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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."

140 of 234 comments (clear)

  1. 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 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.

    10. 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).

    11. 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.

    12. 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.

    13. 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.
    14. 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.
    15. 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.
  2. 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 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'
    2. 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.

    3. 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.

    4. 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/

  3. 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
  4. 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.

  5. 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
  6. 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.

  7. 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.

  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.

  9. 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
  10. 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
  11. 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
  12. 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.

  13. 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.
  14. 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 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'
    2. 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.

    3. 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'
    4. 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.

  15. 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.

  16. 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 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!

  17. 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.'"
  18. 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.

  19. 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.

  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 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.

    3. 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.

  22. 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.

  23. 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.

  24. 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.

  25. 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.

    --
    C. Sagan : A demon haunted world:
    http://www.amazon.com/gp/product/0345409469/
    visit randi.org
  26. 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.

  27. 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

  28. 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 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.

  29. 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...
  30. 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.

  31. 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.
  32. 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).

  33. 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 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
  34. 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.

  35. 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]

  36. 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.

  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)
  38. 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.

  39. 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.

  40. 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.
  41. 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.

  42. 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
  43. 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".

  44. 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'
  45. 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'
  46. 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.

  47. 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.
  48. 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.

  49. 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.

  50. 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.

  51. 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...

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

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

  53. 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.

  54. 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.

  55. 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.

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

    Bingo.

  57. 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'
  58. 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!
  59. 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".

  60. 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.

  61. 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

  62. 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! --
  63. 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?

  64. 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 ?
  65. 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.
  66. 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.

  67. 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.

  68. 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.

  69. 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.

  70. 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.

  71. 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.

  72. 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".

  73. 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...

  74. 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.

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

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

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

    Btw, misread "physiological" as "psychological."

  77. 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?

  78. 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.

  79. 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.

  80. 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.

  81. 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.

  82. 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.

  83. 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.
  84. 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.
  85. 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.

  86. 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.
  87. 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.
  88. 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.
  89. 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.

  90. 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.

  91. 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.
  92. 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.

  93. 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.

  94. 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.

  95. 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.