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It's Becoming Increasingly Unlikely that We'll See a Major Shift To Virtual Reality Any Time Soon (theoutline.com)

An anonymous reader shares a report: VR was supposed to be a revolution, with companies like Oculus pioneering a whole new way for gamers and non-gamers alike to be immersed in digital environments -- but that excitement has markedly cooled. The media has gone through several cycles of fawning, optimistic prognostication, and... wishful thinking? -- but for all the hype we have very little consumer interest to show for it. Oculus sold off to Facebook and has become little more than a parlor trick Mark Zuckerberg shows off at every F8 event. As Ben Thompson recently noted, the bet on the company is an awkward fit for Facebook that strays from Zuckerberg's strengths in several ways.

Oculus founder Palmer Luckey is now tooling around on right wing defense projects, while co-founder Brendan Iribe has just left the company amid rumors of future headsets being shelved. Several prominent studios have shut down or ceased VR efforts, including Viacom and AltspaceVR, and Microsoft is a steadfast "no" when it comes to dipping its toes in the water via the Xbox. Sony has boasted about sales of the PSVR hitting 3 million in two years, but there are 82 million PS4 units in the hands of consumers (and keep in mind that Microsoft sold 35 million Kinects but still discontinued the product). With cumbersome hardware (which, let's be honest, looks really stupid to most people), absurd PC requirements, and nearly no AAA titles to lure the curious into the world of VR, it's becoming increasingly unlikely that we'll see a major shift to virtual reality any time soon.

Also worth noting: if you're looking to Magic Leap for a kind of bridge to the future with its AR efforts, don't get too wound up. Brian Merchant's excellent and detailed feature story for Gizmodo on the company's struggles to get around the same hardware, software, and consumer adoption issues that plague VR make it clear there is no easy answer in this space. In my opinion -- as someone who watched this new generation of virtual reality emerge from the earliest days, and was one of its biggest fans -- VR adoption will only happen when the barrier to entry is akin to slipping on a pair of sunglasses (and even then it's no sure thing). Most people don't want to wear a bulky headset, even in private, there's no must have "killer app" for VR, and no one has made a simple plug-and-play option that lets a novice user engage casually. Everyone I know who's tried a VR headset is blown away by the experience, but no one really wants to go deep on it except for what amounts to a rounding-error percentage of enthusiasts.
Further reading: 'We Expected VR To Be Two To Three Times as Big', Says CCP Games CEO.

298 comments

  1. The reason is that it sucks. by Anonymous Coward · · Score: 4, Interesting

    I bought into the hype, having wanted to try VR since 1992 when I first saw it on TV as a small child, never having even tried it at any convention or anything like that since, and in 2016 (right?), when the HTC Vive came out, I went crazy and wasted a ton of money on it and a whole new crap consumer PC with a beefy graphics card... and it was all garbage. It's really too many things to even bother listing them, but it also didn't exactly help that all the *software* for it was worthless bullshit. Even the VR porn couldn't have been more obnoxiously shot/directed, and I watched a whole lot of that before finally giving up on it. Very disappointed.

    1. Re: The reason is that it sucks. by Anonymous Coward · · Score: 1

      Thatâ(TM)s the whole problem. Even flight simulation which would seem to be ideally suited for VR just sucks. The interfaces are crap.

      And Zuck sucks. Fuck the Zuck.

    2. Re: The reason is that it sucks. by AJWM · · Score: 2

      I don't see why flight simulation is ideally suited to VR. You can do flight sims just fine on a (couple of) 2D screens and, if you want to get fancy, a mocked up control panel. I guess being able to change views just by moving your head is cool, but that's not taking advantage of what VR is capable of.

      Now, simulating flying like Superman, yeah, that'd be cool.

      And I agree about Zuck.

      --
      -- Alastair
    3. Re:The reason is that it sucks. by ShanghaiBill · · Score: 2

      I bought into the hype, having wanted to try VR since 1992

      In the mid 90s (95 or 96?) a VR arcade opened on Pier 39 in San Francisco. You paid, like $5, and got some bulky helmet with goggles and a gun. Then they turned it on, and you were attacked by dinosaurs, as well as the other players. Since computers were a zillion times slower than today, everything was just a mesh with no filled polygons, but it was still really cool. There was even a pterodactyl that grabbed you and soared into the air. When it dropped you, it took a second or two to realize you weren't falling.

      I thought, wow, this is going to be big. But it didn't happen. The arcade closed, and 22 years later VR is still a fizzle. It doesn't make sense to me.

      Does anyone else remember the arcade? Were you as impressed as I was?

    4. Re:The reason is that it sucks. by LesFerg · · Score: 2

      I don't know about the porn but the 360 degree vids on YT that I have tried out in VR have been a mixture of good, ok and truly awful.

      There are a series of these VR vids produced by a brand-name wearable camera company which chop around between different views and scenes every 5 to 10 seconds, which totally breaks any sense of immersion and makes the whole experience terrible. They may be great at manufacturing 360 degree cameras but show no understanding at all about editing and presenting what was captured. It certainly was not the correct way to market the experience.

      --
      If I had a DeLorean... I would probably only drive it from time to time.
    5. Re:The reason is that it sucks. by Anonymous Coward · · Score: 0

      I went there, but all they were running was Duke Nukem deathmatch on a football field. It was meh.

    6. Re:The reason is that it sucks. by Anonymous Coward · · Score: 0

      Was it this? https://en.wikipedia.org/wiki/Virtuality_(gaming)

    7. Re: The reason is that it sucks. by mdhoover · · Score: 1

      That's the whole problem. Even flight simulation which would seem to be ideally suited for VR just sucks. The interfaces are crap.

      DCS is pretty awesome in VR (though you have to go hunting for your mouse to flick all the switches not mapped to your HOTAS)
      Issue is primarily the need for a gargantuan graphics card (Where the F**k is VRSLI) and the resolution (trying to keep eyes on the single pixel you are chasing)

      And Zuck sucks. Fuck the Zuck.

      Stick a fork in Oculus, it is done. Hoping the Pimax headsets live up to the hype

    8. Re: The reason is that it sucks. by caseih · · Score: 1

      Have an HTC Vive. The real problem with flight simulation and VR is the lack of resolution. I've got a program (can't remember what it's called offhand) that can let you use MS flight simulator in VR to pretty good effect. The problem is that most aircraft I can't read the instrument console right in front of me because the goggles don't have enough resolution. But the effect of flying an airplane in VR is pretty darn amazing, I must say. The addition of depth queues is really nice, as well as the immersive nature of being able to just turn your head to look out a side window. It's a better experience than even a couple of 2D screens as far as frames of reference goes. If the goggles could use 4k that would help dramatically with the instrument panel problem.

    9. Re: The reason is that it sucks. by reanjr · · Score: 4, Insightful

      The reason it's ideally suited is because it's a cockpit. VR works best when it simulates something akin to sitting on a couch with your hands on controllers that match those in the VR world.

    10. Re:The reason is that it sucks. by ShanghaiBill · · Score: 1

      Was it this? https://en.wikipedia.org/wiki/...

      Yes, I think so. It came out in 1994, so the timeframe is right. The helmet looks the same, and the "Dactyl Nightmare" sounds exactly like the game I played all those years ago.

    11. Re: The reason is that it sucks. by Anonymous Coward · · Score: 0

      VR is horrible for trying to do action games or anything that requires twitch skills. That's why every VR shooter makes you stand in place.

    12. Re:The reason is that it sucks. by Anonymous Coward · · Score: 0

      In '95 my home computer could do better graphics than that. The Mechwarrior machines at Dave & Buster's were much more impressive.

    13. Re: The reason is that it sucks. by GrpA · · Score: 1, Funny

      This is actually the real reason that VR is dying/failing. There's no recognition that VR needs to occur in a chair for most of us. There was this idea that people would make a VR room and walk around in it, and this was driven by the idiots at Oculus more than anyone, as a means to lock out competition. Well, it worked - the competition stayed outside and so did the customers.

      Yet, there's absolutely NO way to "float" around a room-scale VR solution at all while seated. VR games lock you into a "step/jump" approach to movement, or force you to just not play at all, since it's "for your own good that you don't get sick"... What a load of crap. ANY time that an option or decision isn't available to you, it's an indication that the developers don't want you to have any choice.

      Probably the only time we'll ever get a half decent title will be "VR Wheelchair Simulator" and I bet they will still try to make us "jump" from scene to scene.

      Meanwhile the problems with optimizing the solution leaves developers VR-shy and we get even less choice.

      Aside from this, there are problems - such as low resolution, poor tracking and the likes, but generally most of these can be forgiven. What can't be forgiven is this whole room-scale/Sitting difference that should never have existed before as anything other than a check-box on the controls that were handled by the VR platform itself and not the game. And this doesn't exist and will likely never exist.

      Because, fundamentally, people don't like walled gardens. Not even VR ones.

      --
      Enjoy science fiction? "Turing Evolved" - AI, Mecha, Androids and rail-gun battles. What more could you want?
    14. Re: The reason is that it sucks. by Baloroth · · Score: 4, Interesting

      There was this idea that people would make a VR room and walk around in it, and this was driven by the idiots at Oculus more than anyone, as a means to lock out competition.

      This is just straight-up not true. Oculus didn't even support room-scale VR at all for ~8 months after launch (and really never intended full room-scale VR, as shown by the fact that they still don't sell a setup with 3+ sensors you really need for decent room scale), it was Valve with the Vive that did that. Also that had nothing at all to do with locking out competition because that doesn't even make sense (how would room scale help lock out competition?)

      Yet, there's absolutely NO way to "float" around a room-scale VR solution at all while seated.

      Also not true. Many (most?) VR games support smooth locomotion and/or turning. I'm actually wondering if you've ever even played VR, because most of what you're saying is just, well, wrong.

      The reason VR isn't "successful" is because it's just not ready for mass consumers yet. The hardware isn't there (low resolution, you need a very beefy computer to run even the current resolution), and the software honestly isn't fully there either. A fully consumer-ready VR probably needs to be lighter, wireless (or even self-contained), and have a much better display than is currently available. That'll happen, eventually, but probably not for another 5-10 years. VR is basically in the same place as early cell phones: really really cool technology with tons of potential, held back by hardware that while it works, just isn't really ready for widespread use. And that's fine: the technology is on the table, it's not going away, and it will only get better with time.

      --
      "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
    15. Re: The reason is that it sucks. by rtb61 · · Score: 1

      I want VR but only will accept the style of VR that I want, fuck all the shit substitutes. I want VR glasses that I can stick in my shirt pocket and then pull out and hook up the the USB port of my smart phone and give me a virtual 125 inch screen, sans motion, fixed view far better from a nausea point of view especially on public transport where motions felt would be at extreme variance to the motion displayed on the glasses. Sure altered reality with display overlaying a real world view but that would require cameras on those glasses and the smart phone powerful enough to create an internal view of the external view with the additional data displayed over it. Probably better to turn the phone into a network device and have an external server with lots of oomph to process and serve it, as close to real time as practicable, probably sharing processing with the phone.

      --
      Chaos - everything, everywhere, everywhen
    16. Re: The reason is that it sucks. by mikael · · Score: 1

      That is the problem. Users with a mega multi-monitor 4K displays would need the same resolution on their VR googles to be happy:

      https://superuser.com/question...

      A quick image search would show many more examples. Then the headsets are still a bit heavy.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    17. Re: The reason is that it sucks. by GrpA · · Score: 1

      Yes, I have a VR setup. It's hanging next to my "Beefed up" stock 15-year-old computer, that runs VR apps just fine... At least most of them. Anyone who games usually has such a "beefed up" computer already, unless they never made a gaming PC. Accusing me of not having played anything in VR just because I don't agree with your point of view is disingenuous though.

      And Valve is just as bad as Oculus, though I couldn't tell you which one is worse.

      Still, no such method to force VR to allow room scale concepts to be taken sitting down exists, though feel free to name one otherwise.

      I'll wait.

      After all, it is to my advantage if you can do so.

      --
      Enjoy science fiction? "Turing Evolved" - AI, Mecha, Androids and rail-gun battles. What more could you want?
    18. Re:The reason is that it sucks. by Anonymous Coward · · Score: 0

      From TFA: "Everyone I know who's tried a VR headset is blown away by the experience"

      Is this really true? I've tried VR more than once and found it to be completely lackluster in each case. To me it feels like sitting right in front of a giant television set- it doesn't look or sound any more real than any other computer game, the only difference is you see the screen no matter which direction you look. Oh and you're wearing a giant uncomfortable mask on your head in order to do it.

    19. Re:The reason is that it sucks. by mikael · · Score: 2

      That sounds like the early Virtuality headset systems. They worked off a four Amiga PC's, each pair implementing a graphics pipeline for one CRT in the headset. They had a simple platform game where you were on checkboard platforms with what I thought was a dragon/dinosaur and could shoot a weapon at it.

      For VR to take off, it has to complete against all the other 3D project/contracts that are on the marketplace based on likely profit margins.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    20. Re:The reason is that it sucks. by Wolfrider · · Score: 1

      I remember Navy Pier in Chicago had similar. Killer app for VR back then was Mechwarrior multiplayer running on Apple - it was pretty cool, they had a full sitdown cockpit.

      --
      .
      == WolfriderV6 == I'm willing to admit that *I just might* be wrong... Are you??
    21. Re:The reason is that it sucks. by Anonymous Coward · · Score: 0

      Dactyl Nightmare. Four checkerboards connected by stairs, released circa 1992, typically at Commodore Amiga shows.

    22. Re: The reason is that it sucks. by allcoolnameswheretak · · Score: 1

      This is actually the real reason that VR is dying/failing

      "VR is dying" seems to be the latest bandwagon to hop on. For some reason it seems there are some people who really want VR to fail. Maybe those people who get motion sickness from just putting the headset on their face.

      Sorry, but I see no evidence that VR is dying. The Steam library of VR games seems to be increasing by the hour. There are some great games for VR out there by now that are a blast to play. Everyone I show the headset on is immediately amazed at the immersion and the potential. I'm amazed myself every time I take a longer VR break and pick it up again later at the experience. Some people cite the lack of AAA games - go play Skyrim or Fallout 4 VR, you can even install some mods are you are set for hundreds of hours of gameplay.

      I'm sure as hell that VR is just getting started and gaining traction, no matter how much some people want it to die. The only thing holding it back a little are resolution and field of view, which could be better. But the next generation of VR headsets is already on the horizon.

    23. Re: The reason is that it sucks. by Anonymous Coward · · Score: 0

      If you're claiming that your 15 year old "beefed up" computer runs most VR apps just fine, you and most people probably have a very different take on the meaning of "just fine" or you're being disingenuous. Think about that, a computer from 2003 supposedly plays most VR just fine? There's at least one major caveat or significant omission to that statement, because otherwise it's wholly untrue. So it really makes whatever point or points you're making seem as though they are equally as disingenuous. Just thought I'd point this out in case you're hoping for someone to take you serious or were hoping for a productive conversation here.

    24. Re:The reason is that it sucks. by Anonymous Coward · · Score: 1

      Robo Recall, Eve Valkyrie, and XPlane 11 should be experienced.
      They're amazing. Unfortunately, Robo Recall is exclusive to Rift and you missed out.

    25. Re: The reason is that it sucks. by Anonymous Coward · · Score: 0

      The fundamental problems with VR are not solved by the very latest CPU and GPU horsepower.

    26. Re: The reason is that it sucks. by Chas · · Score: 1

      I don't think that the interfaces are "crap".

      It's that we, as humans, aren't really ergonomically suited to VR interfaces.

      We like lots of cues and stuff that would just junk up a VR interface.
      We only have so many positions in which we're comfortable for extended periods (i.e. Gorilla Arms and similar kinesthetic issues).

      CAN we do VR?
      Yeah.
      Are we physically suited to doing it with the current level of tech?

      No.

      It's a GREAT sci-fi convention.
      But reality is ever so much more prosaic.

      --


      Chas - The one, the only.
      THANK GOD!!!
    27. Re:The reason is that it sucks. by Anonymous Coward · · Score: 0

      I've been telling everyone since the 3DS came out that this stuff was crap and wasn't going to pan out.

      1) It makes people sick, just like 3D films
      2) It's expensive and the experience is poor due to low resolutions
      3) at best VR HMD's in their present state are a way to view a 3D "film" correctly at home rather than "3D screens" which are like looking at a multi-layered painting. (EG it's still flat except where the "3D" film throws something at you for shits and giggles)

      There are two major problems, input and software not being developed to take advantage of "VR", and are rather just conversations of FPS-styled games without the necessary 6-DOF to make VR not give the player a headache. Playing a VR game with virtual-boy like input (eg a controller you can't physically see within the VR space) is a dead-end. You need to have "power glove" type of input at the minimum.

      Which goes to the issue of lack of full haptic feedback. Without it, people can "virtually" put their hand on a stove and not feel anything, thus it screws up players ability to react to things.

    28. Re: The reason is that it sucks. by greythax · · Score: 1

      next to my "Beefed up" stock 15-year-old computer

      I think we just discovered why you don't like VR.

    29. Re:The reason is that it sucks. by doggo · · Score: 1

      Pffft! I've been dismissing VR since Jaron Lanier & Mondo2000. It's a bunch of hokum.

    30. Re:The reason is that it sucks. by Anonymous Coward · · Score: 0

      Dactyl Nightmare! I got to play this as a 6th grader against a bunch of businessmen at a government purchasing convention, sometime in '94. They were trying to push the hardware as a platform for simulations. I don't think it got much traction. Never saw one in the wild or at an arcade.

    31. Re: The reason is that it sucks. by Opportunist · · Score: 1

      True. But introducing additional shortcomings doesn't exactly improve the situation either.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    32. Re: The reason is that it sucks. by Opportunist · · Score: 1

      I run my VR setup on an i7 with a 980GTX graphics card, which happens to be very doable, but still about the lower edge of what I'd consider playable. I'd probably have to find out what it must look like on your rig to know for sure, but I guess your experience must be a very unpleasant one.

      The reason for this is that VR depends more than any other kind of game on a smooth simulation. When I turn my head in a normal computer game and get about 15 frames a second, it's annoying but doable. If you get that kind of feedback in a VR game it's a surefire way to get horrible motion sickness. Same for any other kind of movement.

      Motion sickness happens when your balance system reports something fundamentally different than what your eyes are seeing. And a 15 year old rig sounds like trying VR on it is mostly a motion sickness simulator.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    33. Re: The reason is that it sucks. by stealth_finger · · Score: 1

      It's hanging next to my "Beefed up" stock 15-year-old computer, that runs VR apps just fine

      How can it be beefed up and stock at the same time?

      --
      Wanna buy a shirt?
      https://www.redbubble.com/people/stealthfinger/shop?asc=u
    34. Re: The reason is that it sucks. by Anonymous Coward · · Score: 0

      Yes, I have a VR setup. It's hanging next to my "Beefed up" stock 15-year-old computer, that runs VR apps just fine.

      I take it your favorite VR app is Vomit Comet?

      Seriously, though, if you are trying to do VR using a '"Beefed up" stock 15-year-old computer', you're:
      A. an idiot.
      B. a liar.
      C. disingenuous.
      D. all of the above.

      I suspect it's D.

    35. Re: The reason is that it sucks. by dkman · · Score: 1

      I know. People today are so "we gave it a week and it didn't thrill us so let's throw it away".

      I'm not "get off my lawn" old, but why does everything need to be so absolute?

      It's not the "instant hit" some people might have expected, okay. But given some time to mature, in both hardware and software, it absolutely could be a huge piece of the market.

      If skeptics convince every player to leave then their forecast looks true. It's akin to shorting stock and publicly saying the stock is trash.

      Let the hardware become smaller, faster, fancier. Let the software become cooler. Let the prices come down. Then you've got something that can take off.

      I agree that they should always allow you to be stationary and seated, otherwise they're cutting people out.

      --
      I refuse to sign
    36. Re: The reason is that it sucks. by ElizabethGreene · · Score: 1

      I thought it was just me.... I love Mission:ISS, but it's frustrating that I can be 10cm from a switch and not read what it says.

      It's a two-tier problem. The software problem is that the textures aren't deep enough. The hardware problem is the resolution isn't high enough.

      For me there is also a third tier biological problem. I can't adjust the kit to be in focus. I assume that's a bug with my skull or optics.

      (Oculus Rift, Radeon R290X, i7)

    37. Re:The reason is that it sucks. by Anonymous Coward · · Score: 0

      I've seen a few of those set up at a gaming convention

    38. Re: The reason is that it sucks. by Anonymous Coward · · Score: 0

      >> It's hanging next to my "Beefed up" stock 15-year-old computer, that runs VR apps just fine

      > How can it be beefed up and stock at the same time?

      Maybe he watches stock tickers in VR?

    39. Re: The reason is that it sucks. by Anonymous Coward · · Score: 0

      I think maybe Facebook killed VR since they bought Oculus and made sure they inherited all the FB hate

    40. Re: The reason is that it sucks. by Anonymous Coward · · Score: 0

      I tried something similar and it was cool... my issue with current gen vr is that oculus is still in the lead and owned by fb

  2. You mean... by mhkohne · · Score: 2

    That the underlying problems with VR can't be solved by turning up the resolution?

    Sorry, folks this is hardly unexpected. The problem with VR the first time around wasn't the frame rate and what not, it's that the goggle cut you off from the real world. That's something that people, unsurprisingly, still aren't ready for.

    Give it another 20 years and try again.

    --
    A thousand pounds of wood moving at 300 feet per minute. Don't get in the way.
    1. Re:You mean... by Joce640k · · Score: 1

      it''s that the goggle cut you off from the real world.

      Yep.

      But ... google cardboard is very cool. "VR" works best in short 30-second blasts with no cables.

      --
      No sig today...
    2. Re:You mean... by avandesande · · Score: 3, Insightful

      Generally avoid things that make me throw up.

      --
      love is just extroverted narcissism
    3. Re:You mean... by LesFerg · · Score: 1

      The problem with VR the first time around wasn't the frame rate and what not, it's that the goggle cut you off from the real world.

      From the real world? It cut me off from drinking beer while I play games. Thats far more serious. I'm not drinking beer thru a straw.

      --
      If I had a DeLorean... I would probably only drive it from time to time.
    4. Re:You mean... by Opportunist · · Score: 1

      The problem with being "cut off from reality" is that our input systems ARE still in reality. Finding your mouse is a true PITA when your VR helmet doesn't show it to you, and while the input devices you have are quite amazing already (seriously, it freaked me out when I saw my virtual hands for the first time holding those Vive controllers in the Raw Data game), the moment you have to use an input device that was made for you at least having a peripheral view of it (like mouse or keyboard) your immersion grinds to a halt because, well, it's just not there.

      I think it's less the people that aren't there yet, it's more the input devices and the programs. Or rather, developers are simply not really aware of the problems VR throws at them yet.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    5. Re:You mean... by Opportunist · · Score: 1

      That's an issue in surprisingly few games, actually. I found that (virtual) lateral acceleration does it to me mostly, while being moved in the direction I'm facing is fairly comfortable.

      Again, a learning process. Game developers have to find out what they can do to people and what they better shouldn't.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    6. Re:You mean... by lgw · · Score: 1

      For me it was an issue with most games. Just turning my head would do it, eventually. The nausea would slowly build up over 30 minutes, then stick with me for hours after I stopped. Motion I controlled with a controller, like a normal video game, didn't cause me issues. Very disappointing.

      Very immersive, though. Seems the tech VR is missing is a great anti-nausea drug.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    7. Re:You mean... by mentil · · Score: 1

      Install a beer app and drink a virtual beer. Problem solved.

      --
      Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
    8. Re:You mean... by Miamicanes · · Score: 1

      What I'd really like to see: a headset that starts with the basic idea of an Oculus Rift + ZED Mini (two cameras that clip onto the front of a Rift to enable AR-type applications), but taken to the next level:

      * Extremely high-resolution displays... 3840x2560 per eye... with freesync or G-sync framerates up to (and including) 100hz & 120hz.

      * Equally high-resolution cameras, with two independent video paths:

      1. A low-latency path that's basically analog and genlocked. This is the video of the room around the user that gets seen directly. Basically, anyplace where the GPU-generated video is "bluescreen green", this video gets overlaid.

      2. A second, "digital" path that's available for the usual "AR" type purposes -- image-recognition, computer vision, environment-mapping, etc.

      Path #1 allows the user to remain grounded in reality, and avoids the worst effects of "simulator sickness". Your brain can tolerate sloshing & swimming details, as long as the bulk of your surroundings are in fundamental agreement with what your other senses are telling it.

      Path #2 allows for Augmented/Mixed-reality content, without compromising Path #1.

      Ideally, the headset would support 802.11ad, so the relatively uncompressed digital bitstream from the cameras could be thrown directly at a server running on the local LAN to do the heavy-lifting analytical work.

      Why this is important: current camera-video pipelines just plain have too much latency to use as an augmented-reality "environmental" view. I know, because I've written programs that try to take the video stream directly from the camera on an Android phone & render it straight to a Unity RenderTexture. They all lagged so badly, it was worse than having no view of the room at all. I concluded that the only solution that involves camera-to-video instead of holographic video overlaid on a directly-viewed scene (like MagicLeap or Hololens) would require cameras with an extraordinarily low-latency pipeline as described above, combined with high-resolution displays with high native framerates (ideally, 100 and 120fps... or better yet, 200fps and 240fps).

      I'm highly-sensitive to simulator-sickness... but I'm pretty tolerant of traditional motion-sickness. In English, that means I have close to zero tolerance for latency, blur, and eyestrain with regard to my "environment", but can tolerate a fair amount of higher-order artifacts WITHIN that environment as long as the environment AS A WHOLE is consistent with what my other senses are telling me. The solution is to START with getting my environment to be acceptable when viewed indirectly (by looking through lenses at screens displaying realtime live video captured by cameras on the other side of the screen), and THEN overlay the synthetic video. Current VR solutions go at it "backwards".

    9. Re:You mean... by djinn6 · · Score: 1

      You also have to solve the focal length problem. When I put on a VR headset, I immediately get eye strain and blurry vision. My eyes were trying to focus on something distant, but the headset's focus is always a few feet away.

    10. Re: You mean... by Anonymous Coward · · Score: 0

      Sounds like there's a business opportunity there.

    11. Re:You mean... by Anonymous Coward · · Score: 0

      Generally avoid things marketing throws up . . .

    12. Re: You mean... by Anonymous Coward · · Score: 0

      Data glove.

    13. Re:You mean... by greythax · · Score: 1

      Being cut off from the real world is the whole reason I bought my headsets.

    14. Re:You mean... by Opportunist · · Score: 1

      Maybe it's a matter of simulation speed, I noticed that this happens mostly when the hardware isn't quite strong enough to run the program and what you see is a few fractions of a second behind of what you "should" see. When this happens to you when you turn your head, this sounds like this issue.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    15. Re: You mean... by Miamicanes · · Score: 1

      IMHO, the most viable way to limp around the focal length problem is to treat it like simulated nearsighted presbyopia (inability to focus on things closer than 2-3' due to age, blurriness beyond ~10' due to nearsightedness) and use what are -- for all intents and purposes -- some variant of bifocal lenses in the headset.

      Or... simulate the same combo, but with single-vision lenses and added astigmatism. As my eye doctor explained when I had PRK years ago, a small amount of astigmatism can actually come in handy later in life by compensating for the reduced focal depth. Basically, trading text that's crisp & sharp over a limited focal depth for blurry text that's readable over a wider range.

  3. Reality vs desire by gurps_npc · · Score: 2

    Here is what we want with VR/ Full sensory VR - most importantly touch. That is what we truly want to feel like we are in a reality, not watching a movie.

    But all we get are head gear that makes us look stupid and gives us 5% more than an Imax movie does. Yeah, the 360 video is cool, but the sound is not any better and we don't get touch or even smell, let alone the minor senses (like heat).

    The stuff we truly want for a good VD would require something more like a neural implant rather than a headphones + cell phone right next to your eyes.

    --
    excitingthingstodo.blogspot.com
    1. Re:Reality vs desire by Anonymous Coward · · Score: 0

      The next step forward in creating VR will come from the military. The F-35 pilot helmets give the pilot full 360 degree vision. If the pilot looks down the fuselage disappears and the pilot can see the ground as if looking through a window. The pilot can fire missile just by looking at his HUD and selecting a target with a blink of an eye. The advanced fighter gathers a stupendous amount of data running on some of the most sophisticated computer processing systems and organizes all that information and presenting the data in a format the pilot can recognize and interact with. In the civilian VR realm instead of using millions of dollars worth of advanced censors a software program provides the input. The military has also been developing and testing implanting small sensors into a pilots head that collect and identify the pilots brain wave patterns while performing tasks that are handled manually. Basically training the system to the point where a pilot needs only thinking about some task and the onboard systems carrying out the actions. Flying a jet with your thoughts! Right now the costs are too high for the civilian market place but sooner or later this type of technology will improve and become much cheaper. Most of the technology in use today started life in the military R&D.

    2. Re:Reality vs desire by Opportunist · · Score: 1

      I don't know if that's really a problem if your goal is to provide a good gaming experience. You do not have those effects in "normal" games either, I doubt they're that important in VR to create an enjoyable experience.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:Reality vs desire by Anonymous Coward · · Score: 0

      if the sound is done right it is way better.
      If people use properly mic'd ambisonic mic's and do proper HRTF with doppler etc and go to a proper binaural output it's pretty damn cool.
      Even better for games where you can literally see and hear something move within inches of you, it really helps with the immersion.

      If the audio is done right just changing the audio can make you feel like youre falling, moving or about to be hit.

      Disclaimer: I worked on a VR audio project and then some other stuff before deciding that there were too many obstacles to make it really work.

    4. Re:Reality vs desire by thegarbz · · Score: 1

      Here is what we want with VR/ Full sensory VR

      Do you have multiple personalities or are you speaking on behalf of your family members because you only have one Slashdot account?

      A shitton of people (myself included) don't give a cow's excrement about touch. It doesn't even rank on things I think VR ever needs. Better graphics, reduced latency and the ability to compensate for different people's heads would be far higher on the list.

    5. Re:Reality vs desire by Anonymous Coward · · Score: 0

      Well, we're not to the neural implant level, but developers can start using this.

      Another company is experimenting with pressure, heat, and cold for gloves. That tech is a bit bulky and isn't quite ready.

      Several others are trying to use exoskeleton designs to give a sense of resistance.

      This tech is rapidly approaching $20,000 per user expense. Prices will drop over time.

  4. Because VR isn't VR by squiggleslash · · Score: 1

    I think the reality is that if we'd wanted 3D everything, including games, we'd have implemented that a hundred years ago. The technology has existed since the 19th Century. To date, only the ViewMaster has been successful, and then because it was aimed at children.

    VR as "3D games" is a dead end. Because it isn't VR. I think we'd all like to be able to immerse ourselves in a computer generated reality, but a 3D headset isn't going ever cut it. It'll always be bulky, and always require just as much imagination to fill in the gaps as watching something on a 1080P 25" LCD screen three feet away from you.

    --
    You are not alone. This is not normal. None of this is normal.
    1. Re:Because VR isn't VR by apoc.famine · · Score: 2

      It'll always be bulky

      This, I doubt. Technology moves on. The cell phones of the 70s did not remain bulky. The hard drives of the 80s did not remain bulky. The TVs of the 90s did not remain bulky.

      I think that VR was seen as the next iteration of technology, when it's more likely 2-3 iterations away.

      The first needs to be lightweight, wearable screens. Google glass for the masses.

      The second needs to be high resolution projection on those screens with some sensible and usable controls.

      Maybe the third part is lightweight body sensors, to allow for capture of body position and motion.

      Once those are all common, I think putting them together into VR will work. Right now, we've essentially stuck a smartphone in a pair of swim googles and slapped them on our heads.

      --
      Velociraptor = Distiraptor / Timeraptor
    2. Re:Because VR isn't VR by HatofPig · · Score: 1

      I think we'd all like to be able to immerse ourselves in a computer generated reality

      Speak for yourself. I've a hard enough time maintaining presence and immersion within the physically/chemically generated reality I was born into. Then again, I'm in my late 20s and had a screen in front of my face every day since I was about 6. Seeing as this story about screen time is still on the front page, I think we'd better deal with the long-term effects of the 1080p virtual reality we already have before strapping things onto our face any more than we already are.

      I'm pleased by the moratorium.

      --
      Silicon & Charybdis McLuhan Kildall Papert Kay
    3. Re:Because VR isn't VR by Anonymous Coward · · Score: 0

      There weren't cell phones in the 70s.

    4. Re:Because VR isn't VR by andybak · · Score: 1

      You seem to be conflating 3D and VR. Have you actually tried VR?

    5. Re:Because VR isn't VR by Anonymous Coward · · Score: 0

      You haven't lived long enough to have a valid opinion on anything, kid. Come back in a a decade.

    6. Re:Because VR isn't VR by HatofPig · · Score: 3, Interesting

      There's a good point buried in your dismissal that is worth responding to. Do we listen to canaries in coalmines who are tweeting in distress? Because in 20 years a ton of kids are going to find themselves where I am today.

      --
      Silicon & Charybdis McLuhan Kildall Papert Kay
    7. Re:Because VR isn't VR by Anonymous Coward · · Score: 0

      There was, dumbass http://news.bbc.co.uk/2/hi/programmes/click_online/8639590.stm

    8. Re:Because VR isn't VR by geoskd · · Score: 1

      This, I doubt. Technology moves on.

      Not like it has for the last 40 years. Don't make the mistake of believing that just because this particular technology has been advancing at this predictable rate for the majority (if not all) of your lifetime, that it will continue to do so forever. All things must eventually reach their limits. We even know where the limits of this technology are, and we are already there. Moore's law was predicted to come to an end right about now, and that is exactly what we are seeing.

      The simple truth is that VR will never get much better than it is now. It is simply not possible to get any more compute power in one place with a lower latency than we have now. VR and AR both have the same fundamental flaw: The technology to actually make their "killer apps" work well enough to be generally accepted is not actually possible.

      --
      I wish I had a good sig, but all the good ones are copyrighted
    9. Re:Because VR isn't VR by jimtheowl · · Score: 1

      His experiences have value and I believe there is something to what he is saying.

      You judge the value of his opinion based on age alone and offer condescension, which leads me to think that at his age, he is already better than you.

      Just think of how much better than you he will be in a decade.

    10. Re:Because VR isn't VR by Opportunist · · Score: 1

      I'm not so sure about this. Certain physical limitations apply, of course, but that mostly means we have to look for ways around them. Like now that we're hitting the physical boundaries of how small and fast you can make processor cores, we start packing more of them into a processor.

      I don't really think that we're already at the end. If everything fails, we just have to learn how to write optimized code again.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    11. Re: Because VR isn't VR by Anonymous Coward · · Score: 0

      It's not possible right up to the point where it is possible. You are assuming that we will not find a new way to build computers than the methods in use now.

    12. Re:Because VR isn't VR by cavreader · · Score: 2

      I am just going to save my money and hold off on experiencing the current iteration of VR tech. I will re-evaluate the technology as soon as someone gets a Holodeck up and running.

    13. Re:Because VR isn't VR by Anonymous Coward · · Score: 0

      One (singular) not-mobile (weighed 2 kilos) phone that wasn't even commercially available aren't phones (plural). Mobile phones (again, plural and commercially available) didn't exist until the early 80s.

      So STFU about things you don't understand and weren't even alive for, boy.

    14. Re:Because VR isn't VR by Anonymous Coward · · Score: 0

      A child's "experience" has precisely zero value, much like your post. Now be quiet, the adults are talking.

    15. Re: Because VR isn't VR by Anonymous Coward · · Score: 0

      Dude, I bet you're 35.

  5. Told ya so. by Anonymous Coward · · Score: 0

    Was always a scam.

  6. Nobody is using it correctly. by bistromath007 · · Score: 1

    A $600 piece of hardware that plays a handful of games is something you put in an arcade. People would start going back to arcades if they offered something they couldn't afford at home. I'd do this myself if I had the money for it, it's so obvious.

    1. Re:Nobody is using it correctly. by Anonymous Coward · · Score: 0

      Arcades? Is that a thing that old people used to hang out at?

    2. Re:Nobody is using it correctly. by Riceballsan · · Score: 2

      agreed there, that's also why arcades are dying/dead in america while they still are doing ok in japan. You look at japanese arcades and see dance dance revolution, boxing games with physical boxing gloves that you have to punch things, table flip games where you have a physical table to flip etc.. you look at an american arcade you see... 30 fighting games etc... American arcades seem to specialize in games that you can just swap out the board to turn into another game, which of course, is exactly what home consoles and PCs specialize in, yet they can't seem to get why nobody is going to them anymore.

    3. Re:Nobody is using it correctly. by Anonymous Coward · · Score: 0

      You should try: https://www.x-plane.com/ Simulated flight in VR is BETTER than a $200,000 home cockpit......

    4. Re:Nobody is using it correctly. by Aighearach · · Score: 4, Insightful

      The reason for that is prices. When the US arcades were still popular, and tried out some of those games, they made them 4 to 8 times more expensive than the regular games, and so nobody played them. Then when arcade popularity went down, the owners usually blamed any gruffy-looking teenagers hanging around for having destroyed society with their evil young-people politics.

      In Japan business people are expected to know about money. In the US, only larger businesses are run that way; small business, like arcades, the business culture is anti-intellectual which can't help but also be accidentally anti-business.

    5. Re:Nobody is using it correctly. by Anonymous Coward · · Score: 0

      A $600 piece of hardware that plays a handful of games is something you put in an arcade. People would start going back to arcades if they offered something they couldn't afford at home. I'd do this myself if I had the money for it, it's so obvious.

      There is a VR arcade in my town. Built it last year.

      I never see anyone there.

    6. Re:Nobody is using it correctly. by Anonymous Coward · · Score: 0

      Yep. In my city, there is a "VR Studio" which is just this. They have 10 HTC units, all set up in a good space (a 2x2x2 meter cube) with cameras and all aligned. You hire the place out for a certain length of time.

      It means you get to play all the games you could stand.

      I quickly learned just how much space you have to allocate to doing it properly -- and I just don't have that space in my home to dedicate to a toy I'll probably get bored of. But it's great fun in a dedicated establisment.

    7. Re: Nobody is using it correctly. by Anonymous Coward · · Score: 0

      Arcades were rad. It would suck to not know this.

    8. Re:Nobody is using it correctly. by Miamicanes · · Score: 1

      You mean, like this?

      https://www.youtube.com/watch?...

    9. Re:Nobody is using it correctly. by djinn6 · · Score: 1

      You should try: https://www.x-plane.com/ Simulated flight in VR is BETTER than a $200,000 home cockpit......

      For $200,000 you can have a real cockpit in a real plane.

    10. Re:Nobody is using it correctly. by Anonymous Coward · · Score: 0

      Citation very much needed for the US small business anti-intellectual point.

    11. Re:Nobody is using it correctly. by Anonymous Coward · · Score: 0

      Japanese arcades typically charge(d) more than American arcades from everything I've heard. New games charge 100 yen or more.

      However, I'd argue the position of arcades has more of an effect on their market. A lot of them are apparently near train stations, so people pop into them for quick games. And Japanese homes are smaller, so people tend to go out for entertainment.

  7. The end of moore's law is the problem. by Anonymous Coward · · Score: 0

    We need 8k per eye, and graphics cards need to be at least 4-8x if not 16x as fast for that to be viable, and given the end of moore's law this seems unlikely. Not to mention we also need a wireless solution that can transmit 8k+ per eye in real time, plus enough processing power for head tracking, etc. etc. Unless computers get several orders of magnitude better it seems unlikely that VR will take off any time soon.

    1. Re: The end of moore's law is the problem. by Anonymous Coward · · Score: 0

      I think your figures are inflated. I can't see the resolution of 4k on a monitor 18" away, so 8k os certainly not necessary.

      But even if it is, Moore's law isn't the issue. That's just bandwidth. The DVI and HDMI specs are constantly being pressed despite being updated over and over

      The processing power is plenty even for the figures you threw out there.

    2. Re:The end of moore's law is the problem. by Anonymous Coward · · Score: 0

      Foveated rendering will great reduce the bandwidth requirements. However, many problems remain, and it may take a long while before the experience is polished enough to be attractive.

      If I could purchase a pair of AR/VR contacts with retinal projectors and sensors for eye tracking, that would be a good start. A bulky headset which at best tracks your head, with terrible software? No thank you. Even before that, Oculus lost my interest when its founders sold out to FaceBook.

    3. Re:The end of moore's law is the problem. by WaffleMonster · · Score: 1

      We need 8k per eye,

      More like 32k per eye minimum.

      and graphics cards need to be at least 4-8x if not 16x as fast for that to be viable

      Current gen is overkill.

      and given the end of moore's law this seems unlikely. Not to mention we also need a wireless solution that can transmit 8k+ per eye in real time, plus enough processing power for head tracking, etc. etc. Unless computers get several orders of magnitude better it seems unlikely that VR will take off any time soon.

      Human eyes can only see 1 megapixel with any detail. Total bandwidth of optic nerve weighs in at a whopping 10mbit/s. That's 100 times wired Ethernet, at least 10 times typical 5ghz wireless and 1800 times HDMI 2.0.

      The rest is waste. Obviously the necessary and only credible path forward is in improving display systems to be less wasteful.

    4. Re:The end of moore's law is the problem. by Miamicanes · · Score: 1

      Moore's law hasn't ended... it's just been constrained by consumer expectations that new hardware will be cheaper and use less power.

      Moore said only that the number of transistors doubles every 18 months. For the past 10 years, that doubling has been held back by consumer expectations that costs, power consumption, and emitted-heat will decrease. If Dell could sell millions of computers with the inflation-adjusted price of a 1991 Amiga 3000 (~$2,500 in 1991, correlating to approx. $7,000 today) that emitted 1,800 watts of heat (using active-refrigeration chilled-water cooling to prevent them from cooking themselves, along with some kind of outdoor condenser like central AC uses to pump all that heat outside), we'd be casually playing with supercomputer hardware that would make NOAA and NASA jealous TODAY.

      Seriously. Think about how many watts a 3GHz Pentium 4 emitted with its single core... and multiply that by 16-32 cores to get an appropriate brute-force modern power budget.

      No, it's not really feasible, if only because most people aren't going to install (and pay to operate) the equivalent of a 2-ton central AC unit to keep their computer from turning their home office into an Easy-Bake Oven, but it should be food for thought. Moore's law is far from dead. It's just that keeping up with it isn't quite as consequence-free as it used to be.

      And if you need proof about what's possible when you don't care about cost, energy use, or heat-removal, read about professional bitcoin mining operations. That's TRUE hardcore brute-force computing power.

    5. Re:The end of moore's law is the problem. by Anonymous Coward · · Score: 0

      Human eyes can only see 1 megapixel with any detail. Total bandwidth of optic nerve weighs in at a whopping 10mbit/s. That's 100 times wired Ethernet, at least 10 times typical 5ghz wireless and 1800 times HDMI 2.0.

      The rest is waste. Obviously the necessary and only credible path forward is in improving display systems to be less wasteful.

      Did you mess up your units or just fail math horribly?

    6. Re: The end of moore's law is the problem. by Anonymous Coward · · Score: 0

      Foveated rendering bro

    7. Re:The end of moore's law is the problem. by WaffleMonster · · Score: 1

      Did you mess up your units or just fail math horribly?

      Crazily enough it's accurate enough for purposes of demonstrating relative bandwidth. People naturally have trouble believing it at first because the eyes move so fast without much conscious thought and mind does a great job of tricking itself.

      The best way I know of to dispel the illusion human eyesight is focus on this text with your eyes and then try and read something else on the screen without moving your eyeballs. For myself and setup of my display anything more than 6 lines down is illegible without cheating.

      https://www.newscientist.com/a...
      Human optic nerve is about 10 mbit/s.

      https://en.wikipedia.org/wiki/...
      Wired ethernet is generally 1000 mbit/s
      1000 / 10 = 100

      https://en.wikipedia.org/wiki/...
      Actual usable 5ghz wireless people actually get at reasonable distance is something like 100mbit/s.
      100 / 10 = 10

      https://www.hdmi.org/manufactu...
      HDMI 2.0 is 18 gbit/s (18000 mbit/s)
      18000 / 10 = 1800

  8. You mean...MR? by Ostracus · · Score: 1

    That's kind of the idea of Mixed Reality.

    https://www.recode.net/2015/7/...

    --
    Shai Schticks:"You don't make peace with friends, you make peace with enemies"
    1. Re:You mean...MR? by Anonymous Coward · · Score: 0

      Lol - there was no need to make up a new marketing term for MR over AR. We were calling MR AR 20 years ago.

  9. Key problems by AJWM · · Score: 3, Insightful

    There are a couple. The obvious key problem with Oculus is Facebook and Zuck. Most people I know who own VR rigs go with Vive.

    On the hardware side, it didn't help that cryptocurrency miners sucked the air out of the high-end graphic card market (and ballooned the prices) just around the same time that HTC, Oculus, etc were introducing their gear. If you bought VR gear, good luck finding a card to run it on at less than some multiple of what you paid for the headset. (That has changed in recent months, thankfully.)

    Some of the problems others have mentioned above are there too, but are already being worked on or have solutions.

    --
    -- Alastair
    1. Re:Key problems by Opportunist · · Score: 1

      It's quite possible to run VR programs on last-gen graphics cards (nVidia 970 and 980 series are absolutely good enough). I know because I use them.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:Key problems by Anonymous Coward · · Score: 0

      Heck this guy (https://tech.slashdot.org/comments.pl?sid=12823695&cid=57552751) claims he's running this stuff on a 15 year old computer (a computer from 2003 for those of you who don't maths good).

    3. Re:Key problems by Opportunist · · Score: 1

      I have no doubt that the games run. I only doubt that he's gonna keep his lunch in playing them.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  10. Yep. Here is what people actually want. by gerald.edward.butler · · Score: 0
  11. Public use VR by BankRobberMBA · · Score: 3, Interesting

    I volunteer at my local library and they have a Vive that anyone over 10 years old can just walk up and put on. They have a smallish selection of games and demos.

    I often spend afternoons helping people put on the headset and try out the experience. They all agree that it is awesome. They all agree that they love it. Only the kids feel like it is sufficient reason to go to the library all by itself.

    Usually it gets less than three hours a day usage. Sometimes less than one.

    I agree that the lack of a killer app or AAA titles is hurting.

    1. Re: Public use VR by Anonymous Coward · · Score: 0

      VR is good for few games, much better for virtual exploration.

      Shooters might work in VR but fighting games would need full mocap on you and have to generate the frame rules in real time according to what you do and that would probably suck. But if you don't do that you are restricted to a movelist. That's fine for a controller but confusing and disconnected from what you are doing to get it to register the right input. I already tried mocap Tekken Tag and it's horrible. Sticking your left leg and arm out as far as they go to register a 1+3 throw input is dumb as hell.

      Flight sims only work if you have a good stick...then you may as well use multiple monitors. Same for racing...a good wheel and a few monitors is already the bomb.

      Puzzle games would have to be reinvented for VR.

      VR that doesn't simulate senses or fully mocap everything you do is just a monitor strapped to your face and a couple accelerometers. Head tracking is barely step 1. And that's all we got for now.

    2. Re:Public use VR by quantaman · · Score: 4, Interesting

      I volunteer at my local library and they have a Vive that anyone over 10 years old can just walk up and put on. They have a smallish selection of games and demos.

      I often spend afternoons helping people put on the headset and try out the experience. They all agree that it is awesome. They all agree that they love it. Only the kids feel like it is sufficient reason to go to the library all by itself.

      Usually it gets less than three hours a day usage. Sometimes less than one.

      I agree that the lack of a killer app or AAA titles is hurting.

      VR's problem isn't the lack of AAA titles. It's the lack of game ideas that would be fun enough to justify a AAA title.

      It's a fundamentally different kind of gaming experience and no one really understands how to make a great game for it yet. Is it a walking simulator where you're in an alien environment? A strategy game were you float over the field of play? What are the controls like? What style of animation?

      They need to explore the idea space until they find stuff a concept that works, and once that happens game studios will start turning those concepts into AAA games.

      --
      I stole this Sig
    3. Re:Public use VR by Anonymous Coward · · Score: 1

      VR's problem isn't the lack of AAA titles. It's the lack of game ideas that would be fun enough to justify a AAA title.

      It's a fundamentally different kind of gaming experience and no one really understands how to make a great game for it yet. Is it a walking simulator where you're in an alien environment? A strategy game were you float over the field of play? What are the controls like? What style of animation?

      They need to explore the idea space until they find stuff a concept that works, and once that happens game studios will start turning those concepts into AAA games.

      There is also a chicken and egg problem. Who is going to spend millions to make a AAA game that almost nobody will be able to play? Who is going to spend $1000+ to play VR games when there aren't any good ones?

      Incidentally, my son has a Vive. He never plays it anymore.
      I tried it once. I thought it was cool for about a minute or two, but overall I fucking hated it. Hated the helmet, the controls, the interface, the games. Everything.
      It certainly isn't worth paying for VR equipment right now.
      It also isn't worth making games for VR right now.

    4. Re:Public use VR by LesFerg · · Score: 1

      I'm gonna enjoy the hell outta Borderlands 2 in VR, no matter how much they had to reduce the resolution to make it work.
      It looks like I won't be using the Aim gun with it, just the Move controllers, but that will work fine for me.

      The list of good PSVR games is growing at a steady rate, with a sprinkling of really great games mixed in there.

      --
      If I had a DeLorean... I would probably only drive it from time to time.
    5. Re:Public use VR by Anonymous Coward · · Score: 0

      That can't be hygienic to allow multiple street walk-ins access to a VR headset. What, do you spray it down like public bowling shoes?

    6. Re:Public use VR by Opportunist · · Score: 3, Interesting

      Finally someone gets it.

      That's exactly the problem, people simply don't know (yet) how to put the technology they have available to good use. It's similar to what happened when movies started a century ago. When you look at some works of early cinema, you'll notice that they feel a lot like glorified theater production. Much of it looks like there's a stage and you're sitting in front of it, with the big difference to a normal theater being that the changes of backgrounds happens "instantly" instead of enforcing a pause where the stagehands put the new props on.

      Only slowly movies started exploring what we now take as granted in cinema. Point of view shots, taken from the viewing angle of a protagonist. Dialogues happening so camera shots show the one talking only, with the camera in or near the position of the person being spoken to. Dynamic shots where the camera actually moves about in the scene. These are fairly new concepts that had to be developed. Citizen Kane isn't really that good a movie IMO, but it premiered a LOT of movie tricks that are common today but were groundbreaking when it came out.

      When you look at VR games of today, you'll notice that they are essentially the same kind of games you play on a normal screen just "VR-ified". What's needed is to find out what possibilities VR offers to makers of games and then explore them.

      This of course will take time and we'll see a few horrible flops in the process, much like we did when 3D and first-person views became a thing for the gaming industry. But we learned and now we've arrived at something where the "formula" is developed. That's still ahead of us for VR gaming.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    7. Re: Public use VR by lgw · · Score: 2

      VR is good for few games, much better for virtual exploration.

      Shooters might work in VR but fighting games would need full mocap on you and have to generate the frame rules in real time according to what you do and that would probably suck. But if you don't do that you are restricted to a movelist. That's fine for a controller but confusing and disconnected from what you are doing to get it to register the right input. I already tried mocap Tekken Tag and it's horrible. Sticking your left leg and arm out as far as they go to register a 1+3 throw input is dumb as hell.

      What VR is ideal for is mysteries. With a fully explorable area, but limited controls, you could do a great detective game. And let's not forget mysteries are historically the best selling books of all time, far more than adventure and genre fiction.

      Current games are tuned to current controls. That's no surprise. But VR won't succeed until it escapes that history, and focuses on new genres that are tuned to the high immersion/low control of VR. Heck, RPGs could be freaking amazing, just move away from sword fighting. Exploration, diplomacy and intrigue, and magic-based combat could all work really well, whule anything involving quick movement or contact would suck. Seems like pretty wide boundaries to work within.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    8. Re:Public use VR by mentil · · Score: 1

      Precisely. The most obvious thing for VR games to focus on is the improved motion controllers, but those can be utilized in 2d games. So, what VR games will need in order to be compelling are going to be related to presence, or possibly the combination of stereoscopy with the motion controllers. I could see role playing (not just games, I mean in general) being the killer app for VR. Think instead of girls having dollhouses, they have a virtual house with virtual babies to care for. Simulations are a subset of role playing, if you think about it, but simulating various craft (like airplanes and cars) is thinking small. There are limitless roles one could play, and immersion makes it easier to roleplay.

      --
      Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
    9. Re:Public use VR by Miamicanes · · Score: 5, Interesting

      There's a reason for the lack of AAA titles that goes beyond mere economics -- it's fucking IMPOSSIBLE to efficiently do VR development with current hardware and workflows. As the developer, you're CONSTANTLY putting the headset on... taking it off... putting it on... taking it off. And waiting... a lot. The integration of development tools into the headset environment itself is practically NONEXISTENT today. It's a definite, and very real handicap.

      At least Rift has the advantage of using the same host PC to run the software that you're developing on, so the main limiting launch-to-view constraint is "how quickly can you put the headset on or remove it". With Android, VR development is downright excruciating... you can get piss-poor previews that are the equivalent of using the Android Emulator with the headset as a blurry remote display (with all timing completely shot to hell), or you can launch build+deploy and twiddle your thumbs for 30-70 seconds waiting for it to compile, upload, and launch.

      What we REALLY need is a Rift-type display that can do the equivalent of overlay three virtual 27" monitors in an arc ~20" in front of you, with realtime camera-vision of the rest of the room, so you can develop without having to actually take the headset off (and sufficiently high resolution & optics so that you won't feel like someone who's legally-blind trying to sit at a desk and read those same three monitors in real life). Aside from improving game-development workflows, a capability like this would also give people who aren't even INTO gaming to invest in a headset, because it would let you have the equivalent of three large monitors in an arm's length arc around you in places where you CAN'T have three monitors (like on a plane, when traveling, etc).

    10. Re:Public use VR by djinn6 · · Score: 1

      What we REALLY need is a Rift-type display that can do the equivalent of overlay three virtual 27" monitors in an arc ~20" in front of you

      Why would you settle for 27 inch monitors when you're in VR? At least go for the 60 inch!

      Or go a few steps further and get floating code panes connected together into a 3D call graph that you can fly through.

    11. Re:Public use VR by Anonymous Coward · · Score: 0

      Unreal Engine 4 has a VR editor.
      Bigscreen has triple virtual monitor support at 4k resolution.
      You never have to leave VR if you don't want to.

      You'll want a PiMax 8k X, a GeForce 2080 with 32GB ram, and a 1TB SSD for a workstation.

    12. Re:Public use VR by jago25_98 · · Score: 1

      I think Climbey could be a good example of that. Not really something that would work any other way.

      There are others like VR Chat/Games Room, Thrill of the Fight but they don't seem like such good examples.

    13. Re: Public use VR by Anonymous Coward · · Score: 0

      and windows 10 ... so theres never enough cpu and gpu EVAR!

    14. Re: Public use VR by Anonymous Coward · · Score: 0

      yah know ... just like ... uhm ... all the old atari cartridge games in steam vr? pong? arcanoid?
      strangly enough the ancient games were more "VR" because they tried to bring reality inside the computer?

    15. Re:Public use VR by Opportunist · · Score: 1

      Very good example. Also, think of games that would require perfect depth perception to be playable. Or even better, games where you being able to manipulate objects in 3D space is key. I distinctly remember some early 3D games that tried this, where you were supposed to "reach" for objects. Didn't work so well, and the genre didn't go anywhere because of that problem. Now this problem is pretty much solved.

      I could also see new and interesting ways of 3D scene generation. I also wonder why the likes of IKEA haven't yet adopted this technology to show off their crap to hopeful consumers.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    16. Re:Public use VR by Toad-san · · Score: 1

      How very interesting! I'd never thought of VR from the developer's point of view despite years of programming (no gaming though). But, then again, I've never even put on or tried a VR headset or software despite a continued mild curiousity about it all.

      The users look _so_ silly though; I'd never use it in public, worse than karaoke :-)

    17. Re:Public use VR by Miamicanes · · Score: 1

      There's a practical limit to how much info you can put in front of you at once before it either becomes too dense to easily read, or so huge that you have to start straining your neck looking up to see it. Three monitors in an arc at approximately arm's length (with hand in a fist), with the top of the monitors approximately equal to your "straight ahead" gaze and the bottom of the monitors at your comfortable "tilted downward" gaze is pretty much IT. Bigger monitors allow you to move them farther away (handy if you have presbyopia), but having three 60" monitors won't really enable you to see MORE within easy gaze-range than having three 24-27" monitors will.

      Three discrete displays are handy because they allow you to easily manage maximized windows and fling them from side to side, while viewing different sets of information side-by-side. It's also the practical limit of what you can interact with using a normal mouse and a normal amount of desktop space (more monitors and/or less space requires excessive mouse acceleration, which causes more problems than it solves).

      Basically, the ideal (IMHO) is a ~120-150 degree arc of three virtual monitors at roughly arm's length away, located between "straight ahead" and "comfortably downward-gazing", with optical resolution comparable to three 27" monitors with at least 2560x1440 resolution... a big, wide virtual monitor in the center for the IDE, a second virtual monitor off to the left with an aspect ratio suitable for displaying side-by-side page views from a pdf ebook, and a third virtual monitor to the right that might be 3:4 aspect ratio (mine is 16:10, but 90% of the time I have the window on it only filling 2/3 the width).

    18. Re:Public use VR by Anonymous Coward · · Score: 0

      Which is the problem. It isn't THAT different, but the AAA title games we all want are a factor of four or five more difficult to produce but only produce twice the level of enjoyment.

      When it becomes as easy to produce a VR game as a regular game, then VR will take off.

    19. Re:Public use VR by h4ck7h3p14n37 · · Score: 1

      What about using something like the CAVE2 during development?

    20. Re:Public use VR by Anonymous Coward · · Score: 0

      fully.

      the only reason i want vr is to be able to work on 3d models in an immersive environment.

      seems like they are so hung up on 'content' they are ignoring the tool.

      fuckers.

  12. I blame Facebook. by Narcocide · · Score: 1

    For buying then burying Occulus in visionless obscurity. (And to a slightly lesser degree Carmack for letting it happen.)

  13. Shakespearean reality. by Ostracus · · Score: 2

    There's two things we want. The artificial reality we can live in (escapism), and the modified life we can live with (augmented). Both will be handy in their own way, just like fast food and fine restaurants co-exist.

    --
    Shai Schticks:"You don't make peace with friends, you make peace with enemies"
  14. The reality is... by blahplusplus · · Score: 1

    ... VR's killer app has not been realized by these big companies, they are obsessed with creating AAA experiences instead of focusing on making cheap low fidelity augmented reality type glasses which are MUCH CHEAPER to produce and have a wider range of applications. If I was involved at occulus or valve I would slap the management (gabe at valve) upside the head to get them to see - the killer app for VR is to get people outside and moving instead of sitting down in front of a screen, aka use the headset to actually aid people to do things while on the move.

    Things like:

    -Being able to play slow turn based games via onboard flash and/or streamed wifi (low fi version of civ either on semi-streamed onto local flash memory streamed via wireless, should be doable).

    -Experiments with sports like Virtual paintball, I would go develop vr helmets specifically for paintball. Do any does anyone remember captain power and the soldiers of the future?

    https://www.retrotvmemories.co...

    -Experiments in extremely lightweight and low fi augmented reality tech for navigating stuff like super markets, etc, connected via your phone aka "where is , or where is " but filled in via google like complete in real time.

    -Experiments in augmented reality overlay games played outside on real terrain, aka imagine having a virtual mariokarts painted on the roads around you when you are out walking/jogging/biking driving, aka I'd get these companies to go to test tracks to work out the details and what "real games" are viable/not dangerous and when and where to engage in this of course, where you are a participant in said race/game.

    1. Re:The reality is... by Anonymous Coward · · Score: 0

      they are obsessed with creating AAA experiences instead of focusing on making cheap low fidelity augmented reality type glasses which are MUCH CHEAPER to produce

      No way, the bar has been set. AR tech isn't allowed to suck more than VR and still be taken seriously.

      If I was involved at occulus or valve I would slap the management (gabe at valve) upside the head to get them to see

      You mean like HoloLense and Magic Leap?

      the killer app for VR is to get people outside and moving instead of sitting down in front of a screen, aka use the headset to actually aid people to do things while on the move.

      I don't want to do that and I don't want to see it either. People chasing Pokemon's on their phones is bad enough.

      -Being able to play slow turn based games via onboard flash and/or streamed wifi (low fi version of civ either on semi-streamed onto local flash memory streamed via wireless, should be doable).

      Let's all watch movies while walking in front of traffic.

      Experiments with sports like Virtual paintball, I would go develop vr helmets specifically for paintball. Do any does anyone remember captain power and the soldiers of the future?

      Why would you want to do that? I play paintball IRL and I hate wearing masks. Have you tried VR paintball in recroom? In many ways the essence of it is accurate.. really what is missing is some sort of treadmill. It would be so incredibly awesome if you could just run around in arbitrarily large spaces normally.

      Experiments in augmented reality overlay games played outside on real terrain, aka imagine having a virtual mariokarts painted on the roads around you when you are out walking/jogging/biking driving,

      Personally I would rather be chased by zombies.

    2. Re:The reality is... by djinn6 · · Score: 1

      Experiments with sports like Virtual paintball, I would go develop vr helmets specifically for paintball.

      Why would anyone go outside to play virtual paintball if they can just play real paintball? That marker and paintballs don't cost nearly as much as a specialized paintball VR headset.

    3. Re:The reality is... by blahplusplus · · Score: 1

      Experiments with sports like Virtual paintball, I would go develop vr helmets specifically for paintball.

      Why would anyone go outside to play virtual paintball if they can just play real paintball? That marker and paintballs don't cost nearly as much as a specialized paintball VR headset.

      The point being you can come up with tech that simulates getting hit without the mess, aka no possible injuries. It was just an example of an outside game. I know many of my ideas are not "the best", the point is to search for things that get us away from sitting down all the time. That is where I see VR / augmented reality being useful. So there is lots of trial and error involved. That being said, for something like paintball you wouldn't need a high rez display, you'd be using augmented reality headset so the the graphical horsepower would be a minimum. You may be misunderstanding the paintball application, I'm talking about trasnparent glasses that overlay graphics on top of the real world.

  15. Defense is right wing? by DigressivePoser · · Score: 5, Insightful

    Oculus founder Palmer Luckey is now tooling around on right wing defense projects

    The project referenced in theoutline.com link uses cameras, infrared sensors, and LiDAR to monitor the border. So that's right wing? Give me a break.

    1. Re:Defense is right wing? by Bobrick · · Score: 2

      I guess it depends on the wording you use to justify monitoring the border...

    2. Re: Defense is right wing? by Anonymous Coward · · Score: 0

      Build that wall! MAGA!!

  16. VR is nauseating by Anonymous Coward · · Score: 0

    The main problem with VR (apart from the ridiculous hardware requirements - which explains why Microsoft aren't interested in X-Box adoption) is the problem of nausea. There really aren't many AAA game ideas that involve sitting in your chair and looking around. Most use FPS control schemes, which are utterly sickening for a large population of users. Space sims work, but in space most of the pixels are black (try docking in Elite Dangerous and you'll see what I mean).

    1. Re:VR is nauseating by Wescotte · · Score: 3, Interesting

      Massive progress has been made on the motion sickness front since the release of Rift/Vive. If you avoid artificial locomotion (moving the camera in conflict with the players movements) altogether very few (probably less than 1%) people find themselves getting sick on current PCVR HMDs.

      The ultimate solution for VR movement might require vestibular stimulation technology but they have been able to drastically reduce the number of people impacted with some clever tricks. In early VR games I personally would get sick in minutes when using a joystick to move around a virtual environment but as they've refined the techniques I can play for hours without issue.

    2. Re:VR is nauseating by 110010001000 · · Score: 1

      Baloney. You can "move the camera" all you want, but the inner ear is sensing something different than the camera sees, so you are going to get sick. And yes, MOST people still get sick.

    3. Re:VR is nauseating by Anonymous Coward · · Score: 0

      Baloney. You can "move the camera" all you want, but the inner ear is sensing something different than the camera sees, so you are going to get sick. And yes, MOST people still get sick.

      In VR there rarely actually needs to be any difference between what you see and vestibular system. You move your head or lean or stand up and walk around and those exact actions are accurately reflected in the virtual environment. Many games sadly use crappy teleport systems to avoid sickness problems altogether.

      In my experience there are three common causes of VR motion sickness:

      1. Use of smart phones / 3DOF HMDs or 3DOF only smart phone ported games and software. These systems are not suitable for use by anyone and should be avoided by everyone. Of course using these will make you puke. Get a real HMD.

      2. Non-teleport systems that tie HMD orientation to direction of travel. A lot of developers have not received the memo NEVER do this.

      3. Failure to maintain 90fps at ALL costs.

      Otherwise there is a lot you can do as a developer. The most simplest being
      go a single speed instead of speeding up or slowing down. Use strafing motions for locomotion instead of turning the camera. Temporarily blank the display or restrict FOV, add cockpits..etc.

      Personally even crummy VR doesn't bother me anymore. It's something people get used to quickly and once they do all they do is bitch about anti-puke training wheels for n00bs ruining their VR experience.

    4. Re:VR is nauseating by Wescotte · · Score: 1

      The jury is out on "most people still get sick" as there are no real comprehensive studies yet... Also, not everybody gets sick for the same reasons as there are many of factors that can contribute to VR sickness.

      Motion to photon is the time it takes to move in the real world and have it show up on the screen. If it's too large you generally get sick.... The wise John Carmack has stated he believes 20ms is the critical threshold for motion to photon latency. Stay under 20ms and avoid artificial locomotion and the majority of users won't get sick in VR. Gen1 PCVR runs at 90fps so that means at best you're motion to photon should be 11ms but with clever algorithms you can actually do way better than that. VR sickness from large motion to photon latency is considered to be a solved problem.

      Currently the more prominent reason for people getting sick in VR is artificial locomotion. For me if I limit joystick movement to translations (no rotations) I generally won't get sick. Even this isn't a universal solution for me as each game affects me differently. Some games I can zip around at high speed without issue where others just moving at a crawl causes issues. It isn't quite understood why but it is believed how you accelerate (not just top speed) the camera has an significant impact.

      There is also a concept of developing "VR legs" where over time you become less susceptible to VR sickness. I believe there is some validity to this as when I first stared using VR any artificial locomotion made me ill in under 5 minutes where now I can play many games for hours on end without issue. I can also do some rotation movement where a little bit of yaw and pitch is fine although if you roll the camera I still feel it almost instantly.

      There are studies that show giving the user an artificial nose, cockpit, or any foreground object that is stationary relative to the movement, reduces motion sickness. Google has used a technique in Google Earth VR where they artificially reduce the users field of view anytime the camera moves and it has also been shown to reduce motion sickness in many users, myself included.

      There are some great examples of games use very unique locomotion techniques that should make most users sick but don't.... People still get sick in VR, even I do from time to time, but we are getting much better at preventing it from happening.

    5. Re:VR is nauseating by citylivin · · Score: 1

      Bullshit! i get sick within 20 seconds of putting on a htc VIVE. I am nauseous for about 4 hours afterwards, like i was just on a long sea voyage. I unfortunately have to support these things at work, but i cant wear them to support it. I just use a connected monitor.

      This is not just me, i would say at least 10% of our staff have this reaction. Its a real issue and its 100% not solved. I also can't read while in vehicles in motion without getting the same sort of feeling, so i fully expect its something involved with my constitution. But i also fully expect its not something I am alone in experiencing.

      --
      As a potential lottery winner, I totally support tax cuts for the wealthy
    6. Re:VR is nauseating by Wescotte · · Score: 1

      Of course it's not 100% solved as we're pretty diverse and some of us can't eat peanut without dying. What I mean is expect for a very small percentage of the population it's a non issue.

      I'm skeptical about claim as I've demoed my Vive to hundreds of people and none expressed feeling sick without engaging artificial locomotion. What are you using the Vive for? How large is your staff? What apps/ are you using? What are the PC specs and are you maintaining a consistent 90fps? Are you using artificial locomotion? Are you using a wireless addon?

  17. The killer app is porn - but it's not ready by Sarusa · · Score: 3, Insightful

    There is a killer app - it's porn. But the current experience is like two virgins fumbling in the back of a cramped car and nobody can figure out how to get the bra off and you can't really see anything well. It looks meh, controls suck, and for filmed stuff camera problems make it look like people are about to rip their skins off and expose their lizard forms near the edges of the screen. Just not worth it in the current form.

    1. Re:The killer app is porn - but it's not ready by apoc.famine · · Score: 4, Insightful

      I agree. But porn has had about a century to refine the art. VR porn is radically different from traditional porn, and still different even from POV traditional porn.

      Porn isn't easy to do well, as we all know. You need it lit right, you need to get the angles right, you need uncomfortable, weird-ass positions to let the viewer see the good stuff happening, etc.

      VR porn has to work through all of these issues just like regular porn did. I'm not a fan of a lot of POV porn because they aren't looking at what I'd be looking at, the lighting is often awful, and it's a little motion-sickness inducing because that's a lot of motion my eyes are seeing that I'm not doing. VR porn hasn't solved any of these issues, as far as I'm aware, and has made some of them worse.

      VR porn needs time. It needs that one great director who gets it, and is able to make a leap forward in the art. Once we get a couple of those, VR porn is going to take off.

      --
      Velociraptor = Distiraptor / Timeraptor
    2. Re:The killer app is porn - but it's not ready by Anonymous Coward · · Score: 0

      There is a killer app - it's porn.

      Yeah, nothing screams "great whack-off session" quite like having huge uncomfortable VR goggles strapped to your face.

    3. Re:The killer app is porn - but it's not ready by Sarusa · · Score: 1

      That was the point of everything else I said that you didn't quote!

    4. Re:The killer app is porn - but it's not ready by thegarbz · · Score: 1

      make it look like people are about to rip their skins off and expose their lizard forms near the edges of the screen. Just not worth it in the current form.

      That depens on what you're into. :-)

      I see a bigger problem with it though. It's a boring formula. There's very little there which isn't:
      1. Girl have one sided conversation with the camera.
      2. Guy sitting POV getting blowjob + sex.
      3. Guy lying POV getting blowjob + sex.
      4. Splooge.

      There are technical limitations with regards to not moving the camera, but just because it's 3D and you can look around, doesn't mean you should automatically be restricted to a series of 100% identical POV scenarios.

      Or at least that's how a friend described it to me.

    5. Re:The killer app is porn - but it's not ready by Anonymous Coward · · Score: 0

      There is a killer app - it's porn.

      I am not so sure. Porn videos are not really hampered by being on a flat screen. They move the camera around to get an impression of 3D shapes anyway.

      The problem with porn is that you can't join the fun. The step up from porn video is not a true 3D view in a helmet. It is getting a girlfriend or a hooker, for that real experience.

      I don't see much VR sales even if you had a good catalog of 3D porn. All that 3D porn can be watched on a normal screen, loosing no more than you loose by closing one eye. So why bother with 3D for this - all you get is a much increased risk of someone sneaking up on you while you're "immersed". With a plain screen, you notice the door opening and hit the power button :-) With VR, you can really make a fool of yourself.

    6. Re: The killer app is porn - but it's not ready by Anonymous Coward · · Score: 0

      the htc vive also has a camera. and the drivers are for windows. and some people on vr chat roulette think it's fun ... sausage in hand and all?

    7. Re:The killer app is porn - but it's not ready by Anonymous Coward · · Score: 0

      WHAT ARE ALL YOU PEOPLE TALKING ABOUT?? Reading this thread makes me think I'm going crazy. Did you even TRY it before you pissed all over the idea?

      Hear my law Slashdot: "There are two types of geeks: those who have tried watching VR porn, and those who still watch 2D porn."

      You're doing it wrong. You don't even need a fancy oculus. Just get a $30 plastic VR headset with head straps that's modeled on Google Chrome. Download Mobile VR station from app store, use default settings, go to WankzVR.com and watch a video with Ashley Adams or Kali Rose.

      As soon as you get used to it, you'll never go back to watching 2D.

    8. Re:The killer app is porn - but it's not ready by Anonymous Coward · · Score: 0

      I think it depends on the consumer. I thought 3D porn was "neat" but didn't bother with it after a month. Half a decade later with VR porn, the right POV porn, is amazing. The players are standing right in front of you, talking to you, and you can sense a living, breathing presence just in front of you. I don't like the VR 360 ... VR 180 is the way to go. The higher 2160-pixel-wide resolution porn, with a decent amount of distance between the player(s) and the camera so you don't go cross-eyed, and shwing!!! It's good stuff. That pancake porn is just so ... tepid, now.

      Now, when's the full-body VR suit from lawnmower man arriving?

  18. Re:No shit, Sherlock? by Anonymous Coward · · Score: 0

    It's nearly a decade since I frequented Slashdot. I'm glad the tech cynicism is still hovering around the same IPod/Nomad level as before.

  19. Have commenters actually used it? by AJWM · · Score: 2

    Reading the above comments from some of the naysayers, I get the distinct impression that they have never used it for more than a couple of minutes, or have only played with Google Cardboard.

    Games? A small part of the use cases, but there are some great ones out there. Mostly I get this secondhand from my coworkers who are gamers (I'm not) and have VR setups, but I have played with the Spiderman demo. Pretty cool.

    But it's fantastic for modeling. Face it, most 3D modeling tools suck, because a mouse is not a 3D interface. When you can shape your model like it was clay, or build it around you with broad sweeps (like with Tilt Brush), it's freakin' awesome.

    HTC (and some 3rd parties) already have wireless headsets and adapters, so the tripping over the cable issue is gone.

    With the next gen cards from NVidia, expect to see higher-rez goggles soon.

    I would love to see better hand interfaces. The controllers are pretty good, but the finger motions are very limited. How about a glove interface, and show me my virtual hands?

    --
    -- Alastair
    1. Re:Have commenters actually used it? by squiggleslash · · Score: 2

      I don't think anyone doubts it has real applications, but there's a difference between that and it being a mass market everyone-must-have-it type thing. The naysayers, myself included, are of the opinion that in terms of a general use device, it's just not compelling, it's not what we're asking for (which is impossible at this time), and "3D", which is what this is, has never had the mass market appeal that every marketing person who's tried it thinks it should have.

      --
      You are not alone. This is not normal. None of this is normal.
    2. Re: Have commenters actually used it? by Anonymous Coward · · Score: 0

      No.

      There is no better interface than mouse and keyboard atm. That's part of the problem with any niche product (vr, touch interface, motion control).

      People have some interesting ideas, like 3D, but it's so impractical and less useful than a mouse and keyboard, which is wildly mite efficient and cost effective

    3. Re:Have commenters actually used it? by Greyfox · · Score: 1

      I have a HTC Vive in my house. I've wanted VR since the '90's and the current generation is pretty awesome. You put the headset on and you're there. There are some games where it works really well and some games where it doesn't. I wish the current generation of headsets had made its way through a couple more iterations before it gave up. A solid wireless headset with a a bit wider FOV and a bit better resolution than the current Vive would have been really nice for the games that I have. A X-Wing game for it might have been the killer app, too, if they could have figured out the vomiting problem.

      --

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

    4. Re:Have commenters actually used it? by Bobrick · · Score: 1

      Personally never tried VR nor AR, doesn't appeal to me save for one use case I'd love to try: edit video in VR.

      My 3 monitor setup is great, but if I could use any space around me to place clips on, organize my footage say on a big board on one wall, have my main program preview placed somewhere, timeline underneath it and *gasp* the timeline extending well beyond the range of a computer screen, with a secondary "utility" timeline nearby, just for a few examples, would make editing so much more efficient and probably even more fun than it already is.

      I *think* Premiere started something like this with the new VR interface in Premiere 2018 but haven't really looked into it yet... there's a hell of a lot more gear I would get my hands on before I even contemplate the value of investing in a VR headset, not to mention possibly upgrading a computer that's still more than strong enough for my editing purposes.

      As it stands now, I don't see myself jumping in any year soon, but for creative/professional uses there's plenty of scenarios where it could be a game changer. More pro tech demos and development please, less "cute" caracters jumping on a sofa or that goddamn MagicLeap demo where they basically took the Ikea-shopping scene in Fight Club and turned it into reality for the better of mankind...

    5. Re:Have commenters actually used it? by Wescotte · · Score: 1

      These upcoming higher resolution / wider FOV HMDs (StarVR, Pimax, XTAL) are pretty exciting but I don't think they are comfortable enough to wear them 8 hours day in and day out just yet.

      I think it'll be gen 3 or 4 once they can really start to focus on size reduction and ergonomics necessary for replacing your monitor with an HMD.

    6. Re:Have commenters actually used it? by drinkypoo · · Score: 1

      The problem with VR is not that it's not useful or interesting. It's that you need expensive peripherals with an expensive PC to do it well. And it's not really worth doing at low resolutions, either. Low poly counts might be acceptable, or for actual work low frame rates, and even fairly bulky equipment, but most people are not excited to spend a lot of money on a toy.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    7. Re:Have commenters actually used it? by WaffleMonster · · Score: 1

      The naysayers, myself included, are of the opinion that in terms of a general use device, it's just not compelling, it's not what we're asking for (which is impossible at this time), and "3D", which is what this is

      VR is about presence not 3D.

      If you close one eye and look around you in real life the world doesn't look much different. You can still judge sizes and distances using various visual cues other than stereo parallax.

    8. Re:Have commenters actually used it? by caseih · · Score: 1

      My brother has never had depth perception (the same issue that they think Da Vinci had). Yet he finds the HTC Vive very useful for visualizing architecture and designing houses and renovations. Just being able to move your head around and see different perspectives is very useful, even without depth perception. Being able to see recreations of ancient buildings and walk around them is also very interesting and educational side. I think this potential is far more interesting than gaming.

    9. Re:Have commenters actually used it? by HarrySquatter · · Score: 1

      Reading the above comments from some of the naysayers, I get the distinct impression that they have never used it for more than a couple of minutes, or have only played with Google Cardboard.

      Used both a Rift and Vive for many hours and was unimpressed by both even with the "experiences" people claimed were mind-blowing. If you want to prove the naysayers wrong, VR headsets are going to have to show sales levels growing by at least a magnitude before it can be taken seriously as anything but niche. When all VR headsets combined can barely show a million or so sales a year there's no reason to believe in the fangirl hype.

    10. Re:Have commenters actually used it? by Anonymous Coward · · Score: 0

      kinda like 3D printers, except VR/AR keep coming back to the general consumer level for another round of disappointment.

    11. Re:Have commenters actually used it? by Bobrick · · Score: 1

      Yeah, the idea is interesting but definately quite a while still before it becomes something to actually consider. Until they fix the resolution, FOV, and somehow make this into something you can work with for hours and hours, I'll stick with the current setup.

    12. Re:Have commenters actually used it? by Powercntrl · · Score: 1

      I don't think anyone doubts it has real applications, but there's a difference between that and it being a mass market everyone-must-have-it type thing.

      It will never be a mass market thing, because the mass market is perfectly content to play inane freemium tap-and-wait games on their phones.

      --

      ---
      DRM is like antifreeze, to the MPAA/RIAA it's sweet, to the consumers it's poison.
  20. And yet... by andybak · · Score: 2

    I spent yesterday at a Halloween Show performing a VR segment. I spent the weekend a few weeks back demoing various arts pieces. I've probably done nearly a couple of hundred VR demos in total. No technology in my lifetime (I'm late 40s) has elicited such a strong positive reaction across a broad demographic. People still find VR magical and wondrous. I don't care about sales numbers or hype cycles - I think VR is so obviously compelling that it will find it's place given time. It might not be mass market and it might not be for mainstream gaming. But it's not going away.

  21. Did anyone expect it to be a thing? by Anonymous Coward · · Score: 0

    It doesn't solve a problem and it's too burdensome as it stands....no one thought it was viable...companies like Facebook just wanted own the landscape first

    1. Re: Did anyone expect it to be a thing? by Anonymous Coward · · Score: 0

      For anyone interested, the next step will be AR, and then VR after that if it can prove its usefulness and find some much more efficient hardware/Interface

  22. still short on resolution by RhettLivingston · · Score: 1

    I've never felt that gaming is the right app for this, probably because I don't game but have wanted AR since first experiencing crude forms of it in the 90s when it was used to tremendously cut costs in aircraft wiring bundle production. I much prefer apps that offer real-life advantages.

    But AR devices are still short on FOV, resolution, and brightness.

    If AR could give me a full FOV with as many virtual displays as I want wherever I place them around the room and in whatever shapes I choose with no apparent pixelation and good brightness, I'd pay up to $1K for it. That would be less than what I paid for large displays in the early 90s (much less accounting for inflation). AR has the advantage that it doesn't have to render everything in full fidelity all of the time even within your FOV if it knows where your eye is pointed, so it should be achievable from a GPU POV. We just need much higher resolution full FOV AR displays that optimize rendering per where the eye is looking.

    The killer launch application from my POV would be to give me banks of monitors at my desk in my living room without having to have banks of monitors. I'd love it for watching movies with virtual screens as large as I want too. But the images need to be solid with HDR and apparent resolution in the center of my vision similar to my 4K TV.

    That's the minimum launch point. It can then evolve to being something portable that could eliminate the need for any product that just exists to be looked at or allow anyone in my home to see it as "decorated" in any way they like and changed with their mood.

    1. Re:still short on resolution by AJWM · · Score: 1

      I'd love it for watching movies with virtual screens as large as I want too.

      I don't get this. It's still going to be a movie -- fixed POV, passive.

      I want to be able to (virtually) walk into the scene, look around at what the actors can see, look at what's on the other side of the (virtual) camera. What's behind that tree? On the other side of that hill?

      Somebody needs to port Colossal Cave or Zork to VR (if they haven't already). Or Myst.

      --
      -- Alastair
    2. Re:still short on resolution by RhettLivingston · · Score: 1

      Of course. But that requires a large space to walk around in and all new media. Down the road, sure. As a launch minimum, my minimum is to significantly improve on the cost, flexibility, capability and convenience provided by fixed flat panel display technology.

  23. Re:No shit, Sherlock? by David_Hart · · Score: 1

    Duh. Anyone sane person was saying this for years. Only the extreme fangirls couldn't see the writing on the wall from the poor sales figures. No one wants VR because all the headsets suck, the content for them suck and the only ones that suck less are way too fucking expensive.

    I do think that the technology has a bit more growing to do, but I, personally, don't think that it's that far off. As for the expense, it's like a high end TV, yes it's out of reach today, but give it a 5 to 10 years and the cost will come down.

    There are four things that need to happen: 1. Headsets need to become lighter and wireless, while maintaining high resolution video. 2. Touch gloves need to be included. Other senses such as smell and hot/cold can come later. They likely will require a specially designed room. 3. A large 360 degree treadmill needs to be designed for those who want to be much more immersive in the game. This would include body sensors or scanning to represent movements in the game. Using your living room without boundaries is and accident waiting to happen and 4. A killer app. My thought is that if a VR version of The Elder Scrolls would get a lot of people interested.

    At least, that's my vision of a VR system that would appeal to a large enough audience to get it off the ground.

  24. Artifact funneling by Anonymous Coward · · Score: 1

    VR games don't really work because game developers won't (and rightfully so) create games that require a lot of neck-jerking to fully utilize the environment. As a result, they continue funneling everything into the centre of the view with the periphery handling, at best, non essential artifacts, which is what a reasonably sized monitor does for you anyway. Remove the convenience of keyboard and mouse I/O, and you pretty much have a platform that has few advantages, if any.

    1. Re:Artifact funneling by Opportunist · · Score: 1

      I think VR games simply have not found its place yet. What we get as VR games today are essentially the same games we had before, just with the screen replaced by a headset and the stick to turn the head replaced with the turning of the head.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  25. Re:No shit, Sherlock? by HarrySquatter · · Score: 1

    Except that the iPod was selling 10s of millions a quarter at this point in its lifecycle. VR headsets sell combined a couple million a year. Hardly comparable.

  26. Re:*AI winter incoming* by Anonymous Coward · · Score: 0

    VR was driven by companies imagining what consumers want which is always bound to fail at some level. The next wave will be driven by true consumer needs, now that companies have a somewhat better understanding of them. If people want to use VR to chat with people thousands of miles away, or play shooters or a few holes of golf or just as a novelty item which gets occasional use, companies will support these uses.

  27. Re:Aww by Bobrick · · Score: 1

    Oh, a snarky remark about one of the editors! Thanks, we need you.

  28. fov by DrYak · · Score: 1

    the problem is the fov (field of view).

    you can't see the pixels of 4k monitor *several feets away*.

    but you could definitely see them if the monitor is a few inches away from your nose and wrap around your whole head (well at least spread around everywhere your eyes can look at), which is what the current generation of vr is attempting to do (as opposed to older gen that only simulated a somewhat largish screen in front of view and nothing around)

    but all this extra screen/fov estate cones at a cost (either resolution if you stretch a 2k/3k display, or performance if you try actually 8k)

    hence all the buzz generated in the media by "foveated rendering" (i.e.: eye tracking and variable resolution) as the contender for the vr gen after the current.
    (i.e: only render the 3k that the eyes are currently looking at/pointing at, and render a low res blurry approximation for the peripheral vision where it is good enough)

    the current buzzword du jour - ray tracing - happens to excel at such varying resolution.

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
  29. Augmented Reality seemed better. by Anonymous Coward · · Score: 0

    The VR ecosystem required too many accessories. You had multiple companies selling omnidirectional walking pads/treadmills so that people would walk around in VR. Were these compatible with each other or any games/software? Did software need to be programmed specifically for each one? I have no clue and it must be terribly confusing for developers.

    AR seemed the better bet since you don't need all those accessories. The problem is different in that the environment needs to analyzed before projecting objects on it, but there are fewer objects so less processing power is required. Physical objects can be used instead of control rings/gloves/etc.

  30. Skyrim and Fallout 4 by Anonymous Coward · · Score: 0

    If you ever want to understand the potential of VR, go play Skyrim or Fallout 4. The first ten hours are a bit clunky but that's true of those games on a monitor. After that... I've found it difficult to go back to gaming on a monitor. But I've had to do that because those are the only two truly VR immersive games outside of sit-in-a-cockpit flight/space sims. If anyone is to blame for the failure of VR it is Valve.

    In the two years that I've owned a Vive, apart from the titles mentioned above, the only things available on Steam have been tech demos, wave shoot em ups and crap indy stuff trying to cash in. Valve has done the same shitty thing that it always does: fail to meet any kind of sane deadline to deliver promised software.

    The upside is that Skyrim and Fallout 4 made the price of the Vive worthwhile -- almost 200 hours spent in each of them -- and X-Plane is so good that it may well have tempted me to take up flying for real.

  31. It's not convenient by TJHook3r · · Score: 1

    Who wants a system where you have to hook up a load of bulky peripherals AND sit in isolation? Maybe Nintendo could make something of it but Sony and all the others have no clue

    1. Re:It's not convenient by Wescotte · · Score: 1

      When you play a multiplayer game in VR it rarely feels like you're sitting in isolation. Even the most primitive of avatars animated and voiced by a real live human is incredibly authentic in VR.

    2. Re: It's not convenient by TJHook3r · · Score: 1

      Uh, really not selling it! Just imagining the horrific teabag celebration you would experience playing CoD.

  32. Paperless office by JustAnotherOldGuy · · Score: 3, Funny

    Yes, and I remember when computers were going to usher in the "Age of The Paperless Office"....the result was that paper usage went up about 500% because suddenly anyone and everyone could print whatever they wanted, whenever they wanted...and boy, did they ever.

    Canon, Xerox, and Boise Cascade pretty much defoliated the Amazon rainforest to keep up with demand for that sweet, sweet paper.

    --
    Just cruising through this digital world at 33 1/3 rpm...
    1. Re:Paperless office by Anonymous Coward · · Score: 0

      This was true for a while, but is distinctly untrue in my office now. Very little paper exists, and it's all temporary, mostly just drawings that get marked up as part of a design cycle. We have a 40ppm printer and it just idles for the most part. I haven't seen a paper memo in decades, and I used to have a damned in-tray for them. It's paperless now. Even going to jail is paperless, you DocuSign them out without ever seeing the bondsman in person.

    2. Re:Paperless office by Anonymous Coward · · Score: 0

      Old guy, you might want to update your anecdotes to make them relevant and factual.

    3. Re:Paperless office by JustAnotherOldGuy · · Score: 1

      Old guy, you might want to update your anecdotes to make them relevant and factual.

      No. And get off my lawn, sonny.

      --
      Just cruising through this digital world at 33 1/3 rpm...
  33. Re:No shit, Sherlock? by SuricouRaven · · Score: 1

    Such a system would be cool, but impractical. It would be huge - only the obscenely rich would be able to afford a whole room devoted to VR and a treadmill system. That gives it a very niche appeal. You might see them in some future version of the arcade or laser tag arena, but it's no good for the home games.

  34. My VR killer app by swillden · · Score: 4, Interesting

    The place I think I'd use VR is in the office. I currently have three largish monitors, a desktop environment with virtual desktops and layered windows... and I still don't have enough screen real estate. A VR headset with sufficiently-good movement tracking and resolution opens up the possibility of sitting in the center of most of a virtual sphere of high-resolution monitors -- ideally with some AR so that the monitors appear to be floating in my office, so I can see my office walls, my desk, keyboard, the cup of tea on the desk, etc., and interact with all of the physical stuff naturally while being able to see my virtual displays. The headset would also have to be light and comfortable enough for all-day wear. Bonus points if I can replace my office walls with a beach scene, etc., while still being able to see and use my desk.

    I have done no investigation to see how far we are from making that possible. I suspect we're not there yet, even without the AR requirements.

    --
    Note to ACs: I usually delete AC replies without reading them. If you want to talk to me, log in.
    1. Re:My VR killer app by Bobrick · · Score: 2

      Same here. If I could edit video through an interface that spans my entire field of view, instead of a triple-monitor setup, I would probably jump on it. Definately would replace the background with something like a mountain scene or maybe edit by the lake today, switching to a starfield in the evening, ha!

    2. Re:My VR killer app by Anonymous Coward · · Score: 0

      The tracking is certainly good enough, though the resolution is lacking.

      I have suggested that if it were possible, a high-res display with high-res texturing, but perhaps low res geometry could alleviate the performance concerns if eye-tracking and foveated rendering aren't in the cards.

      Could be nice for open office plan.

    3. Re:My VR killer app by Anonymous Coward · · Score: 0

      You can do all of that in VR, they are called virtual desktops. You literally create them, zoom in/out/move wherever you want.
      AR is completely different and not required.

    4. Re:My VR killer app by Anonymous Coward · · Score: 0

      For all the time use, VR is not the best place to be. There are many reasons. For one, I'd hate to have to take it off every time someone comes in with a question.

      Regardless, the FOV, resolution and contrast isn't there yet for either VR or AR, even to duplicate a single monitor. Text and graphics display is more demanding on resolution and contrast than natural scenes in games. It needs to have at least the pixel density and contrast of my monitor no matter where I look. Also, it needs a full FOV so that I don't have to have my head pointed at any particular virtual monitor to notice something changing on it. If I can't have many more virtual monitors than the real ones on my desk, there is little gain.

    5. Re:My VR killer app by Opportunist · · Score: 1

      Not to mention that then, for the first time, working in an open-floor-plan office wouldn't suck.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    6. Re:My VR killer app by Anonymous Coward · · Score: 0

      The headset would also have to be light and comfortable enough for all-day wear.

      This is the one thing truly holding back VR, but we won't see it for another 10-15 years, so don't expect VR to take off until about 20 years from now.

    7. Re:My VR killer app by swillden · · Score: 1

      You can do all of that in VR, they are called virtual desktops. You literally create them, zoom in/out/move wherever you want. AR is completely different and not required.

      The second sentence of the comment you replied to:

      I currently have three largish monitors, a desktop environment with virtual desktops and layered windows... and I still don't have enough screen real estate.

      Yes, I know all about virtual desktops. And, no, they don't solve my problem.

      --
      Note to ACs: I usually delete AC replies without reading them. If you want to talk to me, log in.
    8. Re:My VR killer app by swillden · · Score: 1

      For all the time use, VR is not the best place to be. There are many reasons. For one, I'd hate to have to take it off every time someone comes in with a question.

      Sufficiently-good AR would make removing it unnecessary. Though they might find it uncomfortable talking to you without being able to see your eyes. Unless they're using it, too.

      --
      Note to ACs: I usually delete AC replies without reading them. If you want to talk to me, log in.
    9. Re:My VR killer app by ElizabethGreene · · Score: 1

      Oculus seriously derped this. It's very hard to set up a rift to work around a traditional desk+chair+monitor setup. You end up having a 6x6+ "play space" in addition to the normal workspace. It's not great.

    10. Re:My VR killer app by Anonymous Coward · · Score: 0

      Plus we could have _massive_ screens appearing to be at a reasonable distance, avoiding the eye-strain of squinting at monitors too close to us.
      Then even if I'm in a cramped office, my screens can be beyond the next cubicle.

  35. Still too early by meerling · · Score: 1

    I've tried the Oculus Rift, and had fun, but it's still rather novel.
    The reality is that the tech is still way too expensive for any decent market penetration. The software makers need more time to get a handle on how to make the new capabilities fun and desirable rather than just ringing the "new thing" bell, and for the most part, they aren't going to do a lot of development until there's a larger installed base.

    It's fine for people with lots of spare cash, but for the majority of the market, it's still years away mainstream, if not a lot longer.

  36. VR has come a long way by Anonymous Coward · · Score: 0

    I say the technology is here and it's great and I haven't even tried VR for more than a few minutes at some public location. For me, anyway, the problem is money. I think that's probably the problem for many people. It's like how 2D scrolling games still exist and still sell. The old technology is widely available, everyone has it, and it still works.


    Getting a VR setup, a good one, is not even close to the price of buying a new console. It's a SERIOUS investment. Even if you already had a computer good enough to do VR, you are still dropping more than the price of a new console just to get the gear, alone. To start from zero and get a HTC VIVE, you still need to buy a computer and graphics card. So, maybe, a 1,500 dollar expenditure minimum? Probably, more like, 2000 dollars. That is a HUGE commitment. If you are living pay check to paycheck or making minimum wage, you just can't afford that. You might be able to splurge on a console, or upgrade your graphics card; but, to invest another 600 to 800 dollars, is just... a bit much.


    The bulkiness and the nerdiness can be fixed. Look at e-sports. They are doing okay. Lack of games and titles isn't even really much of an issue cause there are already plenty of games that just need some tweaking to go VR...


    but the technology is here, and it's in it's infancy. We've got EEG headsets that let you control aspects of a program/game with your fucking brainwaves. We've got full visual/audio immersion with VR. And then you've got motion tracking, etc, etc... A lot of the puzzle peices are here. If not all of them. I would say the only next steps would be actual neural connections and if you think this technology is still far off... Nobody is going to be dropping 20,000 anytime soon to be able to interface their brain with a computer. THAT is a long way off, and even that is starting off in it's infancy for years now.


    I think part of the problem is just an issue of economics. There is no modding community. A lot of the technology is proprietary. And if the problem is only not having enough AAA titles; well, that's a fucking problem in itself. It takes millions to drop a AAA title. If you could open things up a bit so that a garage band team of gamer/developers could tinker and produce works for this shit, then maybe, maybe, we could see some interesting and unique stuff.


    but all in all, it's economics. Plus you have to consider the big money expenditures are going to the phones/tablets/etc... VR is a hardcore gamer experience. It's not the same thing as candy crush on a 800 dollar phone being paid for monthly on contract...

    1. Re:VR has come a long way by Anonymous Coward · · Score: 0

      And to be a devil's advocate what you might be able to do is this...


      what does VR bring to the table that a regular mouse+keyboard PC game or console game can't? Find that, and exploit the heck out of it. But even if you do and there is this great experience you can ONLY have the VR; you will hit a wall. And that wall is made up of 800-2,000 dollars of investment people just don't have.


      why make a great VR experience when you can make a triple AAA title for millions that sells for 60 dollars that people will actually be able to afford, buy, and play?


      It just the economics of it all, state of the market, and the nature of the average of consumer's computing/gaming preferences.

  37. Augmented is the only way to go by Anonymous Coward · · Score: 0

    Spill your ashtray / coffee enough times while fumbling to find the keyboard and you'll see what I mean.

  38. "right wing" defense projects - LOLZ by iggymanz · · Score: 3, Insightful

    pretty sure that battlefield VR and related wil alsol be used by left-wing administrations and Congress's in the future

    1. Re:"right wing" defense projects - LOLZ by Opportunist · · Score: 1

      Don't worry, the chance of the US to ever get a left-wing administration is pretty much zero.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:"right wing" defense projects - LOLZ by Anonymous Coward · · Score: 0

      Journalists are required to attack the right at least once in every article. It's the la.....code of conduct.

    3. Re:"right wing" defense projects - LOLZ by dfenstrate · · Score: 1

      pretty sure that battlefield VR and related wil alsol be used by left-wing administrations and Congress's in the future

      Either it's a subtle jab from a right leaning journalist.... or an admission that the left-wing author has absolutely no interest in defending the nation. Something most of us suspect about lefties.

      --
      Alcohol, Tobacco and Firearms should be the name of a store, not a government agency.
    4. Re:"right wing" defense projects - LOLZ by iggymanz · · Score: 1

      what we call "left wing" in USA would be like Obama or if Bernie Sanders won.... that's all I meant. We of course don't have real left wing with any chance of getting power. I have no use for either end of the spectrum myself

  39. Re:No shit, Sherlock? by bloodhawk · · Score: 1

    The Ipod/Nomad sold millions in a very short time period. VR has repeatedly failed to sell over 30 years. There is a small group of fanboys that claim it will dominate gaming and everything within a few years, most probably the same ones that claimed 3D TV's would also dominate. The reality is the tech is still quite a ways off in performance and price for any wide scale adoption and it still has too many fundamental problems with no real solutions. I am sure one day it will get there, but it won't be with current gen tech and probably not next gen either.

  40. Best VR Applications by DMJC · · Score: 1

    Ace Combat 7, Battlefront VR Demo, Astrobot Rescue and Battlezone. Now why are these the best games? None of them require you to get off your ass to play them. The entire idea of VR as this magical land thing where gamers are going to be elite athletes is total bullshit. Most of the VR games being developed are either shovel-ware (99% of the crap out there) or unrealistic attempts at VR FPS. The killer genres for VR were always Space Flight and Flight sims. Helicopter sims in particular are a massively underserved market. There should be a push for Wing Commander 1/2/3/4 remakes in VR, as well as getting Freespace 2 to have VR support. PSVR nailed the ease of use factor. Just get your game running at 60FPS and a hardware doubler gets it to 120fps which is fine for presence and head turning. The killer application is looking around cockpits simulating real aircraft experiences that most people couldn't afford to have in reality.

    1. Re:Best VR Applications by DigiShaman · · Score: 1

      There's no need to go full-tilt graphics on requirement. VR is best with high frame rates and high resolutions. As such, I would be totally down with a new version of Starblade in flat shaded polygon joy. Or how about a VR release of The Last Starfighter? Sega's arcade of Starwars? Any retro 3d shooter "on rails" would be a killer game for VR. Bonus if multiplayer where you've got a pilot and gunner.

      --
      Life is not for the lazy.
  41. Too early by Anonymous Coward · · Score: 0

    Current VR headset may as well be prototypes for what's to come.
    Mainstream folks assume the Vive and Oculus are essentially the same as much cheaper GearVR/Google Cardboard.
    Lack of standards for VR, exclusives to one headset kills VR.
    Hardware hasn't been keeping up, barely any increase in performances for CPUs and GPUs per new generations.
    Resolution needs to be higher to get rid of the screendoor effect, which in turns require much more powerful machines to run the headsets but the hardware is unable to keep up with the higher fps demand at higher resolution (4k or higher at 90+fps)

    I have no doubt that VR has a place, but it's simply not quite there yet and considering there hasn't been much news for an actual "next gen" VR headset, I'm not holding my breath.

  42. VR is likely one of those ideas by hey! · · Score: 4, Insightful

    that need a bunch of other things in place to become available before they really are successful.

    The iPHone wasn't the first smartphone; as a developer I used a number of early attempts at "converged" phones. The first was probably the IBM Simon A massive 18 ounce brick of a phone with a monochrome display and a one hour battery life. These early converged phones were tour-de-forces of the day's technology, but they were still too big, too slow, too crude, and too battery-hungry to be anything more than curiosities.

    What Steven Jobs did with the iPhone was catch the wave at exactly the right moment, when screens and processors and batteries and networks and UIs all got good good enough, cheap enough to make a blockbuster product possible. Other people were close -- Palm's Treo devices were pretty good, but ever-so-slightly clunky due to their legacy tech. Jobs had the advantage of a clean sheet.

    It's not vision that's lacking in most failed attempts to get a new concept off the ground, it's timing.

    --
    Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
    1. Re:VR is likely one of those ideas by Anonymous Coward · · Score: 0

      It's not vision that's lacking in most failed attempts to get a new concept off the ground, it's timing.

      It's timing that got the iPhone into the market. And Jobs' infamous lust for actually shipping products.

      It's vision that's kept it there.

      You simply cannot What's in a name the iPhone. It has so strongly dominated the profitability of the mobile device market that even when it peters out (as all things eventually do - not because "it's bad", you stupid haters, but because all good things come to an end) it will still be studied for decades as one of the most solid business decisions and follow-through of known history.

    2. Re:VR is likely one of those ideas by Anonymous Coward · · Score: 0

      Apple started work on the iPad in 2002, Jobs said the reason the iPhone came out before the iPad was because the technology to make a good phone was available before the technology to make a good tablet. He knew where he needed to arrive, he just had to wait for the technology to be possible. Until then smartphones were clunky and had a niche audience of geeks and PHBs only.

      Somewhere there is someone who knows where VR needs to arrive, who is just sitting back laughing at all these pathetic attempts to make move VR beyond its current clunkiness with a niche audience of geeks and people experimenting with stuff like remote surgery.

  43. Lost interest by Sir+Lurkalot · · Score: 1

    This same thing seems to be coming for self driving cars...

  44. When was it ever likely? by ironstorm8938 · · Score: 1

    VR stuff we have today is crap... It's pretty weird to have a phone strapped 1-inch away from your face. If someway we can get something approximating a holodeck we can talk, until then it has some limited applications, but in its current form it's yesterday's 3d TV.

  45. Re:No shit, Sherlock? by Anonymous Coward · · Score: 0

    I do think that the technology has a bit more growing to do, but I, personally, don't think that it's that far off. As for the expense, it's like a high end TV, yes it's out of reach today, but give it a 5 to 10 years and the cost will come down.

    Yeah, sure. I've been hearing that for the past 30 years.

    Until we have Star Trek-like holodeck technology, nobody is going to care about VR.

  46. I ACTUALLY own a Vive and an Oculus. VR is AWESOME by tonymercmobily · · Score: 2, Interesting

    I hwo a Vive and an Oculus. I prefer the Vive, but each one has its pros and cons.
    I read comments here, and I have this huge feeling that very few of them own a headset.
    I am NOT an avid gamer -- in fact, I don't play games at all. However, I do love VR and play with it as much as I can.
    If you don't know what RecRoom is (and you probably don't), then of course you are going to say that there is no killer app.
    if you haven't played the laser games, or the quests, or one of the many custom rooms, of course you will say it's boring.
    Honestly, if you spend more than 20 minutes in RecRoom, play a laser game, a quest, or maybe Royale, you will realise that all of this bullshit about small screens, etc. just melts away -- you are too busy playing and enjoying yourself.

    My ideal headset is super light, has a total field of vision, it doesn't need sensors (inside-out tracking) and has glove-like controllers. This will happen in time -- in fact, all of this is already happening. In the meantime, it's still FUN.

    If you actually tried, you'd know what I am talking about.

  47. Shitposting is powerful and meme magic real by dcollins · · Score: 1, Informative

    Recall that the founders of this industry are mostly scam-artist assholes of the highest caliber. Palmer Luckey in particular is famous for his "shitposting is powerful and meme magic is real" mission-accomplished moment after secretly funding Trump's internet disinformation campaign. Small wonder he's now trolling around US military circles; they're renowned for being enormous slush-funds with no accountability and often actively damaging to public interests. Caveat emptor.

    https://www.theguardian.com/technology/2016/sep/23/oculus-rift-vr-palmer-luckey-trump-shitposts

    --
    We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
    1. Re:Shitposting is powerful and meme magic real by DNS-and-BIND · · Score: 1

      Internet disinformation campaigns? Like telling everyone Hillary called black people "super predators"? Or that she attacked all of Bill's rape accusers in public, with the full backing of the media? Or that her mentor was a former Grand Wizard of the KKK? That disinformation?

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
  48. Decent exercise by spiritplumber · · Score: 1

    I have an Oculus I got as part of a startup that owed me money folding. It mostly sat there for the better part of a year. Then Beat Saber came out, and now I use it to take two-to-five-minutese exercise breaks while I work. It lost me some weight, so I'm happy with it.

    --
    Liberty - Security - Laziness - Pick any two.
  49. Re:I ACTUALLY own a Vive and an Oculus. VR is AWES by Anonymous Coward · · Score: 0

    Rick and Morty VR is awesome (if you're into Rick and Morty).
    Also, Project Cars in VR using the steering wheel and pedals is excellent. I usually get terrible motion sickness on games with a moving frame of reference, but for some reason I don't with Project Cars (as long as it's configured properly with the position set properly behind the steering wheel).

  50. Re:No shit, Sherlock? by David_Hart · · Score: 1

    Such a system would be cool, but impractical. It would be huge - only the obscenely rich would be able to afford a whole room devoted to VR and a treadmill system. That gives it a very niche appeal. You might see them in some future version of the arcade or laser tag arena, but it's no good for the home games.

    You're thinking much larger than I was. I was thinking something that is more like 9ft by 9ft, something that would fit in a room where most people put their exercise equipment. Plus, the treadmill shouldn't cost any more than exercise equipment does today.

  51. This has failed before by gweihir · · Score: 1

    And basically in the same way as it does now, with a several-year hype by the clueless, and then failing when no reasonable hardware and software has materialized. Same thing this time, and possible next time in 15-20 years.

    --
    Most ACs are not even worth the keystrokes to insult them. Be generically insulted by this and ignored otherwise.
    1. Re:This has failed before by Anonymous Coward · · Score: 0

      The enthusiasts are not wrong. They really enjoy their VR's. It just doesn't have appeal for the masses. But neither does rock climbing, snow skiing, or sky diving, but they have survived anyway. Hopefully VR will as well.

  52. VR is a technically challenging problem by vadim_t · · Score: 3, Insightful

    No big deal, there's room to grow. Back in the 90s, when the first 3D games were appearing, people also dreamed up a bunch of stuff quite prematurely. But I'm quite sure that by now we've surpassed those expectations by far, it just took a bit longer than some expected.

    So I've got a CV1. Here are the issues so far:

    The resolution is too low. It works for gaming, but barely so. You won't really want to even browse the web on this if you can avoid it. So that currently puts a limit on using it for any kind of non-gaming use. This is a technologically solvable problem, but it will take time.

    Dual 4K displays at 90fps would be cool, if there was hardware to support such a thing. USB C + Thunderbolt 3 does two 4K displays, at 60 FPS. Almost there, but not quite yet.

    Cables are limiting. While the resolution is not huge, it's big enough to be challenging even over wires. Doing it over some kind of wireless is even more of a challenge.

    Control is limited. The controllers are nice, but they're nowhere near as good as my hands.

    Current tech just happens to exist at the edge of reasonably available technical capacity -- while they could do dual 4K displays right now if they wanted, only really, really hardcore adherents would pay what it takes to provide that. So it'll have to wait until today's bleeding edge becomes the next normal.

    Fortunately, it's nothing tech and money can't fix. The basics are already there, now all that's left is to refine existing tech and make it better. Doing last year's hardware 20% better is what's the industry has been doing all along.

    The Oculus Quest seems like a promising development -- no wires, which should make it a lot easier to use in some kinds of setups, though it will have to sacrifice 3D processing power to do so. I think at the very least it'll be a good test of how big of a deal a wire is.

    1. Re:VR is a technically challenging problem by Anonymous Coward · · Score: 0

      PiMax 8k X has dual 4k displays at 90Hz by using dual displayport.
      It also has double the field of view compared to Rift and Vive.
      It takes the best PC you can build to run it and costs about $1000.

    2. Re:VR is a technically challenging problem by 110010001000 · · Score: 1

      Moores Law is dead. Where are you getting the increase of technical capacity from?

  53. Re:No shit, Sherlock? by HarrySquatter · · Score: 1

    I do think that the technology has a bit more growing to do, but I, personally, don't think that it's that far off.

    So says VR fangirls for years on end. It's always been just "a few years off."

  54. Vive owner here by Anonymous Coward · · Score: 0

    I'll never go back to flat gaming. The feeling of presence in a good VR game is a rush I never felt in flat gaming. The tracking of my gun hand can't be achieved on a flat game, where you shoot out of your eyeballs... seems so dumb now. The feeling evoked by an angry dog growling behind you on flat gaming is a pathetic joke compared to in VR. The ability to fire up Google Earth VR and superman-fly to any location for sightseeing is amazing; streetview pictures are also in 360.

  55. Re:*AI winter incoming* by Anonymous Coward · · Score: 0

    The world will plunge into chaos.

    That would be awesome.

  56. Tampa by BankRobberMBA · · Score: 1

    My wife and I tried that game in a temporary arcade in a mall in Tampa in the mid 90s. I loved the immersion but the movement confused me so I didn't get as much out of it as I should have. I saw a lot of potential, but I wasn't surprised when it died.

    I have been using the HTC Vive recently. I am amazed by the immersion. I am flying in Ultrawings, mostly. Sometimes in Lucid Trips. I also play Longbow in The Lab by Valve.

    I am disappointed to see the field fading. I do believe it will come back again when the hardware is even better. Maybe it will come to stay next time.

    1. Re:Tampa by Anonymous Coward · · Score: 0

      Try Gorn. Best thing I played on the Vive when I had one at work last year. You really need 15-20 square feet of space though, and don't leave anything breakable around.

  57. BS article by Anonymous Coward · · Score: 0

    There is a VERY big disconnect between what is VR, and what is 3D or some abomination of it. _Real_ VR is incredibly difficult to produce outside a computer (I don't know of any way that doesn't involve scanning). VR is full movement while 3D and even "360 degree video", are NOT. And for god sake do not compare VR to 3D TV, they aren't even remotely the same.

    It doesn't help either that the industries around VR (including Google), have managed to completely confuse even basic formats. You look at a video, is it SBS? Panorammic? Stereoscopic? Does your player even know how to play those? LIkely not.

    Simple example of an awsome video, but _3D_ and NOT VR - https://www.youtube.com/watch?v=sPyAQQklc1s

    Bet you didn't even see the directional control in the top left. Click and drag or move with your keyboard.

    Now watch the same video but in a player that DOESN'T support 3D, you'll either see SBS (side by side), top/bottom or some form of the two. This is where even porn gets it wrong.

    VR is more like a first person shooter game but with true 360 degree _movement_. 3D is 360 (or less in many cases due to production), _viewing_.

    It's very hard to explain this to people who have never used VR, barely know what 3D is and likely think of holograms they saw as kids in a book. And no, phones CANNOT represent VR. They only control what you see whereas something like the VIVE or RIFT have trackers on your hands and more. You can put a tracker on just about anything.

    1. Re: BS article by Anonymous Coward · · Score: 0

      also theres vive video in steam store or whatnot. you can watch side-by-side encoded videos in there ... as 3D (movie with depth).
      getting it to "recenter" the movie when helmeted (wearing the head set) whilst lying in bed is a bitch tho ;)

    2. Re: BS article by Anonymous Coward · · Score: 0

      ah ... also if you map a NAS box to a drive letter (say "e:") you can browse to it (and the side-by-side encoded movie video librarie)....if you're brave enough to use window network shares on windows o_O

  58. Re:I ACTUALLY own a Vive and an Oculus. VR is AWES by Anonymous Coward · · Score: 0

    I was sold on VR/AR with Face Raiders by Nintendo on the 3DS. What a hell of a game. It wasn't tremendously long, but it was amazingly fun, and that game could have scaled quite a bit. It suffered greatly from the limited hardware of the time.

    Basically it worked like this: take a crappy (and I mean just barely recognizable) photo of something with the camera on the 3DS. We liked to use our dog for that. It would overlay eyes and a mouth on what you were taking a photo of, and would only allow you to take a photo if it could detect eyes/mouth/etc on whatever you were taking a photo of. For instances, it was terribly hard to take a picture of Benjamin Franklin on a $100 bill (from a picture on a computer screen, of course ;), and it was very difficult to take a picture of the dog, but it was easy to take a picture of say Mommy.

    You get to keep so many pictures in the game, and then you run the game, and it would randomly select 2-3 of the pictures to generate from. You would move the screen around the room 360 degrees, up and down, to try and find the little Face Raiders as they floated into the room through dimensional tears or something. They would bounce around and shoot things at you. You'd get a Boss one which was bigger and meaner if you got through enough of them. My memory's kind of fuzzy now. But, towards the end, the Boss would pop in and have a giant afro. The Face Raiders were basically helmets floating around with whatever face on them, making faces at you. With the dog, the things you were looking at were hilarious.

    What a heck of a game, and that was on the old Nintendo 3DS. Like comparing Fortnite on an iPhone X to something on a Palm Pilot. My kid was playing that Face Raiders when he was 2 and loved it. He still picks the thing up and finds that every once in a while at 8 years old. He has Zelda BotW, Splatoon, Roblox, Pokemon Go, and he still goes back to that because it's just so much fun to play for a little while.

    I don't need VR that owns my life. I need VR that gives me 15-45 minutes of super fun so I can decompress and get back to the things I need to get done IRL.

    Considering the RecRoom thing you're talking about, we're probably already there, I just held off spending on it over the last year mostly over the expense, and that will turn around soon probably over Christmas. Can't wait - thanks for the non-hater post!

  59. VR control is complete garbage by Pinky's+Brain · · Score: 3, Interesting

    As Carmack said :
    "Stick yaw control is such VR poison that removing it may be the right move -- swivel chair/stand or don't play."
    Shame he couldn't convince his employer to ship with a ceiling mount HDMI+USB slip ring so you could actually fucking do that.

    The swivel chair should have been part of the default control scheme for VR ... so it wasn't just a couple of genetic mutant who could enjoy free motion inside the 3D world. Sure that would have been a lot more niche and unappealing to the couch users Facebook wanted to woo, but at least it wouldn't have been complete garbage.

  60. I will always treasure this comment by Anonymous Coward · · Score: 0
    1. Re:I will always treasure this comment by Oligonicella · · Score: 1

      Please keeps tabs on that until Sept of next year.

  61. ....and 640k is enough for anybody by ihaveamo · · Score: 1

    What I think is the most exciting part of VR, is the VERY high specs needed for lifelike immersion. I have a VIVE PRO and a 1080ti video card, which (barely) meets this requirement- which VR people call "Presence" with a capital P. It's the point where your brain truly "Believes" you are in another world. If you haven't tried VR at that level, you haven't tried VR. With most "Pancake" (flat) PC games not needing the sort of CPU/GPU firepower, there's nothing pushing the limit. VR requires this limit, which is GREAT for CPU and GPU manufacturers, and the future of IT in general. We need this sort of thing to push CPU/GPU crunching (well, something that's not *COIN) Reminds me of a story that Color TV's were hard to sell initially, as you can't see what it's like on Black and White TV ads! .. VR can't be experienced until it's tried. (At least Color TV's were marketable in stores with people walking by, VR needs electronics smooshed into your face)

  62. Cost, Complexity, Quality by Anonymous Coward · · Score: 0

    VR hasn't taken off yet because of cost, complexity, and quality. End of story. All three are being worked on, aggressively.

    The processing power required for VR is the largest driver of cost. You can get a headset with tracked controllers for $200, but it required a $1000 computer.

    I would happily program on the couch in a VR headset if the resolution could match a desktop. It will, eventually, with the help of better headsets, better GPUs, and foveated rendering.

    My mom wants a VR headset, after using my Vive to visit SteamVR Environments. She wants one for herself, one to let her elderly residents use for recreation. She's nearly 70, and they're even older. What she doesn't want is to spend $2000 on a gaming rig, or to have to learn anything new about computing. Mobile devices are on the way to simplify things for her.

    Also, Altspace isn't dead, it was bought by Microsoft.

    VR is progressing. It isn't done yet, as smartphones appear to be. It's improving instead of stagnating. This article is like saying computing is dead in the 70s, used by a few companies who have good uses for it, but unlikely to catch on with consumers.

    Computers got cheaper, simpler, and better, and now my 90 year old grandmother has an iPad.

  63. We don't have left wing administrations by rsilvergun · · Score: 1

    haven't since Carter. Clinton moved the Overton window hard right so he could soak up enough campaign cash to run and the country's left never really recovered. TV didn't help either. You had guys like Dukakis with good policy who were absolute goof balls in the flesh. TV showed the goofiness of the left and folks vote on their 'gut'.

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
    1. Re:We don't have left wing administrations by Anonymous Coward · · Score: 0

      Cool story bro.

  64. VR for me by aliquis · · Score: 1

    1) The graphics cards need to come back in price / get a new generation.
    2) $400 at most for a complete kit.
    3) Games.

  65. VR for monkeys by duke_cheetah2003 · · Score: 1

    It's probably a good thing that it sucks. We're bad enough with our phone addictions. Imagine how the world will be when VR is as good as Hollywood has portrayed it numerous times. We'd never wanna leave.

  66. Headsets are Still Too Bulky by BrendaEM · · Score: 1

    I dare state that things have progressed as far as they can--by using off of the self cellphone displays.
    We need custom screens which are no larger than 25mm.

    --
    https://www.youtube.com/c/BrendaEM
    1. Re:Headsets are Still Too Bulky by BrendaEM · · Score: 1

      whereas "self" = 's','h','e','l','f' ;

      --
      https://www.youtube.com/c/BrendaEM
  67. VR as consoles by Anonymous Coward · · Score: 0

    My biggest issue with getting into VR was that they ran it like a console market with platform specific exclusive software. A VR headset should work like any other display. Practically any of my friends who though about or were interested in VR would say the exact same thing "It looks awesome and I want to try it, I am just waiting to see which one has the most compatibility for games"

  68. Trough of Disillusionment: Here we are! by Anonymous Coward · · Score: 0

    People, this is all a part of the hype cycle, look it up. New tech just does this. VR is actually making its way up the slope of enlightenment, and everything seems dark because we're not seeing version 2 of the leading headsets right now.

  69. Lack of privacy doomed it for me by Anonymous Coward · · Score: 0

    I received two VR headsets for mobile as gifts.

    The mobile apps for each were ridiculously privacy intrusive. Why does an entertainment app need access to my photos or my contacts?

    Screw you, disrespectful app developers. I threw away the mobile VR headsets and never used them.

  70. Re:No shit, Sherlock? by Anonymous Coward · · Score: 0

    Indeed. When VR sets allow you to place calls then we'll talk.

    Ultimately at the end of the day VR is still just a games thing at present. A phone isn't. What a person is willing to spend on pure-entertainment is rarely the same or even close to what they'll pay for things they consider actually important.

    But hey, if perhaps the game devs themselves weren't trying to suck 150-200 dollars per game out of every gamer then gamers would have more money lying around to buy into it.

  71. For massively parallel, Moore's has long way to go by Ungrounded+Lightning · · Score: 2

    The end of moore's law is the problem. ... We need 8k per eye, and graphics cards need to be at least 4-8x if not 16x as fast for that to be viable, and given the end of moore's law this seems unlikely.

    Like the multi-decade running gag "Imminent death of the Internet" predicted, film at 11:00", the end of Moore's Law has been long predicted and slow in coming.

    Lately we're starting to hit a wall on the "just make the features smaller and being closer together makes things run faster" approach: As features near the scale of the size of the electron wave function keeping the signals separate becomes an issue.

    But Moore's law is really about the number of transistors you can build into a chip, and we've literally "just scratched the surface" there. Until recently the transistors have been essentially a two-dimensional layer on the surface of a chip. Now we're starting to use the third dimension - up to eight layers of it, last time I looked.

    The limit to that is what I called "Preposterous Scale Integration" back in the mid-sixites (when the buzzwords were "small ...", "medium ..." and "large scale integration", rather than, say, the "deep sub-micron" of the millennium or the current "xx nanometer process"). When the chip has layers of logic elements spaced along the z axis as closely as the feature size in the x y plane, and acceptable yields are obtained for "chips" the size of the old IBM mainframe cabinets - just small enough to fit through a standard elevator door - THEN you're approaching the end of Moore's Law. That's still many decades out.

    Now for a single thread you're currently starting to fall off the speed-doubles-every-1.5 or so-years interpretation of Moore's law. Having lots of transistors doesn't get you faster once you're simultaneously running into limits of feature size AND switching speed AND propagation time. But for computations that are massively parallelizable, you can continue to throw more and more elements at them. Graphics rendering, combined with speculatively pre-computing multiple viewpoints for head rotation and translation options (i.e. the core of VR and AR), is such a problem.

    --
    Bantam Dominique roosters crow a four-note song. Once you've heard it as "Happy BIRTHday" you can't NOT hear it that way
  72. Re:No shit, Sherlock? by Opportunist · · Score: 1

    As long as we see (and treat) VR as some sort of extension to what computers are doing now, this is probably going to remain true. Why bother with VR when you can get almost the same experience from a computer setup that's much cheaper and requires a lot less room?

    The problem is not technology. The technology is more or less there. The problem is application.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  73. Re:For massively parallel, Moore's has long way to by Anonymous Coward · · Score: 0

    You need power to run it and cooling to cool it, too. Supercomputers are great, but they aren't portable.

  74. VR is fucking amazing by iamacat · · Score: 1

    It's not perfect, but neither were CGA games of the 80s. The point is that it provides something new, like credible moments of being lost in an alternative universe rather than just solving puzzles or exercising twitch reflexes. Facebook or anyone else would be as unwise to not invest in the sector as Microsoft was unwise to underestimate Internet or mobile. This doesn't guarantee continued relevance, but it does at least earn a seat at the table.

  75. 4K by KalvinB · · Score: 1

    I use a 43" 4K TV which cost all of $300 because it can be run by any half decent graphics card and doesn't require multiple outs on the graphics card. It's equivalent to 4 1080p monitors.

    When it comes to screens, it's more about pixels than size. An 8K monitor that's less than 30" is wasting a lot of pixels unless you have insanely go eyesight and like squinting.

    VR will have you moving your head all over the place which is going to kill your neck in no time.

    1. Re:4K by swillden · · Score: 1

      I use a 43" 4K TV which cost all of $300 because it can be run by any half decent graphics card and doesn't require multiple outs on the graphics card. It's equivalent to 4 1080p monitors.

      When it comes to screens, it's more about pixels than size. An 8K monitor that's less than 30" is wasting a lot of pixels unless you have insanely go eyesight and like squinting.

      No, once you have reasonable pixel density (dense enough that I can't see individual pixels from a range of 20" or so), it's all about size. Since my eyes have limited resolution, the only way to increase the amount of stuff I can have in my field of view at once (or in my field of view with only a head movement) is to increase the amount of that field of view that is covered with displays. This is why I have three monitors now.

      VR will have you moving your head all over the place which is going to kill your neck in no time.

      Nonsense. If this were true, the physical world would kill my neck [*]. Human necks are designed for looking around. Obviously I wouldn't want to place frequently-viewed materials above my head, and I would want to avoid placements that require me to make frequent repetitive neck motions, but it would be perfectly possible to design appropriate work layouts, just as I can lay out a bench of physical tools. Heck, given that I have a private office with a bit of room to move, I might even want to group virtual displays with distinct tasks in different parts of the room, so that I actually have to walk around a bit. Hmm. I'd need an easily-portable data entry device for that. VR gloves with good haptic feedback to make it seem like my keyboard follows me around? Dunno.

      --
      Note to ACs: I usually delete AC replies without reading them. If you want to talk to me, log in.
  76. Major shift to VR? by Anonymous Coward · · Score: 0

    What is that even supposed to mean?

  77. If I must wear any form of welding helmet by Oligonicella · · Score: 2

    it ain't VR. This is why it's failing. Wearing a headpiece will never, ever feel like 'reality'. Peripheral vision is being badly dismissed as a necessity.

    1. Re:If I must wear any form of welding helmet by Anonymous Coward · · Score: 0

      Call me when it's beamed directly to my retina from my normal classes or its sent along my optic nerve from a surface worn chip.

    2. Re:If I must wear any form of welding helmet by Anonymous Coward · · Score: 0

      I have monstrous peripheral vision and I have very little issues with the Vive (with the screens closest). If you are having issue, look up how to adjust it closer. You may have it set for people who wear glasses mode, which is bad for peripheral vision.

  78. Point of view from a VR enthusiast by 26199 · · Score: 0

    I've had the HTC Vive for a little over two years. I now have three of them; one is the Pro. A few points that may be of interest:

      - They're great for kids. My daughter got into Job Simulator when she was four. She could happily spend an hour experimenting with different recipes in the kitchen. My son recently had his first serious play--he's two. He loves it.
      - Multiplayer is amazing. SculptVR was a phenomenal sandbox experience. Battle Dome was everything VR multiplayer should be.
      - Beat Saber looks like a great time--see YouTube--but is actually far more fun than it looks. For me it's convincing proof that VR can do single player games, too.
      - It's not that expensive any more. Okay, it's not cheap yet, but my most recent Vive setup uses a mid end gaming laptop.
      - The software is a problem. SculptVR _was_ an amazing experience until updates broke multiplayer. Battle Dome _was_ an amazing experience until the player base left. I haven't found anything to replace them. (Minecraft is a serious contender, but it's annoying to set up.) For multiplayer, Rec Room and Raw Data are about as good as it gets right now. Most games are barely worth a look.

    Where does this leave it overall? If you always dreamed of VR, you can stop dreaming: it's here, it works, it's fantastic. You can have fun for hundreds of hours. But there isn't really the content yet for thousands of hours--unless you get into multiplayer, in which case you're probably going to have to arrange to meet up with friends so you have people to play with.

    Is it worth a look? If you're serious about gaming, absolutely. Here's hoping the naysayers are wrong.

    1. Re:Point of view from a VR enthusiast by Dunavant · · Score: 1

      I love my Vive as well, but my understanding is that kids under 6 should not be using it because of how bright the screens are.

    2. Re: Point of view from a VR enthusiast by 26199 · · Score: 1

      I think that's the lawyers talking...

      https://www.digitaltrends.com/...

  79. Re:For massively parallel, Moore's has long way to by Anonymous Coward · · Score: 1

    Learn some more about thermal dissipation, and then ask yourself why your brilliant idea hasn't been implemented already...

  80. Good thing too. by Hognoxious · · Score: 1

    Good thing too. It gives me a headache.

    Chunter chunter onion chunter chunter Shelbyville.

    --
    Confucius say, "Find worm in apple - bad. Find half a worm - worse."
  81. It can, to a large extent by ET3D · · Score: 1

    I own an Oculus Go, and I have to say, resolution is most of the problem -- both display resolution and content resolution. The feeling of 'being there' is something that's impossible to get without VR, but when 'there' is rather blurry it hurts the effect quite a bit.

    Forget VR games. They have a way to go. But having a personal screen to watch content, either in 2D or in 3D, is quite powerful. Watching NBA or Tennis on NextVR, that's an experience I can't get on a TV. If only it wasn't that blurry. Watching Netflix on a big screen while in bed or while walking the elliptical is useful. If only it felt HD.

    Really, just up the resolution, and I will likely stay with that thing over my head for quite a bit longer. In a hectic household, having a place of my own in VR is great. I can sit or stand anywhere without taking control of a screen (the TV, the family laptop, etc.) that someone else might want, and it's clear that I'm not available when the headset is on my head (something that doesn't seem to be clear if I just sit in front of the laptop).

  82. Re:I ACTUALLY own a Vive and an Oculus. VR is AWES by tonymercmobily · · Score: 1

    Any comment saying that VR is actually awesome are buried -- like mine, and others. and most comments from haters are _clearly_ from people who have NO IDEA what VR is TODAY.

    Tech is ready, games are awesome, numbers are high -- and whiners are plentiful.

  83. Re:No shit, Sherlock? by CronoCloud · · Score: 1

    Skyrim VR is already a thing that exists:.

    https://store.playstation.com/...

    https://store.steampowered.com...

      it hasn't helped the adoption rate of VR that much.

  84. More Silicon Valley Hype by Anonymous Coward · · Score: 0

    VR is only slightly less of a failure than 3DTV. At least VR does have some useful niche applications. But VR will not be the next iPhone anytime soon.

  85. Re:No shit, Sherlock? by Anonymous Coward · · Score: 0

    You're still talking about niche appeal.

    Think about the market size here, the number of people who have 9ft x 9ft (3m x 3m) of room to spare or a willingness to fold/tear down equipment on a regular basis so that they only need 9ft x 9ft on-demand, then think of the development and manufacturing cost for that type of equipment. It's simple math, with so few potential buyers, and there will only be a few given current trends and norms, that equipment is going to be expensive (it would have to be for there to be any potential for profit), thus only very wealthy people (and a very small number of non-wealthy devotees) will be able to afford and have the space for something like this. Thus, it's niche appeal, essentially only for the rich.

  86. Here's why: It's not a movement, its a peripheral. by Dahlgil · · Score: 1

    I think the reasons why VR is not more successful is simply because the expectations are too high for what is basically a specialized niche peripheral for geeks, not a popular and sweeping social movement. That kind of thinking is just silly. I'm one of those "rounding error" enthusiasts, but even I only pull out the VR gear for very specific reasons. I do most of my gaming on the ordinary platforms, but pull out the VR when I want something different. There are no equivalents to titles like Beat Saber, Space Pirate Trainer, Apollo 11, or Tilt Brush in flat land. For me its worth every penny, but then I also spent thousands on an arcade machine that I think was worth every penny too, but don't think for a second that everyone who vistis my house and finds the arcade machine to be really cool will want to get one themselves. Personally, I'd like VR to stay niche since my favorite reason to pull it out is to show it to people who have never experienced roomscale VR and watch them have a blast. Can't do that if everyone is already pre-jaded.

  87. still to expensive by sad_ · · Score: 1

    even for the cheapest solution, which is a ps4 + vr kit, it's still very expensive.
    let alone for pc, where the price for a decent setup is already what my budget allows.
    ofcourse you have those smartphone kits, which are rubbish.

    give it a few years still, while processing power continues to increase. maybe an occulus go v5 will be cheap & capable.

    --
    On a long enough timeline, the survival rate for everyone drops to zero.
  88. Join the AI wagon by OneHundredAndTen · · Score: 1

    AI and VR have become synonymous of hype.

  89. You don't say by Anonymous Coward · · Score: 0

    I don't think anyone outside of the bubble ever thought it would. Get outdoors now and again, kids, the world is not a post-pubescent fantasy.

    1. Re: You don't say by Anonymous Coward · · Score: 0

      Lmao. Yes. This. All these fucking man babies looking for another toy to immerse themselves in

  90. I stopped gaming. Exercise?Great excuse to restart by jago25_98 · · Score: 1

    This is exactly what I do.

    I pay $15/hr but only once a week at max because it's so expensive. Most venues are design for group parties because these groups seem to be OK with one person play and the rest watching in the culture here in Asia.

    My killer app is the exercise. In VR Boxing I can work harder and more time efficient than any other exercise I know. I love it. It's just too expensive to buy for home (around $1500). Also I'd need a large space to set it up in so I might have to buy a fold down bed or something.

    I've also played 1st person shooters which are pretty crazy. The social aspect is really nice with that. Beat Saber is also really cool. It's the physical aspect again which is what I love. I stopped gaming and now I've found an excuse to start again if it's physical.

    Now, what I really want is an exercise app for Google Daydream (cardboard). That would be something I'd use every day.

    An annoyance is that there are no low poly games - not much on Google Daydream, not much on Steam for older setups. This raises the price from $0 to $1600. There's an assumption that high detail is a requirement for there to be any point but there are some unique selling points to it.

  91. It's too expensive and not convenient. by Anonymous Coward · · Score: 0

    It's too expensive and not convenient.

    The Vive Pro bundle that includes the sensors and controllers is currently £1,169.99 on Overclockers and it is still not wireless. If you want the Wireless adaptor that's another £300. I can build a high performance gaming PC for less than that.

    Without full wireless support and a significant decrease in cost I just don't it taking off.

    I would love to be excited for VR, I would love to play Elite Dangerous in VR on my home PC but the wired headset and huge cost just isn't exciting.

  92. Re:No shit, Sherlock? by Anonymous Coward · · Score: 0

    Are you sure you know what VR is?

    There is no way you can get the same experience from a computer screen. Even sitting so close to cover all vision. Well, unless you are a pirate. But given the lack of "arrhs" and "mateys" in your sentence, I'm going to assume you aren't. It is a radically different effect for stereo/peripheral vision etc... computer games rarely make me jump. VR games (excluding the dumb jump scares) commonly do. It is really different.

  93. Neva will by Anonymous Coward · · Score: 0

    VR is just like 3D: a technology niche used by a few. And it will remain like that.

    People don't seem to like to wear things in order to experience technology.

  94. VR enabled fitness equipment. by UglyMike · · Score: 1

    Something I have not seen mentioned is the use of VR in combination with fitness equipment.
    Currently, a typical fitness room has a bunch bikes, some treadmills for running, some rowing apparatus a few stepping machines and the like. Doing exercise on those is pretty much a solitary and boring activity.
    How nice would it not be to have VR-enabled fitness equipment where you could bike/run in a nice virtual environment with the speed you're pedaling/running having an effect on the speed you move through the virtual world, where you could row on a virtual river and hear the oars hit the water, see birds, butterflies and fish all around your in a beautifull nature setting, where the stepping machines would let you climb crumbling medieval towers so that you get a nice outside view every x steps and so on.
    All the while you would be able to optionally see your speed, calories burnt etc floating in front above you
    You could even add some more adrenaline-pumping experiences where every now and then you get chased by a bear or a wolfpack or whatever to do your minute of cardio workout...
    Just like the mentioned arcades, this would move the high cost of the VR equipment to a centralised place shared by a lot of people and would give people an incentive to work out (well, it woud give me an incentive to work out.)
    I'd go train there....

  95. My personal experience with VR by UglyMike · · Score: 1

    The future of VR? I don't know. As for the current crop of VR-equipment, they're generation 1 after all. I'm not sure if VR will survive the coming years.
    My first contact with VR was on Google's Cardboard (on a plastic&metal headset, not a cardboard one) Experience there did no go beyond a novelty as in "Hey, this is pretty cool!" Lanterns for Google Cardboard was pretty relaxing.
    I did go out and got me a Gear VR (the black and white one) when I got my company issued Galaxy S6 Later, I upgraded to a new Gear for my USB-C equipped S8. While on S6, I could play for 10-15 minutes before overheating, this issue has gone completely on my S8.
    I must say, from the beginning I was pretty impressed with the Gear VR and played with it for a good 2 years. Now it only gets some occasional use. It is still a great piece of equipment for demoing however. (having no need for cables or PC certainly helps) People who see VR for the first time just love it. They don't run out however to buy a Vive or a Rift.(or PSVR, or Windows MR or Google Daydream or even Oculus Go)
    Some years ago, during the DK1 and DK2 period, I was going to buy one the moment it came out so when my PC died I bought a i7 equipped with a GForce GTX 980. The price of the Rift at launch however put those plans to rest. The price of the Vive killed them. Now that they have come down in price (€450 for a Rift with Touch controllers) I'm kinda interested again but am torn between a good set of Windows MR goggles and a Rift, mainly because the resolution.
    So, we're now end 2018. What does the future hold? The Rift and the Vive are getting long in the tooth and never really got any real traction. The success of the PS4 console and the wealth of AAA outfits familiar with programming for it seems to have pushed the PSVR in the winner slot although spec wise, it comes up somewhat short. Gear VR quality can now be had for cheap in form of the Oculus Go. Google's Daydream never seems to have taken off and neither did the Google-inspired Focus. Oculus Quest, which will not come out for several months has some advantages over Rift/Vive but also some serious disadvantages (it is quite a bit less powerful than the 'real' VR headsets.). Unless some breakthroughs are realized in the next 2 years it is quite possible that no major manufacturer will be willing to jump in and VR will (again) disappear from view. That would be sad....

  96. Hamlet on the Holodeck by mrwireless · · Score: 1

    Back in 1998 Janet Murray already hinted at what the issue would be.

    It's not just technology that decides if VR is mass adopted.

    It's that just as with film it takes 20 years..
    - for a medium's language to (a) be developed. Film has the jump-cut, the Shot-reverse-shot, etc. To go from Vertov's experiments (Man with a movie camera, for example), to the Hollywood style a few decades later.
    - to educate a wider audience to read and enjoy that language.

    The issue with this round of VR mania was that venture capitalists all wanted to invest in the hardware. But the storytelling? I've been at VR conferences where hyped up VR proponents pointed to government subsidies to make that part happen..

    As long as Silicon Valley remains deaf to the lessons from the humanities these exaggerated boom-bust cycles will continue.

    https://en.wikipedia.org/wiki/...
    https://mitpress.mit.edu/books...

  97. Re:No shit, Sherlock? by Opportunist · · Score: 1

    Have you played current VR titles? 9 out of 10 of them are basically copies of games that existed before, only now taken to "virtual reality". Hell, I recently saw a Zuma-Clone the distinct VR feature of which was just that the ball tube ran all around you. The best VR game I know is Raw Data, which is, essentially, not really new either because Zombie shooters have done the "be swarmed by ever growing hordes of mobs" routine before, too.

    Is it a different experience? Definitely yes. But different enough to warrant the expense and the far more complex controls? Well, not really.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  98. Let's fix REAL reality now, and 'VR' later by Anonymous Coward · · Score: 0

    We've got more than enough problems in REAL reality that we should, as a species, be working to fix, and should be spending less time on 'virtual reality', which is just running away and being in denial of 'real reality'. Put the goggles down and pull up a chair to what needs to be worked on out here.

  99. VR is shit by Anonymous Coward · · Score: 0

    It's just not impressive, and before you start with your fucking numb-brained "oh then you must not have tried it because everyone who has tried it loves it, objective fact!!!!" I've tried it on many occasions and each time the novelty wore off after ten minutes. After that it was just a helmet strapped to my head for no real benefit.

    That's what VR is. It's a shit gimmick. It'll make your guests go "ooh ahhh" for ten minutes, and then they never think about it again. It's one of the biggest failures in entertainment technology in recent times.

  100. Missing the target by camazotz · · Score: 1

    I was more or less convinced VR was a fad and a novelty after trying Daydream and PSVR, then I snagged the Oculus Go and suddenly VR is a common thing in the house. Here's what VR needs to succeed: It needs something which can target kids (kids love VR, and right now most VR is for "13 and up"), it needs to be easily worn and portable, with no mess, no cords, and no irritating compatibility issues (so Oculus Go, for example), and it needs to have the best resolution possible because right now most VR experiences feel like a near-sightedness simulators.

    Get that right, and you've got the golden mark of success: my kid is obsessed with Ready Player One. He wants that future. VR is so close to being there, that I think right now, as others have said, its merely a technical issue of moving the cutting edge to everyday ordinary (as it always has been). Oculus Go is a step in the right direction, now they need one with all the bells and whistles, no cords, and self contained with even better resolution (the Oculus Go has pretty good resolution, fyi).

  101. Re:For massively parallel, Moore's has long way to by Areyoukiddingme · · Score: 1

    Intel's Broadwell Xeons with 24 cores have 7.2 billion transistors and a thermal design power of 300 watts. On a die 456 square millimeters. I'm having trouble finding a physical spec, so let's just say the chip is 4mm thick with package. 1824 cubic millimeters. Let's pack the entire cabinet with just compute silicon and nothing else, as an upper bound. 600mm x 2000mm x 1000mm interior dimensions is 1200000000 cubic millimeters. 657894 chips @ 300 watts is 197368421 watts.

    Your standard size rack of silicon will require 197 megawatts to run. Of course it will melt before it finishes startup...

    You're going to have to wait until somebody creates computronium before the density you're describing is physically possible. It will require reversible computing and on-board non-volatile memory.

    Personally I'd be satisfied with a 100mm cube of the stuff, once it exists. It'd take 164 kilowatts to run if it were silicon. And it'd be capable of several teraFLOPS.

  102. Re:For massively parallel, Moore's has long way to by Ungrounded+Lightning · · Score: 1

    Learn some more about thermal dissipation, and then ask yourself why your brilliant idea hasn't been implemented already...

    I knew about that and took it into account even at the time (before making part of my career designing things like network processor chips - a field in which I have several patents.)

    The original Preposterous Scale Integration pipe dream included:
      - A six-foot cube of semiconductor. (That was before I knew about Amdahl's elevator hack. Cutting it down to 3'x7'x5' only cuts the volume about in half.)
      - Diamond for the semiconductor. (It has EXTREME thermal conductivity, and charge carrier mobility, while the 5.47 eV bandgap allows it to run VERY hot before thermal noise is an issue- though it increases dissipation due to the high switching energy.
      - Power and cooling provided across two of the six faces via water-cooled silver bus bars. (There are better alternative now, but wait for it ...) In the Amdahl rectangular hack dimensionality these would be the two broadest and closest faces.
      - Interconnections with the rest of the world

    --
    Bantam Dominique roosters crow a four-note song. Once you've heard it as "Happy BIRTHday" you can't NOT hear it that way
  103. Continuing (thank you again, Lenovo trackpad...) by Ungrounded+Lightning · · Score: 1

    - interconnections to the rest of the world via paving the remaining four faces with fiber optic interconnections. (The bandgap puts the natural frequency of a diamond LED/laser in the near ultraviolet, and the carrier mobility allows extreme bit rates.)
      - Enclosed in a container filled with a vacuum or oxygen-free gas (so it can be run at temperatures of, say, an orange glow without catching fire.) High temperature gradients can push a lot of heat across the coolling paths, while the strength of the diamond would allow it to survive the stresses.

    The joy of the scenario, of course, is that this would look like the sort of ship's brain you might find in a golden-age-of-SF novel - say the Skylark series by E. E. Smith. (Six foot cube of diamond in a vacuum or gas tube enclosure, glowing orange, supported by water cooled silver bus bars, etc. B-) )

    Why don't we have it already? Because of the difficulty of fabricating a collection of transistors that size with the necessary perfection (or even "good enough" to function with error correcting codes and redundant logic). I had, and still have, a possible solution to that, as well, applicable to technologies other than diamond semiconductors as well. But the technology is JUST NOW bringing it within reach - half a century later. So I'll withhold that secret-sauce recipe, just in case I get a chance to develop and patent it. B-)

    --
    Bantam Dominique roosters crow a four-note song. Once you've heard it as "Happy BIRTHday" you can't NOT hear it that way