallout for 10 hours straight). The much smaller install base makes these giant scale AAA games less feasible as well. (Fallout VR is still my most played VR title though.)

      I went through both Apollo 11 VR and Titanic VR and thought they were spectacular. I want more things like these. Racing games (and I imagine flight sims) are also amazing in the current VR.

    8. Re:No VR for me by Kielistic · · Score: 1

      In continuing the VR trend of "just spend more money" you can actually get prescription insets for the Vive. The Vive also has enough room for normal glasses but is less comfortable that way.

    9. Re:No VR for me by Anonymous Coward · · Score: 0

      A high-end video card is if you're lucky. I've been sniffing around getting into VR, and my ~7 year old motherboard and CPU are out of spec too, based on the Rift's posted requirements.

      The funny thing? I have a VR-OK graphics card because that's the part of the system that burns out every couple years.

    10. Re:No VR for me by Anonymous Coward · · Score: 0

      I must respectfully disagree. While PC based systems take some set-up, they are not that hard. The PS4 VR (my platform of choice )is very simple to set-up.

      It is true that the graphics are currently limited, but that was true of all video games in the past and game makers already have ways of working around it. I found the close-up of Paarthanax in Skyrim VR to be impressive personally, and the graphics in games like Rush of Blood was not a limiting factor.

      I very much want VR. It will never fully displace flat screen gaming, but then flat screen gaming hasn't displaced playing games like Chess and Go on physical boards and that technology has been around for many centuries.

      Its true that the market is not growing so quickly as some may have wished or predicted, but it is growing.

    11. Re:No VR for me by tsotha · · Score: 1

      This, though I would suggest the big market is probably AR. I can imagine a mechanic using AR to "ghost" the next item that needs to be installed, or being able to point at something and get part information with an option to immediately order a replacement. Warehouse AR that highlight the next item that needs to be picked and verify all the right items went into the box for shipment. The opportunities are endless.

    12. Re:No VR for me by Anonymous Coward · · Score: 0

      Most people play games to relax and de-stress. When playing VR is as simple as sitting on the settee and wearing something as light and simple as a pair of sunglasses, people will play VR in numbers.

      Yes, most people hate moving. VR requires this currently so it's a flop.... :P

      In a more serious note, the big reason VR was a flop was due to BookFace's involvement. They over-hyped the crap out of the Rift, and when it was delivered as the second-rate experience device many people were justifiably not amused. Of course anyone not expecting a massive ROI on the Rift could, and did, tell you that BookFace was in it for the fad revenue and had no ambition nor requirement for seriously continuing it's development post initial launch. Look at how long it took the Rift to get a decent motion controller that others had Day 1. Look at the fact that most of the team behind the Rift left BookFace already, and that recently their co-founder has as well. Citing a lack of development ambition and a desire for mediocrity*.

      BookFace's actions hurt the entire VR community by sucking up all of the investor money, turning up the hype to 11, and failing to deliver. Now they think that releasing a consolized version with a 4th of the power that their existing unit is capable of will be the next big thing. While they target the wrong group of people to boot. *Newsflash*: Casual users are not going to shell out $1000s for a device that makes them puke, who's manufacturer killed it's future development (hello PS Vita), and takes up even more room than the Wii did.

      You want VR to take off? Target the Hardcore gamers first. They've been the lifeblood of development funds before and they can be again. That will get you the experience needed to see what works and what doesn't, on a variety of hardware setups, and some well established franchises that will keep others coming back for more. If nothing else you can also abuse the crap out of achievements for VR with them. (Both real, and the "F!rst" kind.) And for god's sake, get some bleeping RPGs going damn it! VR is a role player's wet dream. How they still can't figure out it's a literal money printing machine is beyond me. Hell even CCP got it wrong. Maybe they need to actually release their game on a system that targets hardcore gamers, and not 5 second Saga(TM) users. Maybe you should actually invest into making the best VR game you possibly can rather than complain that the market is small. That's every new system's catch 22. No games = No system sales = No market = No games. We've been through this how many times by now???? If you're waiting on BookFace to do an Ambassador Program for the Rift before making more investment efforts you'll be waiting a damn long time. BookFace is too busy further fragmenting the market to do that right now.

      So, of course it looks like VR is dead. Everyone is focused on the world's biggest social media company making a VR device instead of a company who's sole purpose and lifeblood is video games. Who has the desire and mandate to sink or swim with VR? Valve. That's who, and if you want real long-term development, I'd start there long before I'd go to a device made for bottom feeders desperately seeking IAP for casual games. *coughcough*Farmville*coughcough*.

      tl;dr: The wrong company is at the helm on this one. Get rid of BookFace before they do anymore damage, and get some actual industry pros to take the wheel. Then you'll see real improvement. Until then, real improvement will keep happening in darkness by the few. Out-shown by the failure of the world's greatest fake.

    13. Re:No VR for me by swright · · Score: 1

      Ditto - but again for a different reason.

      It'll always be a bit more expensive, less extra cost than now maybe once it gets more common/commoditized/whatever, but fundamentally....

      gamers are older now than they used to be, especially those with cash to spend on high end stuff.

      Its probably a bit of an over-generalisation/stereotype, but with increasing age comes increasing likelihood of there being other responsibilities in life. So something as immersive as VR becomes quite difficult to actually participate in.

      I.e. in VR I can't...

      - hear the doorbell
      - see when the dog/cat wants to go out / get fed
      - see when the wife/spouse/etc wants attention
      - see when the babies/children wake
      - have a conversation with anyone else in the room.
      - see when you get a message/notification/etc from friends

      It's basically *too* immersive to be an accessible form of entertainment for a large percentage of the population.

      Plus the need for a decent amount of space, and evenly balanced eyesight, and reasonable aversion to nausea/motion-sickness.

      Frankly I used to love sim racing (iRacing, primarily). But that pretty much stopped being a thing when we got a dog. If the damn animal wanted to go out and barked/scratched/etc that was race over... ...so I ended up just not bothering.

      Now with small children + dogs + wife. VR... no way.

      I bought one yes, a Vive soon after original release. And it is awesome. Do I ever play it? Ever? No. Weirdly only when hosting parties/etc and only then as an entertainment/novelty piece.

      So no, I never thought it would be mainstream... ...because mainstream people can't frequently disconnect from RL for any real period of time to engage in VR experiences.

      And, despite what I opened this post with, I don't think it will *ever* be mainstream for entertainment/gaming for exactly this reason, no matter how much costs come down.

      (one could argue there are multiple reasons for the dumbing down of games; one reason being the common case complaint of a simple society. The other being that there are just too many time/attention pressures on the average gamer that a larger percentage just don't have the time or mental space to fully commit in the way that a zero-responsibility-teenager can).

    14. Re:No VR for me by lance_of_the_apes · · Score: 1

      For sure. I'm still waiting for someone to deliver both in one, cost effective, device. AR experiences are far less likely to make someone sick, as well.

    15. Re:No VR for me by Raenex · · Score: 1

      There's a reason that the Wii was so popular - heck, I know lots of people that still have and use them

      I thought the Wii was known for collecting dust. It was a nice, fresh idea. But awkward in practice.

    16. Re:No VR for me by Anonymous Coward · · Score: 0

      There's an easy way to avoid the uncanny valley without enormous horsepower - just stay away from it. There's no need for realism in a fun game.

      Yeah but that's not really VR now is it. That's just V.

    17. Re:No VR for me by Immerman · · Score: 1

      Certainly it is. Look at... almost every representation of VR in the media since its conception - photo-realism is rare, VR is about immersing yourself in another, virtual, reality. Not accurately recreating this one.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    18. Re:No VR for me by XxtraLarGe · · Score: 1

      I.e. in VR I can't...

      - hear the doorbell - see when the dog/cat wants to go out / get fed
      - see when the wife/spouse/etc wants attention
      - see when the babies/children wake
      - have a conversation with anyone else in the room.
      - see when you get a message/notification/etc from friends

      Perfect!

      --
      Taking guns away from the 99% gives the 1% 100% of the power.
    19. Re:No VR for me by Immerman · · Score: 1

      I've never found it so. It's just not so well suited to a lot of traditional game styles, and spawned a whole lot of crap cashing in on the novelty.

      Pretty much nothing Nintendo did for the platform was awkward - unless you wanted to play some of them sitting down. (I found I did much better even in Zelda if I stood, especially for the boss battles).

      A whole lot of 3rd part stuff though was ports from other platforms, with some gimmicky "Wii waggle" controls slapped on. Or similarly gimmicky Wii-exclusive shovel-ware that was just as awkward.

      Stuff that received proper attention to exploiting the controls though? Tiger Woods golf is hands-down the best gold simulator I've ever played. We Ski by far the best skiing experience (using a balance board). Wii Sports and Resort by far the best tennis, bowling, etc. games I've played, with immensely subtle and immersive controls.

      If Nintendo made one mistake, it's in not freely distributing the source for Sports and Sports Resort. At least the portions related to the motion controls. If those games had represented the baseline motion control fidelity rather than being near the high-water mark, the platform would have shined much brighter.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
  3. Lack of Pron by voss · · Score: 4, Insightful

    None of the big VR headset makers want pron on their store so noone buys $400 headsets and $1000 rigs when there is no content.

    1. Re: Lack of Pron by Anonymous Coward · · Score: 0

      Slashdot is obsessed with porn. Maybe because itâ(TM)s a bunch of weirdos who have never known the sweet touch of a woman.

    2. Re:Lack of Pron by HornWumpus · · Score: 2

      Every VR headset maker has VR video players on their store.

      The porn is on Piratebay. Beware female POV, there are no warnings.

      There are VR porn 'games', mostly Japanese, but uncanny valley.

      Phones based VR is good enough for playing a video. VR porn isn't going anywhere.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    3. Re: Lack of Pron by Anonymous Coward · · Score: 0

      And until they can solve the problem of not being able to see/hear when your mom walks into the basement it will never work.

    4. Re: Lack of Pron by Type44Q · · Score: 1
      The market is waiting for the Love Glove (TM). It will have USB at first; wireless later.

      It will not go on your hand.

    5. Re:Lack of Pron by thegarbz · · Score: 1

      What are you talking about. There is a shitload of VR porn content dedicated to major popular headsets to suit various resolutions and playback capabilities. Also the lack of some app store hasn't stopped Illusion's games adopting VR either.

      If you can't find the content you must be blind. ... How did you... oh wait.

    6. Re:Lack of Pron by mobby_6kl · · Score: 1

      Let me blow... your mind :)

      There's content and it's even free like all the other porn nowadays: https://www.vrsmash.com/

    7. Re:Lack of Pron by Anonymous Coward · · Score: 0

      Oculus Go is enough if you play 4K videos. The porn content is not lacking on the internet, it only growing. I have never paid for porn in the past, even if I have wathced a lot. This time I pay for VR 3d porn because I want them to make more.
      The experience is awesome, and I will never watch 2d porn again.
      I am even considering dumping my girlfriend, because of this.

    8. Re:Lack of Pron by Anonymous Coward · · Score: 0

      Disagree. To say there is no content is flat out wrong, there are at least two major "porn games" on patreon and a handful of softcore porn VR games on steam, that I know of. The "problem" if there is one is marketing, Valve, HTC, Facebook, Sony, etc. will never have porn games on their family friendly stores, so people have to go looking. Humans are pretty good at looking for ways to get off though, so I think it's not a huge problem.

      Pornhub is really pushing VR porn but VR videos are garbage. FallenDoll (a "game") however can be disconcertingly good.

  4. Dust by Nidi62 · · Score: 2

    Dust 514 would probably also have been much more successful if they had launched it on the PC and not just PS4.

    --
    The only thing necessary for evil to triumph is for it to be pitted against a slightly greater evil
    1. Re:Dust by Targon · · Score: 1

      You go for only one platform, and you limit your options. Going PC-only because a console doesn't provide the controls needed to properly play the game, the PC can play games, and with higher end video cards, at higher graphics/detail settings than a console.

    2. Re:Dust by Tailhook · · Score: 1

      Plus CCP's player base is already fully invested in PC gaming. Yes, the console only launch was monumentally stupid.

      CCP has been making bad calls for 10+ years now. One stupid decision after another; pointless "walking in stations," strange vampire mmos no one asked for, two failed attempts a mmo fps, VR stuff when no one has the gear...

      CCP is a holding of a South Korean company as of last month; the end result of chronic failure.

      --
      Maw! Fire up the karma burner!
    3. Re:Dust by DaFallus · · Score: 1

      Dust 514 would probably also have been much more successful if they had launched it on the PC and not just PS4.

      Dust 514 was on the PS3, not the PS4. If I remember correctly, it was to be replaced with Project Legion, which is now to be replaced with Project Nova which I recently registered for an invite to be an alpha tester.

      All that aside, I agree they should have released Dust on the PC.

      --
      No one cares what your captcha was

      Houston TX, USA
  5. Expectations by Anonymous Coward · · Score: 0

    'We Expected VR To Be Two To Three Times as Big', Says CCP Games CEO

    I expected your VR games to have content, not juse EVE label slapped onto them.
    I'm pretty sure I'm not the only one.

    1. Re:Expectations by Anonymous Coward · · Score: 1

      I expected VR to get cheaper.

      Instead, they keep pushing the minimum specs up...I don't want to spend $700 on a video card, thank you.

    2. Re:Expectations by Cowardly+Lurker · · Score: 2

      Exactly this.

      $700 for a video card is ludicrous. $700 for a video card that launched 2 years ago is beyond ludicrous, it's gone plaid.

    3. Re:Expectations by Targon · · Score: 1

      It depends on if the card is really better than the $600 and below cards. The problem is when performance is stagnant, or you don't get anything extra for the higher price tag.

    4. Re:Expectations by HornWumpus · · Score: 1

      You get bragging rights for your water cooled, overclocked 2080 ti SLI setup.

      Telling a girl your computer has so much GPU power you need a 1600 Watt power supply is instant panty remover! (do I need an explicit /sarc?)

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    5. Re: Expectations by Anonymous Coward · · Score: 0

      My girl gets dry when I talk about computers :(. Shrivels like a prune in the sun.

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

      Some lotion should help you with that dry skin on your hand.

    7. Re:Expectations by mobby_6kl · · Score: 1

      Panty remover is literally correct, no need for sarcasm. The panties are removed, together with the girl wearing them, form your house immediately.

  6. They expected a lot of things to go differently. by fazig · · Score: 1

    Given all the previous questionable moves they made they're pretty bad at anticipating how technology will play out for them.
    Their main game EVE Online runs on Python, which requires them to use specialized server hardware that emulates single-core behaviour on multi-cores systems.
    They made deals with Sony to develop their Dust 514 for the PS3, a console whose feature was already superseded by the PS4 when the game finally released. And also while all of their consumer base was using the PC platform.
    Their investment in White Wolf and the development of the World of Darkness MMO didn't go too well either.
    I'm not too surprised that they miscalculated once again.

  7. RE:We Expected VR To Be Two To Three Times as Big' by mandark1967 · · Score: 5, Funny

    They should use the "zoom" feature

    --
    Sig Follows: "Suppose you were an idiot. And suppose you were a member of Congress. But I repeat myself." -- Mark Twain
  8. Lost interest by DarkRookie2 · · Score: 3, Insightful

    I lost interest in VR once Oculus was bought by Facebook.

    --
    http://progressquest.com/spoltog.php?name=Son+Of+Son+Of+DarkRookie
    1. Re:Lost interest by Oswald+McWeany · · Score: 2

      I lost interest in VR once Oculus was bought by Facebook.

      Indeed. I'd never buy a system that was owned by Facebook. I don't use any service or website owned or operated by them and pray nothing I do use ever gets sold to them. I know they have hooks everywhere- but I avoid them where I can.

      --
      "That's the way to do it" - Punch
    2. Re:Lost interest by Immerman · · Score: 1

      Why? I'm no fan of Facebook, but Oculus is hardly synonymous with VR, and the Vive kicks butt.

      It *is* a shame they fragmented the market - it sounded like Steam and Oculus were talking big on interoperability prior to the sale, and that seems to have largely gone out the window under Facebook.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    3. Re:Lost interest by DarkRookie2 · · Score: 2

      Vine is HTC. I wouldn't trust a cell phone companty for the same reasons as Facebook
      Its still to expensive
      Requires a completely new system for me.
      Requires an account before I can even install the thing. This is a major deal breaker. I will not buy this for that reason. No hardware should EVER require an account to use on my system.

      --
      http://progressquest.com/spoltog.php?name=Son+Of+Son+Of+DarkRookie
    4. Re: Lost interest by Type44Q · · Score: 1
      I'm patiently waiting for headsets with proper FOV's (~110deg is like looking out at the world through a 70's scuba mask), GPU's to gain a little more horsepower (nV's foray into ray tracing isn't going to help anything for now), AMD and nV to improve and optimize multi-gpu tech (quad-sli is dead, it never worked right to begin with... and we'll soon need it more than ever).

      Also to the whole input issue; for roomscale VR we'll need sensors in our clothing, especially our gloves.

    5. Re: Lost interest by Type44Q · · Score: 1
      I'll probably be waiting a long time for "proper SLI;" the future of highend vidcards for the foreseeable future is more likely to consist of multi-gpu's on a single card.

      Like Quantum Obsidian, only this time its time will have come.

    6. Re:Lost interest by Anonymous Coward · · Score: 0

      Do you both just not know about the other major players (PSVR, Vive)? VR is not Facebook.

    7. Re:Lost interest by Anonymous Coward · · Score: 0

      You misspelled Odyssey.

  9. Where's the common sense? by onyxruby · · Score: 0

    Remember 3D movies? Remember how Avatar was promoted relentlessly? 3D was a solution in search of a problem. While it allowed for a nifty new feature that could be sold for more money, it didn't solve a problem. It also had some nasty side effects that bother a lot of people. It didn't take long for 3D to be effectively abandoned. It simply isn't worth the cost to make something in 3D.

    VR is the modern 3D. It's a solution in search of a problem, nasty side effects still included. If anything, VR is even worse than 3D. There is no Avator for people to relate to. Instead of buying one piece of technology you are buying one for each person. This makes 3D an expensive experience that can't be shared with anyone else. 3D is destined as a niche product that will never gain widespread consumer acceptance.

    Let me save future would be technology investors a lot of money with two simple questions.
    Are you solving your problem or the consumers? E.G. Amazon phone solved Amazons problems and failed, whereas 3D printing solves consumer problems and will succeed.
    Can someone use your technology without looking like an idiot? Bluetooth earpieces, 3D and VR come to mind off the top of my head.

    1. Re:Where's the common sense? by lance_of_the_apes · · Score: 2

      Sorry, but that comparison is laughable and is certainly not common sense. 3D was not a solution to anything. VR, the real interactive kind and not just the 360 video with which it's often conflated, allows a form of interactivity that didn't exist. The real problem, or one of them, is that not enough effort has been put into making it do useful things besides entertainment. The marketing to consumer was all wrong and has too many people thinking it's just another game peripheral.

    2. Re:Where's the common sense? by JaredOfEuropa · · Score: 1

      I remember Avatar, seeing it in 3D in a movie theatre was a pretty mind blowing immersive experience. Cameron came close again with Sanctum. That was 3D done right, not "solving a problem" but certainly adding something to the experience... The problem with 3D is that is that it is very difficult and expensive to get those results, and you simply cannot get the same depth (literally) of experience at home with current technology, that's just a physical limitation. Even on a big screen 4K TV with awesome 3D glasses, that same Avatar movie is going to be... ok-ish. And probably not worth the hassle of finding those glasses, charging them, and keeping them on for the movie. But even though 3D TV is going the way of the dodo, I expect that studios will continue to make the odd 3D movie.

      VR doesn't have the problem that it doesn't work at home. This time round it's gotten to a point where it actually works very well visually (the controls still leave a lot to be desired). I suspect that the gear is simply too expensive and complex for mainstream consumers to bother with.

      --
      If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
    3. Re:Where's the common sense? by Immerman · · Score: 1

      In fairness, 3D movies are considerably more expensive to create, and rarely have much extra to offer except things occasionally flying at your head. They're also plagued by directors trying to put the content in front of the screen instead of behind it, where field-of-view issues don't exist. Understandable for the "experience", but it does a great disservice to what the technology *can* do well by introducing lots of annoying artifacts, especially if you're not sitting directly centered in front of the screen. About the only time I saw it done at all well was an undersea nature documentary at a dynamax, where the screen filled much of my field of view and the animal they focussed on would swim in your lap. Almost made up for the fact that everything else in the scene made my brain hurt as its proximity caused it to go off-screen for one eye or the other.

      VR doesn't suffer from most of those problems. Most especially, it doesn't inherently suffer from considerable production expense - all the content is already in 3D, it's just a matter of rendering the same thing twice. The interface is currently more expensive to develop - but a lot of that is just growing pains and will disappear once the industry settles o good standards. Just as virtually all modern FPS games use the same basic interface. It wasn't always that way, in the early days there was a lot of variation, but once the "mouse and keyboard" control scheme dominated pretty much everyone settled on basically the same interface.

      And yes, VR does solve a consumer problem - the desire for more immersive games. (There's also professional VR, but that's a separate market that predated the Oculus, though it did explode with the introduction of cheap consumer VR of semi-comparable quality)

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    4. Re:Where's the common sense? by Targon · · Score: 1

      The real key to Avatar in 3D is that it wasn't just items sticking out of the screen at you, but was more about depth in every scene. 3D still has the potential to enhance TV, but unless it is used properly, ends up being worthless. The move from mono to stereo in movies/TV, and you had people saying that stereo wasn't needed. The key is that it DID enhance the experience, and after a while, if you didn't have stereo sound, it felt like there was something missing. Surround sound isn't EVERYWHERE, but once you have a decent 5 or 7 channel surround sound setup, going back to watching without it just makes you feel like something is missing.

      3D, if you make it so EVERY scene has depth, it doesn't have to be stupid effects, but just to enhance the feel of every scene, you would probably find it just feels better, even if not necessary at first. VR should effectively be like 3D, simply with a controller/feedback system included, and a VR headset without special support SHOULD provide a value to people if they are done properly, because the 3D would be done "better" than a monitor could.

      Again, the problem is more that companies don't seem to understand the idea of, "enhance the experience, and don't make it difficult to make it work".

    5. Re: Where's the common sense? by Anonymous Coward · · Score: 0

      Depends on what theater you saw it in. The one I went to was awesome because the glasses were higher end, with blinders on the sides so no ambient light leaked in. And the brightness of the projection was cranked to 11.
      Lower end theaters have cheap Captain EO glasses and appear dim giving people the impression that 3d sucks.

    6. Re:Where's the common sense? by WaffleMonster · · Score: 1

      Remember 3D movies? Remember how Avatar was promoted relentlessly? 3D was a solution in search of a problem. While it allowed for a nifty new feature that could be sold for more money, it didn't solve a problem. It also had some nasty side effects that bother a lot of people. It didn't take long for 3D to be effectively abandoned. It simply isn't worth the cost to make something in 3D.

      I often wonder if those carting out the 3DTV analogies have even once tried a modern 6DOF HMD for themselves.

      I expected VR to be like looking thru binoculars or a viewmaster. Basically two big looking screens hanging in front of each eye going into it when I bought it sight unseen. Bzzt was I wrong. Totally completely and utterly not that way at all.

      There is no Avator for people to relate to. Instead of buying one piece of technology you are buying one for each person. This makes 3D an expensive experience that can't be shared with anyone else. 3D is destined as a niche product that will never gain widespread consumer acceptance.

      Split screen multiplayer and LAN play are an endangered species on consoles and PCs across the board and that royally sucks ass.

      Play rec room in VR or meet up on some random planet hundreds of light years away with dozens of other CMDRs in Elite and then come back here and tell us all about how VR experiences can't be shared with anyone else.

      Can someone use your technology without looking like an idiot?

      No but mocking people wearing HMDs when they can't see you doing it is a lot of fun.

    7. Re:Where's the common sense? by Actually,+I+do+RTFA · · Score: 1

      3D was a solution in search of a problem.

      3D was a solution to a serious problem: How can we get people to go the the theaters again to make more money. The solutions turned out to be foreign markets, better action movies (e.g. Marvel), and significantly better non-theater options for the studios.

      Bluetooth earpieces

      Bluetooth earpieces have always been quite popular. Hell, that's pretty much what AirBuds are.

      --
      Your ad here. Ask me how!
    8. Re:Where's the common sense? by kellymcdonald78 · · Score: 1

      Umm, a quarter to a half of all movies playing in my local theatre are playing in 3D. There are billions in 3D ticket sales. Where is has really fallen down is in the consumer space

    9. Re:Where's the common sense? by Anonymous Coward · · Score: 0

      The marketing to consumer was all wrong and has too many people thinking it's just another game peripheral.

      Ok, then what IS it if not a game peripheral? Plus, the article here is specifically talking about games.

  10. Re:We Expected VR To Be Two To Three Times as Big' by Nidi62 · · Score: 1

    They should use the "zoom" feature

    When the project was first proposed to them they thought it was VR for ants.

    --
    The only thing necessary for evil to triumph is for it to be pitted against a slightly greater evil
  11. Yeah, no shit by Anonymous Coward · · Score: 0

    Some people thought there would be 100 million (!!!) headsets in use by now... LOL. The same people probably thought we'd be flying to our 3D printed skyscrapers in 3D printed personal spacecraft by now...

    LOL

    As delusional as creimer's retirement strategies.

    1. Re:Yeah, no shit by Anonymous Coward · · Score: 0

      As delusional as creimer's retirement strategies.

      Thank you for sharing your creimer fetish. Have you seen a proctologist yet?

  12. Massively overrated? by Anonymous Coward · · Score: 0

    I never understood the logic of introducing a massively multiplayer to a platform without a massive number of players. I think the game was also introduced as an Oculus exclusive at first: basically, half the market. I have about 100 VR titles in my library and Eve: Online was never even a consideration...for other reasons.

    1. Re:Massively overrated? by Anonymous Coward · · Score: 0

      There is no EVE Online VR. EVE: Valkyrie is a spin-off, which is placed in the same fictional universe, but has no interactions with EVE Online. It's a multi player game that focuses on 8 vs 8 dogfighting matches and some other modes that have been added. There's no open or persistent world.

    2. Re:Massively overrated? by Anonymous Coward · · Score: 0

      8v8... in almost 2020...

    3. Re:Massively overrated? by Anonymous Coward · · Score: 0

      I don't think 8 vs 8 was the real issue of Valkyrie's commercial failure.
      Look at all the hugely popular MOBAs which feature 5 vs 5 matches. Millions of players, very popular among people who watch streams and therefore also very huge in eSports.
      But what distinguishes games like DOTA2, or HotS from Valkyrie is that these are very well thought out games?

      These MOBAs are developed to be extremely accessible to players. No fancy hardware is needed and they also run on office grade computers. A lot of work also went into the balancing of the characters and their abilities, which allows for many different possible combinations that keep the game interesting for competitive players. I don't even like this type of game, but I can't deny that their formula and efforts lead to commercial success.
      Valkyrie on the other hand requires a VR head set and a powerful enough computer to run it. This alone limited the possible player base to a small number. On top of that there are still issues with people suffering from motion sickness in these VR games. And such a fast paced game like Valkyrie pronounced the effects even more. Furthermore the game lacked the variation and possibilities that keep players of other MOBAs entertained, meaning that it got repetitive and boring faster than other options.
      As a result of all this I think it became the commercial failure that it is today. It's CCP's myopic decisions that lead them down this path.

    4. Re:Massively overrated? by LesFerg · · Score: 1

      Valkyrie performed well on PSVR and was the first VR game I got into a lot, but the online-only aspect limited it's uptake I think, and a single-player mode with extensive campaigns could have made it sell better.

      --
      If I had a DeLorean... I would probably only drive it from time to time.
  13. Reasons by leathered · · Score: 1

    EVE: Valkyrie didn't take off because it is an fast arcade-style game that most people can only stomach in VR for short periods and gets old very quickly. It's also competing with Elite: Dangerous, while not quite the same style of game, is the most immersive space VR experience you can get.

    --
    For all intensive porpoises your a bunch of rediculous loosers
    1. Re:Reasons by Anonymous Coward · · Score: 0

      Another MAJOR problem was that they released initially as an Oculus exclusive, limiting them to less than a third of the actual user base for VR. It also got mediocre reviews, so there was no anticipation when their exclusivity was up. They shot themselves in the foot and want to blame anyone but themselves.

  14. Not good enough by Anonymous Coward · · Score: 0

    VR isn't good enough. I've played with some of the best VR equipment available and after a couple of hours, I'm done. As in feeling motion sick and tired of heavy shit on my head.

    I can play video games on my TV for as long as I want, there's really no limit except for personal responsibilities and natural requirements. They simply don't slowly make me feel sick just because I'm playing them.

    If the motion sickness issue is ever 100% solved (I don't think it can be without the equivalent of a holodeck) and the headset (if required) doesn't weigh more than a set of headphones, a pair of glasses, and a baseball hat it will be a serious hit.

    Until then, the best it can experience is what the Wii experienced for motion controls. A big surge in popularity that waned as time went on and people realized swinging your arm to play golf/tennis/baseball becomes tiring and far less exacting than mashing some buttons.

    1. Re: Not good enough by Anonymous Coward · · Score: 0

      Last time I played with a friends oculus there was no way for the other people to watch what was happening. Has that been fixed yet?
      VR needs a 3rd person floating camera view for people to watch either on a tv output of on the computers monitor.

    2. Re: Not good enough by Miamicanes · · Score: 1

      That's actually a harder problem to solve than you might expect.

      Problem 1: what is the camera looking at? You can't just follow what the user is looking at... it would be like watching a bad camcorder video shot by a drunk person. To write the virtual camera positioning code, you need somebody who actually understands cinematography & can apply that knowledge to the user who's lurching around inside the VR world (keeping it pointed at the most interesting content, zooming as necessary, but nevertheless keeping it relatively stable to avoid making everyone watching it nauseous).

      Problem 2: you need yet another GPU pipeline to render the "public" view... in a system whose video cards are ALREADY getting pushed to the breaking point, with no ability to add more. We desperately need the ability to pack four x16 video cards into a PC. Right now, the market for higher-end video cards is too niche for anyone to make halfway-affordable higher-end cards... but to achieve what you need with only a pair of cards, you need REALLY EXPENSIVE cards. If we had 64-bit PCIe, you could instead buy four cheaper cards (with greater economies of scale) instead. Or you could buy two cards, then buy two more after you realized the first two weren't adequate.

    3. Re: Not good enough by LesFerg · · Score: 1

      There are a few games on PSVR which let multiple people connect via mobile phone to participate in some way. I haven't seen reviews on them so I don't know if they got popular at all. Also I don't have any gaming friends in the same city so no reason to try them out myself.

      The motion sickness thing is still real, I don't have a problem with racing cars, space ships or running about in Skyrim, for a good long gaming session, but after a few hours it starts to kick in and I need to stop. Some of this could be related to lack of liquid intake, as when I am flat-screen gaming there is usually a glass of wine or scotch nearby. I am not going to start drinking scotch thru a straw under my VR helmet tho.

      --
      If I had a DeLorean... I would probably only drive it from time to time.
  15. Don't forget bitcoin by rsilvergun · · Score: 3, Informative

    and miners. For the last 18 months you couldn't get a VR capable graphics card for less than $500 and the PS4 Pro just isn't powerful enough.

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
    1. Re:Don't forget bitcoin by Hadlock · · Score: 1

      Yeah the fact that a VR capable card went from $200 to $1200 had a major impact on my decision to buy in to VR. Sure the goggles/headset is only $400, and the PC to run it is only $400 (if you don't reuse any parts) but when the video card costs 3x what the headset does... well I can go on two european vacations for the cost of VR. And I'm sure if you're in college that's just an astronomical cost to buy in to.
       
      The Quest being a totally self-contained unit for $400, even if it's lower quality graphics than the rift, that I can buy in to, I love that it's wireless and my girlfriend is not going to complain about a big ugly computer being in the corner of our largest room, the living room, so I can do VR for an hour twice a week. Plus it sounds like Big Screen app has some sort of 2D remote desktop feature, so the $400 price tag is something I can stomach.
       
      Yeah gpus have come back down in price somewhat, but they're still ridiculous and I've already bought my "next gen" compute device - a not-VR ready laptop. I will circle back around to PC-compatible VR when you can get a wireless quest type device for $400 that works with my existing laptop.

      --
      moox. for a new generation.
    2. Re:Don't forget bitcoin by XxtraLarGe · · Score: 2

      ...the PS4 Pro just isn't powerful enough.

      How so? I use a PSVR on a PS4, and it works just fine. Seems like it would be even better on the Pro.

      --
      Taking guns away from the 99% gives the 1% 100% of the power.
  16. Where's the Beef? by Anonymous Coward · · Score: 0

    Expensive hardware, bulky headsets, weird controls, motion sickness and most damning of all; no killer apps.

    Without software to sell it VR has no chance

    1. Re:Where's the Beef? by LesFerg · · Score: 1

      I was hoping that DOOM VR was going to be the killer app, what a huge let down that was.

      --
      If I had a DeLorean... I would probably only drive it from time to time.
  17. Current VR is awesome by ProfBooty · · Score: 1

    Current VR setups are awesome, if you are into simulators.

    A force feedback setup, VR, and i-racing is phenominal. It feels pretty much the same as being on track and you can judge depth and speed far better than through a screen. It's similarly good for flight sims.

    Of course few people are into simulators, so its a small market.

    --
    Bring back the old version of slashdot.
    1. Re: Current VR is awesome by Anonymous Coward · · Score: 0

      It feels pretty much the same as being on track

      No it doesnâ(TM)t and it never will because it canâ(TM)t mimic things like inertia.

    2. Re: Current VR is awesome by HornWumpus · · Score: 1

      Never is a long time. If they can trick your inner ears, it will be a breakthrough.

      I wouldn't go so far as 'feels like track time'. But It's pretty good. Better than sims on flat screen (with exceptions, short tracks exceed my tolerance for yaw rate).

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    3. Re: Current VR is awesome by Anonymous Coward · · Score: 0

      Never isnâ(TM)t long enough for hardware based VR.

      It will take some kind of induced coma coupled with the technology to manipulate the brain directly.

    4. Re: Current VR is awesome by mobby_6kl · · Score: 1

      I was looking forward to racing in VR but while it's fun, it's nowhere near the same experience as actually hitting the track, you're still missing way too many sensations and feedback from the car.

      As for the inner ear, I read a while ago about I think Samsung having some sort of device that could fake it out to some degree and mitigate some of the nausea effects from VR. Not sure if it could work well enough to simulate stronger feedback, or even if it actually works at all.

    5. Re: Current VR is awesome by HornWumpus · · Score: 1

      There is nothing like the sensations of expensive bad things happening! No faking that sinking feeling.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    6. Re: Current VR is awesome by mobby_6kl · · Score: 1

      Too true! I've been lucky enough to not have blown up or crashed anything so far, but the mere possibility definitely keeps you on edge.

  18. It'll get better by DumbSwede · · Score: 1

    VR growth may be slow, but it isn’t stopping. I have a Lenovo Microsoft Mixed Reality set and it can be very immersive. That said, it was balky to set up at first with unanticipated bluetooth problems. Even though the Headset is affordable, you still need a serious rig to run it. There is a very noticeable screen door effect that makes it impractical for watching movies or reading fine print (so don’t expect to replace your monitor for day to day tasks). That said, true 360 degree videos can be quite engaging, and games can also be knock your socks off experiences (you don’t really notice the screen door effect when your are really in a game or 360 video).

    3D never caught on for many reasons, but VR will only improve with time. Screen door effects will go away especially once foveated rendering becomes common. Hardware costs will come down, eventually it will replace your desktop in many cases. Viewing 3D movies at home will probably make a resurgence once VR headset become better (as in watch in VR).

    Yes adoption is not what was expected, but that is not a death knell, there is too much potential for what can be done in VR and AR. Right now you need to be somewhat technically inclined to know what you need or tweak things to work – that will change. What will always disappoint and be expensive going forward is haptics – that will be one very hard nut to crack. Another problem is motion sickness in games with motion not tied to your actual body position (driving games for instance). Walking around in VR is a blast, riding around in VR is a vomit inducing nightmare. So, as with any technology, there are places where it shines and places where it doesn’t.

    1. Re:It'll get better by Anonymous Coward · · Score: 0

      I think VR will just hit a wall where short of a BCI becoming non-invasive, cheap and accurate, nobody wants to wear a heavy headset very long. They have to be come the size of eyeglasses before people will consider wearing it for more than an hour.

      There's also no compelling VR content, and thus no developers willing to make compelling VR content that isn't just a "vr-enabled" version of their McShootyGame 2018.

  19. will never "Take Off". It's a novelty every few years for young kids that hadn't seen it yet. Once they do, they universally go, "Meh?"

    1. Re:VR/AR by Anonymous Coward · · Score: 0

      Pedo buttler says young kids are a novelty.

    2. Re:VR/AR by Anonymous Coward · · Score: 0

      I think VR is something that it's going to take a while to catch on, right now there's no "Killer app" for VR and the hardware is still too bulky and expensive. AR is more likely to catch on sooner since for some functions the hardware is either here or close. All that's needed for AR to take off is the right App/reason.

    3. Re:VR/AR by gerald.edward.butler · · Score: 1

      > think VR is something that it's going to take a while to catch on,

      Yep, this has been said every couple of years for the last 30 years (since about 1983 or so).

      > right now there's no "Killer app" for VR and the hardware is still too bulky and expensive.

      Yep, this has the same familiarity.

      > AR is more likely to catch on sooner since for some functions the hardware is either here or close. All that's needed for AR to take off is the right App/reason.

      Nope. It's the same as VR. The applicability just isn't there. Overlay advertising over your view. Yeah, we all want that. NOT!

  20. DERP by the_skywise · · Score: 2

    VR *HAS BEEN* (for decades) and always will be a niche. On what basis did he think it was gonna go big? It's a very cool concept, sure, but your average players are never going to strap a helmet to their heads to play a game that you still have to use a joystick with.
    In fact that's not even really "VR" - just a 360 degree view with head control.
    Now - you make a thought control interface (ala Sword Art Online... without the microwave frier...) or a full suit interface (ala Ready Player One) where the player's entire body can be engaged and receive feedback - THAT would take off.
    VR as it stands right now is nothing more than 3D or where voice control was about 10 years ago.
    It's a novelty.

    1. Re:DERP by jeti · · Score: 1

      Try out a modern headset with roomscale support and hand-tracking. You don't really know what you're talking about.

    2. Re:DERP by Anonymous Coward · · Score: 0

      *always* is a long long time. this is trump speak

    3. Re:DERP by srmalloy · · Score: 1

      VR *HAS BEEN* (for decades) and always will be a niche.

      And the VR headsets themselves are only part of the hardware needed for the application that -- while still heavily a niche target -- is probably best suited for VR as it currently stands: flight simulation and air combat MOBAs. Both of these really want a HOTAS and rudder pedal setup for best effect, but even the limited VR-oid functionality of, say, a TrackIR setup, which puts a sensor on top of your monitor and an emitter or reflector on your head to track your head movements and feed them into the game shows how much you gain by not having to control your view direction manually. Having that all happen automatically with the VR headset, so that you're actually looking around to look out of your plane, without your display still being straight in front of your seat (which makes the scaling of head movements to view movements an issue -- you can find yourself looking out of the right corner of your eye at the monitor when you turn your head left, which is inconvenient), would deepen the immersion that much more. And many of the hard-core fight-sim and air-combat MOBA enthusiasts already have all the other peripherals, so all that's needed is a light, high-resolution VR headset. Unfortunately, we're not there yet, but I expect that it's a matter of time, and if VR can get a solid foothold even in a niche market, that will give it the foundation it will need to expand to other markets.

    4. Re:DERP by thegarbz · · Score: 1

      VR *HAS BEEN* (for decades) and always will be a niche.

      VR Has been, (past tense) far more of a niche than it is at present. With actual major studio content starting to move towards it that niche is ever shrinking.

      but your average players are never going to strap a helmet to their heads to play a game that you still have to use a joystick with.

      Huh? Why? That seems to be exactly what people are doing.

  21. VR is good and has some work to do. by bigpat · · Score: 1

    Today's VR presents our eyes and brain with an uncanny valley that is different enough from reality that the brain strains and rejects the result. I know a lot of smart people are working on this. But some pieces of the puzzle are still missing.

    That said, the perfect is the enemy of the good. VR is plenty good enough to be fun and even useful and products can be successful.

    I think Hollywood reality with its portrayals of VR and even the name "Virtual Reality" itself have been artificially constraining enthusiasm for these products. And setting the bar so high that to be considered successful we apparently need to see products and a VR ecosystem that matches the fiction.

    1. Re: VR is good and has some work to do. by Anonymous Coward · · Score: 0

      VR is misnamed. It is just immersive A/V. The uncanny valley problem will never go away because no matter how the A/V stimuli are tweaked, the missing inputs will give the game away. Even a full body force feedback suit would fall short.

      Actual VR is only achievable for very limited, mostly stationary experiences that conform to the physical features and forces of the real world around the user.

    2. Re: VR is good and has some work to do. by Anonymous Coward · · Score: 0

      I dunno. When Afterburner came out in the arcade, it only tilted the chair up and down and was mind blowing for a game at the time. Sometimes just a little bit extra is all that is needed to sell an illusion.

  22. There are two options for VR by Anonymous Coward · · Score: 0

    1. You can buy the $800 package that works. or

    2. You can buy a $20 piece of cardboard & strap an old cellphone to your face.

    Very few people bought the $800 package, most went the $20 route, had a terrible experience & wrote off VR as a silly fad.

  23. Never will by Anonymous Coward · · Score: 0

    3D/VR content will never be popular with present technologies, as simply as 3D is not popular (well at least in my country - over 200 Million people). Remember buying 3D TVs? I purchased a TV without 3D on purpose simply because I thought it was BS. And I was not wrong, it does not make any sense to spend more money for a thing that is not really useful or have any content, PLUS having to find and use glasses to be able to see 3D. BS!

    When you have to wear any kind of equipment, be a Glass or a VR box in your face, plus costs, that is a deterrent on get it popular.

    3D would only be popular if we were able to see it without our own eyes. Until that happens, 3D and VR will remains as solutions for a small Niche only. My PV.

  24. Porn would not help by aepervius · · Score: 1

    There is a lack of content and lack of utility. Period. The few games there are, many are the same re-skinned or barely tech demo. Even if there was porn , so what ? There is available VR porn by the way. Does not seem to make VR boom. It just is that some *lower* quality tech (2D flat screen) is actually still better and less costly than the 3D VR one. And THAT is why people don't buy in drove.

    --
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    visit randi.org
    1. Re:Porn would not help by Anonymous Coward · · Score: 0

      Porn would've absolutely been enough to get me to buy one...if the price of the headset+graphics card were about 75% lower.

      Also VR porn is of a very mainstream style overall, and if you're the type considering paying ~$1000 for better porn, chances are you're jaded enough that you've developed more niche tastes. Most non-connoisseurs are content beating off to 480p pornhub videos on their phone. It's usually hard enough convincing them it's worth the effort to torrent instead for better resolution (and selection), never mind get VR.

    2. Re:Porn would not help by Anonymous Coward · · Score: 0

      The amount of 3D and VR porn being viewed is many times the estimated number of VR headsets in consumers hands.
      Check the statistics from some of the popular streaming porn sites, most of which now have 360 vids in their catalogs.

  25. VR is a dud .... (my prediction for your 2 cents) by King_TJ · · Score: 1

    I'm not discounting the possibility that in the future, tech will advance far enough so virtual reality becomes attractive to people again (probably at the stage where we can inexpensively generate 3D holograms of things floating in front of people). But this constant incremental churn of VR headsets and gear is stale and not getting much traction.

    Among other things, I think some people in the industry aren't willing to accept that when it comes to gaming, a whole lot of people don't WANT that level of immersion! Picture your typical teenage console or PC gamer at home, already constantly dealing with getting yelled at by parents for not hearing what they're telling them because they're sucked into their "stupid video game". There's still a need to be able to hear when the "real world" is trying to get your attention, even if that jest means the doorbell ringing because your pizza delivery arrived. It's enough of a problem when you wear headphones or use earbuds, without a big, chunky pair of glasses immersing your whole field of vision in the game too.

    Even as an adult, I like playing video games to unwind in the evening after work .... but I don't want to block out everything happening around me. If my wife needs to tell me something important, or the kids have an emergency - they should be able to interrupt my game and communicate with me. VR would make that too difficult.

    And we're not even talking about the motion sickness problems some people experience. Gaming isn't much fun if it gets your stomach upset or gives you headaches. VR just amplifies those issues and makes them unbearable for some people.

    But even if the whole experience was ideal in other perspectives, the cost is still a problem. I work for a marketing company where they toyed around with the idea of setting up VR experiences for clients. It was soundly rejected as not being financially feasible, each time it was presented as a possibility. (Imagine scenarios like universities doing fundraiser events where alumni are invited back to their schools. Theoretically, you could put on a show where everyone in a room puts on a VR headset and has a shared experience of taking a virtual tour of what the campus used to look like when it was new .... time-warping to the days they attended, and again to the present or even envisioned future that their donations could make possible. Cool, right? Except the computer hardware and expense building that whole 3D VR world runs the cost up way beyond the ROI.)

    Even for a fixed, limited market like Playstation 4 owners, their VR solution just isn't compelling because again, the content creation for it seems to be hugely intensive. You wind up with a few basic, simplistic VR specific titles that feel more like product demos, and a few major game titles that use SOME VR in limited parts of the game. That's really not enough to sell most people on it.

  26. I agree, not simple by SuperKendall · · Score: 1

    When playing VR is as simple as sitting on the settee and wearing something as light and simple as a pair of sunglasses

    This to me is the real problem - it's just not simple. Every VR setup, even PSVR, has quite a lot of cables going on, and then you have to find space to play in.

    I think AR is where the future will be because it offers more of a choice between full VR and partial VR, along with more practical uses. Plus to date they have been more as you say - like a pair of glasses, even if over-large and goofy glasses at the moment.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:I agree, not simple by Luckyo · · Score: 1
    2. Re: I agree, not simple by Anonymous Coward · · Score: 0

      Cost a shit ton of money, and you need a subscription to use it? AND you need an extra PCI e slot. No thanks.

    3. Re: I agree, not simple by Luckyo · · Score: 1

      Cheap by VR standards, doesn't actually need a subscription to use it (it's an offer for subscription service for the VR software store). And yes, it requires additional slots of various types in your machine, something that is common in VR industry when it comes to HMDs.

    4. Re: I agree, not simple by Anonymous Coward · · Score: 0

      It also only provide 2 hours of battery life. Pretty fucking pathetic for the supposed iteration of VR that's supposed to be ready for prime time.

  27. waiting... by Anonymous Coward · · Score: 0

    I'll wait for a Holodeck. That might actually get content.

  28. Glasses by Anonymous Coward · · Score: 0

    Too many gamers wear glasses.

    1. Re:Glasses by Arashi256 · · Score: 1

      Not a problem with me using PSVR, you just need to install a couple of foam bumpers to prevent your glasses scratching the lens. I don't even use those - just adjust the head mount so that they don't touch and lock it in place.

  29. It makes people sick by Anonymous Coward · · Score: 0

    You cannot use these things for too long, then you have to wretch.

    There will be no Holodeck either.

    If you want 100% accurate similarity, that will require neurological devices plugged directly into your brain. They are already working on that, sadly.

    1. Re:It makes people sick by Arashi256 · · Score: 1

      Don't talk like this is a problem that all players experience. I don't get motion sickness at all in VR, even after 3 hours of Skyrim VR.

  30. VR by Anonymous Coward · · Score: 0

    is a gimmick amd nothing more. Maybe in 100 years or whenever fully interactive holodecks are invented but not until then

  31. And we totally wont fuck this up by Anonymous Coward · · Score: 0

    And lay off staff with no warning like we dif Vampire the Masquerade.

    Really. We swear. Work for us. You can trust us.

    Really.

  32. Of course it hasn't. by thevirtualcat · · Score: 1

    In addition to needing some fairly substantial upgrades to a two year old computer (video card, mostly) and having to sink hundreds of dollars on a bulky headset with multiple wires, there is another problem for me.

    My eyes are terrible. VR headsets don't fit over my glasses very well. And since I'm farsighted, I can't use it without them.

    The VR industry has basically completely ignored people who don't have perfect vision.

    1. Re:Of course it hasn't. by iggymanz · · Score: 1

      be thankful, the ones with better vision get seasick, headaches, etc.

    2. Re:Of course it hasn't. by thevirtualcat · · Score: 1

      Oh, I get that too.

      It's just *also* exceedingly uncomfortable.

  33. Chicken and Egg by Junta · · Score: 1

    The problem with a title like Eve Valkrie is that it was all in on VR. For a multiplayer experience, this is a challenge as the experience isn't compelling without other people, and other people won't join until it is compelling.

    Contrast with, for example, Elite Dangerous where VR is core to the development, but it is but a *mode* of experiencing the game.

    VR-only titles are going to be a problem, as a financial endeavor development has to stick to game that only optionally requires VR for now.

    It is much the same way a game can support an RTX2080 for fancy graphics, but it better not *mandate* an RTX 2080.

    In terms of people saying 'the technology isn't ready yet', frankly it's close enough to go. People go on about eye tracking, foveated rendering, and varifocal display, but far more critical would be more boring stuff, like better humidity management, optics that don't produce godrays, and perhaps some slightly high res, with emphasis on high resolution of textual elements even if the horsepower isn't there for general rendering (sure, eye tracking would facilitate foveated rendering which would be a big help, but we don't need to declare higher res is useless until we have eye tracking).

    --
    XML is like violence. If it doesn't solve the problem, use more.
  34. Vampires sucked life - complains no life left. by Anonymous Coward · · Score: 0

    Vampires sucked life - complains no life left.

  35. VR: Gaming for rich people by GameboyRMH · · Score: 1

    No shit most people can't afford hundreds of dollars in VR gear on top of the high-end gaming PC required to use it. If companies don't like it, they should try paying their employees more, it worked for the Ford Model T...

    --
    "When information is power, privacy is freedom" - Jah-Wren Ryel
    1. Re:VR: Gaming for rich people by Anonymous Coward · · Score: 0

      Absolutely this. VR is showing that the middle class is disappearing and the divide is widening. Hell look at HTC's pricing and you can see they have no interest in the lower market with their high end headsets. Hell they barely care about the consumer market at all with the Vive Pro.

    2. Re:VR: Gaming for rich people by Anonymous Coward · · Score: 0

      I don't get why people refer to VR as something for 'rich people'. It cost me less to upgrade my system and buy a Vive than my dad spent on a low-end fishing boat+trailer. Hunting gear can cost just as much. Are all redneck fishers and hunters rich, then?

    3. Re:VR: Gaming for rich people by GameboyRMH · · Score: 1

      I've been thinking the same thing, where are they getting the money for these boats and UTVs? These aren't cheap things, most middle-class people would struggle to afford them.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
  36. It's called Elite Dangerous by WaffleMonster · · Score: 1

    EVE is like CQC portion of Elite but worse and very few Elite players bother with CQC.

    I gave my EVE license that came with Rift to someone else. Wasn't interested in trying after seeing videos of gameplay. That and would have had to un-firewall Oculus malware just to play. Not worth it.

  37. Garage developers by jd · · Score: 1

    Every successful tech goes through a phase of garage development. This hasn't happened with VR.

    --
    It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
    1. Re:Garage developers by Anonymous Coward · · Score: 0

      you should go reread the history of occulus rift from start until facebook bought it

  38. not happening this time too by Anonymous Coward · · Score: 0

    while video cards that can support VR cost more the whole computer - I don't see it happening...

  39. How to enhance the game experience is the question by Targon · · Score: 1

    When 3D accelerators first came out, you had a clear improvement in the quality of the visuals as well as an improvement in framerates. In addition to that, there were more than a handful of games that were actually good. The move to VR has a lot of amazing chances, you look at a game like Rise of the Tomb Raider, and I mean the full game, not just some DLC, and that would have been an amazing experience if it were fully VR. Hell, in 4k, Rise of the Tomb Raider was stunning on a 27+ inch display. So, VR...one DLC that could almost be seen as a tech demo. What other content out there gives you that feeling of amazing visuals that VR would also enhance? Games themselves, since most are already 3D, would probably benefit a lot from going VR, but the games are NOT being released with VR in mind, and that is why it is not taking off. The game developers as a whole, need to either have a good API, or for the VR headsets to just accept DirectX 12 and make it a better way to display/render the content.

    If VR headsets were actually treated like a simple monitor, then every game should just work without a lot of special coding being needed, and people would want to use them to enhance the experience. Instead, what do you see, special controllers, and trying to treat them as something "special". News flash, keep it simple, and people might just go for it. Add support for extras then, like vibration, or whatever, and again, it makes it simple for game developers to adopt. The more work you need the game developers to do to support YOUR special VR device, the less likely they will do it.

  40. It's about the hardware, stupid by UnknownSoldier · · Score: 1

    Most consumers DON'T want to wear some bulky, fugly VR glasses.

    Furthermore people who wear glasses find it annoying having to wrangle with headsets and glasses.

    Second, the lack of haptic feedback along with contradictory MIXED messages your brain is receiving (eyes tells your brain you are moving, your ears tells your brain you aren't) is one of the reasons of nausea. Not extactly a great selling point.

    Third, good VR required high end GPUs. Most consumers don't care about having the latest and greatest GPU.

    Fourth, there is no "killer app" that everyone must have.

    Fifth, it is hard to demo VR. Chicken and egg problem that dovetails with point 4.

    There are always exceptions. While Google Earth is a great VR experience there are more gimmicky / novelty apps then anything serious / productive.

    VR will *always* be a niche market until these are addressed. These have been true for the past 20 - 40+ years and I don't see that changing *anytime* soon.

    In a lot of ways VR is like 3D movies or hi fi audio. Most people don't care, they need to have a good experience to understand what it brings to the table before they are convinced. VR has as much a marketing problem as it does a hardware problem.

  41. Re:They expected a lot of things to go differently by Anonymous Coward · · Score: 0

    It was by the months before they canned the WoD project that you could see marked shift in design and balance decisions (and the quality of thought behind those) that screwed up the game and alienated many players. As evidenced by the many threadnaughts in the forums. It was clear to me the game was in the wrong hands and I voted with my feet.

  42. Trump speak by Anonymous Coward · · Score: 0

    Someone who actual calls it like it is without being a PC faggot.

  43. Motion sickness by Anonymous Coward · · Score: 0

    I get motion sick pretty easy in VR, especially with any sliding motions, I can game for 8 hours straight on a monitor if I wanted to, but in VR I top out after about 30 minutes

  44. It failed because of the interface. by Anonymous Coward · · Score: 0

    Waggling is shit and the games are simplistic. It was always a gimmick.

  45. CCP fails as a developer by Anonymous Coward · · Score: 0

    Other than EVE Online CCP hasn't done anything to innovate on gaming. So really they don't have much room to talk about how to judge the market. Hell the only reason EVE Online does as well as it does is because there are rich whales that fund the giant armies. It's not massed of players and never has been. So them saying the market is small is pretty funny.

    I tried Valkarie and other than being a space shooter there was almost no depth to it. They didn't even really try to pull you into the experience. CCP was never going to be the company to innovate in this space like they never have been in anything other than a niche MMO.

  46. Maybe if the games they had released weren't turds by Anonymous Coward · · Score: 0

    Maybe if the games weren't microtransaction filled turds they would have doen better. Blaming the market instead of yourselves seems to the par for the course for them. . .

  47. So did the MSM with video by WillAffleckUW · · Score: 1

    Look, many of us tried to tell you this whole VR immersive environment and overuse of video on web and media platforms was a bad idea, but you bought into the sales pitches of those who made money from selling high end graphics hardware and software.

    Now stop making videos of everything - provide a link to the video, but stop trying to show it when I really don't care, and neither does anyone except teens who have no real jobs.

    --
    -- Tigger warning: This post may contain tiggers! --
  48. Really. by Anonymous Coward · · Score: 0

    "We expected $60 monocles to be three times as big." -- Also CCP.

  49. Plenty of reason why this didn't work. by Anonymous Coward · · Score: 0

    1. Your entire target audience lives on PC....so genius move to put it on PS4.

    2. No one could have predicted that crypto would swoop in and steal all the next gen graphics cards needed to make this all work. (Because again a PS4 is a boring piece of tech to the PC crowd.) We are finally seeing advanced GPUs returning to more sane pricing levels and availability in 2018.

    3. Your EVE core audience wanted EVE online to look like this, so a small stand alone shooter separate from the main game, and again on the PS4, was not going to get your EVE pilots to do more than some drooling over some trailers. Same thing with EVE DUST

    4. Two words "Star Citizen" was out to eat your lunch. They seem to be firing on all cylinders now, and if they don't do anything too stupid will be printing money in the online space ships game market for the next decade or so. (The latest videos are incredible check them out if you haven't seen them lately.)

  50. VR much like 3D by Archfeld · · Score: 1

    VR much like 3D has to be for a purpose other than just itself. When used in conjunction and to enhance a good story or function it will catch on. Up until now it has been just a one trick pony used for just a lark, in no way contributing to a story or function.

    --
    errr....umm...*whooosh* *whoosh* Is this thing on ?
  51. Treadmills Suck!! by Layth · · Score: 1

    When a omnidirectional treadmill for VR gets to a reasonable price range and functions seamlessly then VR will be amazing.
    Right now it's pretty stupid to stand in place and move your thumbs around.. it's uncomfortable to stand in one place without moving, but walking is awesome exercise and people will love it if they can walk and game.

    1. Re:Treadmills Suck!! by dj245 · · Score: 1

      When a omnidirectional treadmill for VR gets to a reasonable price range and functions seamlessly then VR will be amazing. Right now it's pretty stupid to stand in place and move your thumbs around.. it's uncomfortable to stand in one place without moving, but walking is awesome exercise and people will love it if they can walk and game.

      I doubt that will happen anytime soon. Making an omnidirectional treadmill isn't an impossible task. Making a cheap one probably can't be done. Something that people stand and walk on has to be rugged. The cheapest treadmill I can find is $300, and treadmills are a very mature technology. Being omnidirection is going to boost that to at least $600 if not more. It's a big bulky object, material costs, shipping, and low-production numbers are working against being cheaper. Add in the sensors and processors and being under $1000 in today's dollars is probably impossible.

      --
      Even those who arrange and design shrubberies are under considerable economic stress at this period in history.
  52. It's not the tech it's the company by Anonymous Coward · · Score: 0

    I've seen CCP try and mostly fail at all their apparently super dooper exclusive new games since 2005. They're obviously bored with EVE so go out and fail at other projects while EVE keeps them afloat and never spend the effort in expanding the abilities of the EVE universe noticeably enough to provide better immersion to bring in new players wanting to play a different way than fly around and be randomly destroyed in 'high security' space. I'm very bored myself with it tbf so don't care where CCP go.

  53. People just don't care about VR by Schnapple · · Score: 1
    An AC on another Slashdot story had a really interesting point:

    Here's the thing. When a real problem is being solved, the tech that addresses it is used DESPITE its issues. Like Word Perfect embedded formatting characters you had to manage yourself because WYSIWYG tech didn't actually quite work yet. But office secretaries everywhere were forced to learn that crap because the value of editing a doc and reprinting it was too valuable to pass up.

    VR is not like this. No one really uses it to solve a real problem, in any form. And so instead of the tech naturally moving forward by necessity and use, it moves forward by marketing and for research purposes. When it does finally work, it will be used in a few places, but it will never really go mainstream because it isn't solving a mainstream problem. If it were, we'd already be using it and tolerating its issues instead of saying they have to be fixed first.

    I would say another example are the original BlackBerry pager devices. They're a sad joke compared to what the mobile phone industry would become after the iPhone and Android phones hit the market but the use case - sending email from anywhere - was so compelling that people used them despite the fact that they were primitive. Heck they got the nick name CrackBerries as a result. Now we have an entire world of people staring at their phones sending messages with any number of devices when they're not playing Fortnite.

    The tech maturity argument is valid. The cost concerns are valid. The logistical concerns are valid. But I think the real thing is that at the end of the day, most people don't care a damn thing about VR and even if all of those things get sorted out the number of people who want to strap a thing to their face and be in that world for anything more than a few minutes a couple of times to see what's the big deal is nowhere near where it would need to be to make something like that viable.

    And I'm saying this as someone who got a Virtual Boy Emulator using Google Cardboard VR running on the iPhone.

  54. VR sucks because the content sucks by DMJC · · Score: 1

    Where the fuck is Star Wars X-Wing VR? The VR Demo from Battlefront is the only great VR experience and at 15 minutes long is pathetically short. Hell at least a FreeSpace 2 Port to VR should have happened by now. Dickhead obsession with "presence" and high framerate content is what's killed VR. Sony nailed it. Use a hardware framerate doubler, so devs just have to get 60FPS to the hardware. All the other VR systems require crazy spec computers and don't really work properly. Sony should have thrown $20 million at EA/Disney to get Star Wars VR made.

  55. Still not simple by SuperKendall · · Score: 1

    Yes I've seen that but you still have to have a safe play space set aside.

    Of all the VR systems I've tried (and I've had or tried all of the commercial ones) I liked the Vive the best. But it still is too complex even with things like that, to really be mass market.

    Vive is compelling enough though (moving within a space for real) that I was hoping it would grow enough of a niche to survive, maybe what needs to happen though is some other VR systems die off so more Vive specific content can me made that takes advantage of that real movement, and gain a solid sustainable niche that it can live within before we all migrate to AR systems. Vive seems a much better stepping stone in that direction than any other VR system.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:Still not simple by mobby_6kl · · Score: 1

      Windows MR headsets are way easier: unless you want to set up a safe boundary, which is optional, you just plug in two cables and go.And even if you do want it to track the boundary, it's enough to just walk around the perimeter once and that's it. There's currently no wireless solution but no reason it couldn't work with WiGig or something like Vive does.

      I have an Odyssey myself and while it's probably one of the best mainstream solutions right now, there are still limitations that get in the way of better immersion:

      1. Resolution. Actually it'd be pretty good on the Odyssey already if it used the RGB stripe sub-pixel layout. Screen-door effect isn't too bad, and supposedly the new Odyssey improves that further.

      2. Field of view. The 110 or so degrees are usable but still definitely a constraint. Something like the PiMax should be

      3. Lenses need to be improved by a lot. Off-center sharpness is garbage on any of the current headsets with fresnel lenses and it's very frustrating.

      4. Wireless would be nice, yeah. So would a smaller and lighter headset. Still, even if all this improves, it will still be a niche for quite a while but hopefully bigger than the 1% right now.

      As for why VR is as third of what CCP expected, I think Oculus deserves some blame there. They hyped the hell out of the Rift and eventually released the headset at over twice the expected price (and at almost a grand in Europe) with little content and no hand tracking. They also had a bunch of exclusives that effectively reduced the amount of available content early on for the Vive (and eventually WMR). I think there was a big opportunity to give VR a ton of momentum early on, and they blew it.

  56. Exclusive title fails by bahwi · · Score: 1

    I love my VR setup, the vive. It gets me extra exercise each day, keeps it from being boring, and makes it happen regardless of the weather. Fallout, Skyrim are amazing in it, even if they aren't designed for it.

    EVE Valkyrie was a Rift exclusive, so I pretty much ignored it. I didn't even know it came over the Vive until I read this, 2 years later. Meh, no thanks. I know studios love doing exclusives, but the VR ecosystem is far too small for that.

  57. No GTA, No Harry Potter, No Iron Man by Layth · · Score: 1

    The list goes on, it's a chicken or egg problem... you need the NES as well as Mario.
    Blizzard doesn't want to invest in VR because the market demographic is too small and fragmented.

  58. Re:They expected a lot of things to go differently by Anonymous Coward · · Score: 0

    Releasing their VR title as an Oculus exclusive, shutting out the majority of overall VR users, would just be another item on this list.

    It was a timed exclusive, but reviews weren't great so when it did become available there was no hype for it.

  59. Chicken vs Egg by nehumanuscrede · · Score: 1

    Developers don't want to go all in because of small user base.

    Small user base exists because of so few games.

    Add the relatively high cost ( for most people ) of a Vive or Occulus setup complete with gaming rig level hardware to run it, plus the bullshit infighting between hardware makers to become the " standard " and it's easy to see why it hasn't taken off.

    It really never stood a chance.

    1. Re:Chicken vs Egg by Miamicanes · · Score: 1

      The "small base" problem is partially mitigated by Unity and Unreal. They aren't quite "write once, run everywhere", but they DO make it possible to "write once, port quickly".

  60. Re:They expected a lot of things to go differently by allcoolnameswheretak · · Score: 1

    Given all the previous questionable moves they made they're pretty bad at anticipating how technology will play out for them.

    I'm sure their lack of success has also nothing to do with their game, at all.
    It has lackluster ratings on Steam (58%) and is a multiplayer only game. I could be the target market for their game - I love space sims and own a VR headset - but I couldn't care less about a multiplayer only game. I'm pretty certain that applies to the vast majority of people who enjoy a space sim.
    That old X-Wing / TIE Fighter / Wing Commander / Freespace crowd? All singleplayer gamers in their 30's and 40's with jobs and cash to spend on an expensive VR outfit. But multiplayer? Nope. That is for the 14-24 year old Call of Duty crowd who have perhaps never played a space sim in their life.

  61. Too many issues to waste money on VR by Anonymous Coward · · Score: 0

    You've got to spend hundreds of dollars just to find out:
    1.) Do you have enough room to move around while wearing a VR headset?
    2.) Is your computer close enough to the space where you presumably have room?
    3.) Is your computer powerful enough to run the games in VR?
    4.) Will the headset fit your head?
    5.) Will the headset fit over your glasses?
    6.) Will you be able to see the image clearly enough without glasses?
    7.) Will it trigger seizures in people with a history of epilepsy?

    Sony has done well since their device is really intended for use while sitting, doesn't cost an insane amount, and works on a console mainly owned by kids that don't think before throwing money at something. I would love to see a usage statistic that shows how often people that actually bought headset even use them.

  62. Playerbase for Space Based Games? by neoRUR · · Score: 1

    Well maybe it's not VR, but the fact that it's a VR MMO game in Space for hardcore players?
    It's not really a super large player base there to begin with, and most people are probably still playing the old Eve Online, why move over to this?

  63. Re:They expected a lot of things to go differently by fazig · · Score: 1

    You underestimate those older Millennial and younger GenX gamers. There's a good chunk that is interested in multi-player which is reflected in the crowd funding base of Star Citizen for example. The average age of players in EVE Online also happens to be within that range. CCP even had the means to evaluate the hardware of their player base and see whether they'd be a possible target audience for the game. Other than that, Valkyrie also has a single player campaign as far as I know.

    Other than, yes, their game not being good didn't help it either. From what I know the single player was bad as well.
    However, if they just released it for the PC without all the additional requirements it could have done a lot better in filling that action-gameplay gap from which their EVE Online has been suffering for a long time.
    Pretty much the same applies to Dust 514, which was a mediocre shooter at best. And since the crowd that is mostly attracted to consoles wasn't really interested in the link with EVE Online, Dust 514 had to stand on its own legs. And there it had to compete with other shooters like Call of Duty, Battlefield and the likes. I believe it would have fared a lot better on the PC with its direct link to EVE Online. There its mediocrity could have easily been overshadowed by it offering its complementary gameplay to existing EVE Online players.
    That's a lot of EVE players wanted at that time anyway. But CCP knew better.

  64. Silly by JThundley · · Score: 1

    I am reading some of the silliest excuses in this thread. That VR has to be perfect, there's no porn in VR, there's no haptic feedback, it's not dirt cheap, it can't be developed incrementally.

    VR doesn't have to be perfect, it has to be good enough which it is. The resolution is starting a bit slow but there is more than one serious product on the market in competition with each other. Higher resolution VR headsets are being developed, and incremental VR development is underway which someone else here said was impossible.

    There are a good amount of games for VR, especially considering how new the platform is.

    The manufacturers won't allow porn? Do you really think they can keep porn off their headsets? My dick is virtually raw (see what I did there?)

    "VR isn't easy to do unlike watching TV". OK, nothing else on a computer or game console is. When I play VR, here's what I do: Start the game, turn on each controller, put on the headset. That's it, it's easy.

    "There's no haptic feedback" that's a lie, there is haptic feedback. You have a crappy system if you don't have that.

    "VR isn't cheap" it's relatively cheap, especially for what's basically 1st gen new technology.

    "You can't see the controllers" what?! Firstly, yes you can sometimes. Secondly, a well-designed controller doesn't need to be seen. Do you look at your keyboard while you type? Do console gamers look to make sure they're hitting the right button?

    There are however 2 points that I'll concede: Some people to get motion sickness and that's a serious problem that devs and engineers can only do so much to fix. Hopefully there will be better drugs developed to combat this so we can move into a badass cyberpunk reality. The other one is that (sometimes) people play games to chill and don't want to be active. That's fair enough, I'm even too lazy for VR sometimes even though it's rarely a real workout.

  65. CCP - Chinese Communist Party? by Anonymous Coward · · Score: 0

    Wow didn't know the Chinese Communist Party made those games

  66. VR people got it wrong by Anonymous Coward · · Score: 0

    I think VR people got it wrong.... I want immersive but it cannot be too real.

    I want to have fun but I don't want to get tired holding my hand up like holding a real gun for hours. I don't want to run on threadmills so I can feel like I'm really running.... in fact I want to run faster without actually straining my muscles. The VR people just keep wanting to make things too real.

    Seriously it just need to be responsive, high resolution and hours of sustainable fun

    1. Re: VR people got it wrong by Anonymous Coward · · Score: 0

      I hate you.

    2. Re:VR people got it wrong by Raenex · · Score: 1

      Seriously it just need to be responsive, high resolution and hours of sustainable fun

      What you want is The Matrix.

  67. Re:History repeats itself --Correction it's Market by Anonymous Coward · · Score: 0

    Correction, it's Market not marked. Okay the word Market is the correct word, market.

  68. Cost of VR equipment vs. cost of housing by Anonymous Coward · · Score: 0

    I think a major blocker in many cases is not the fact that the VR equipment is expensive, but rather the fact that you need to dedicate an entire room to your VR setup in order to get the full VR experience, and rooms certainly don't come cheap these days.

  69. The game wasn't very good, maybe? by sad_ · · Score: 1

    Well the game wasn't doing well on VR, they released a desktop version and it still wasn't doing well.

    MUST BE A PROBLEM WITH VR!!

    I would rather think it is a problem with the game if it also fails on the desktop.

    --
    On a long enough timeline, the survival rate for everyone drops to zero.
  70. Excuses, excuses. VR space games are in hot demand by ihaveamo · · Score: 1

    ...just not his!! Just because his game has been totally and utterly trounced by ELITE DANGEROUS, (which for Vive/Rift is a bit of a "killer app" for VR), doesn't mean VR not selling. That's like saying PC gaming is dying because the Duke Nukem remake didn't sell. VR is going great - yes as some people have said there's "too many cables"... but the technology is moving along at breakneck speed at the moment.. For example , the "cable" problem has just been resolved ... this week! HTC specifially have brought out a vive wireless adapter which does away with the cables. The Samsung GEAR VR and the (equivalent) Oculous GO are just pick-up-and-play self-contained VR which have a surprising amount of fantastic space games for them - such as Project Charon, End Space and Anshar 2. Project Charon specifically is a sight to behold, considering it can be run from a cheap mobile phone getup (GEAR VR) and silences most VR crtitics after a demonstration.