Is VR already dead?

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RyviusARC

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#51 RyviusARC
Member since 2011 • 5708 Posts

@gago-gago said:

It never really taken off. The VR novelty wears off faster than motion control novelty in gaming. VR is only really good in short burst like stage demos and maybe even theme park rides. There's really no demand for it in the usual gaming business. Sure some gamers will still get VR titles but VR titles will hardly unlikely top the charts. It's cool that companies could show off their systems could handle VR tech but to really push hard for it to divine their system is very risky, good luck to Sony lol.

Just because you don't waste 8 hours at once playing in VR doesn't make it a waste.

Even with normal games I barely sink in 2 hours at a time.

For VR gaming I usually play for about 2 hours on any given day that I find I have the time.

Most people complaining about the "arcade like" experience of current VR games probably are very young and forget what gaming was like in it's infancy.

Most games were simple in design and did not last long unless you wanted to try again for a higher score.

VR gaming is in it's infancy so the games are more like experiments at the moment.

In time it will grow into something big.

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mane_basic

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#52 mane_basic
Member since 2002 • 537 Posts

@storm_of_swords said:

VR is just getting started. Anybody that has ever tried room-scale VR on the Vive knows that VR is the next big thing in gaming. Two things just need to happen for the VR market to become bigger:

1. The price needs to drop which will happen just like it does for all new, innovative technologies that start off very expensive and only sells to the enthusiast market at first but then eventually becomes more mainstream as the price drops. People forget that VR is no more expensive than VCRs, DVD players, and Bluray players were when they were first released.

2. More people need to try it. Room-scale VR is something that you have to try before you can truly understand what is so great about it. Watching videos or reading about it is not going to do it justice. I've had friends and family who were very skeptical of VR before they tried it and I could tell that they thought that I wasted my money, but after they tried room-scale VR on the Vive, everyone of them now wants a Vive. Over time, more and more people will try room-scale VR and then more and more people will want it. And notice how I'm not just saying VR, I'm saying room-scale VR. If you have tried any VR headset besides room-scale VR on the Vive then you have not experienced anywhere close to what VR can offer. VR without room-scale is just a gimmick that gets old quickly, but VR with room-scale is the most amazing thing I've ever experienced in gaming.

meh room scale is cool for arcade style games not sure how that going to work for like a full on game like halo, COD, and mass effect

@darkangel115 said:

It's not dead, it isn't even out yet. People really need to stop hating on new tech. With that said, I think the hardware just isn't good enough to convince gamers to buy it on a mass level. It'll be more niche. After trying the PSVR I'll wait a gen until they make a better quality headset. Or maybe try a vive or rift if it comes compatible with the scorpio. Sony dropped the ball trying to make it more price friendly and made a pretty poor VR experience

sony made the headset that can be run by the hardware they have. it was a smart move cause it will match up to the res. most people will see in vr from there cell phone.

so many people are acting like the tech should be a lot further than it is now. they want 4k @ 90hz per eye for $200 and they want it now as if that something easily done. the vive and rift are great tech and should be look at as the 8bit era of VR. we got a long way to go.

with that said the games are lacking and we got to be hard on devs making VR games when we don't like the choices they made in making VR game (like teleporting) we got to let them know and do it loudly

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#53 darkangel115
Member since 2013 • 4562 Posts

@mane_basic said:
@storm_of_swords said:

VR is just getting started. Anybody that has ever tried room-scale VR on the Vive knows that VR is the next big thing in gaming. Two things just need to happen for the VR market to become bigger:

1. The price needs to drop which will happen just like it does for all new, innovative technologies that start off very expensive and only sells to the enthusiast market at first but then eventually becomes more mainstream as the price drops. People forget that VR is no more expensive than VCRs, DVD players, and Bluray players were when they were first released.

2. More people need to try it. Room-scale VR is something that you have to try before you can truly understand what is so great about it. Watching videos or reading about it is not going to do it justice. I've had friends and family who were very skeptical of VR before they tried it and I could tell that they thought that I wasted my money, but after they tried room-scale VR on the Vive, everyone of them now wants a Vive. Over time, more and more people will try room-scale VR and then more and more people will want it. And notice how I'm not just saying VR, I'm saying room-scale VR. If you have tried any VR headset besides room-scale VR on the Vive then you have not experienced anywhere close to what VR can offer. VR without room-scale is just a gimmick that gets old quickly, but VR with room-scale is the most amazing thing I've ever experienced in gaming.

meh room scale is cool for arcade style games not sure how that going to work for like a full on game like halo, COD, and mass effect

@darkangel115 said:

It's not dead, it isn't even out yet. People really need to stop hating on new tech. With that said, I think the hardware just isn't good enough to convince gamers to buy it on a mass level. It'll be more niche. After trying the PSVR I'll wait a gen until they make a better quality headset. Or maybe try a vive or rift if it comes compatible with the scorpio. Sony dropped the ball trying to make it more price friendly and made a pretty poor VR experience

sony made the headset that can be run by the hardware they have. it was a smart move cause it will match up to the res. most people will see in vr from there cell phone.

so many people are acting like the tech should be a lot further than it is now. they want 4k @ 90hz per eye for $200 and they want it now as if that something easily done. the vive and rift are great tech and should be look at as the 8bit era of VR. we got a long way to go.

with that said the games are lacking and we got to be hard on devs making VR games when we don't like the choices they made in making VR game (like teleporting) we got to let them know and do it loudly

My free gear VR (came free with my purchase of the S7 edge) has a clearer screen then the PSVR. and the gear is low end and 100 bucks normally. I'd expect sony at 400 bucks to be a mid level device, but it isn't. It's lower then low end.

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pelvist

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#54  Edited By pelvist
Member since 2010 • 9001 Posts

I wouldn't give my Vive up easily, I fukn love it. We just need more quality games like Budget Cuts and The Lab.

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FrozenLiquid

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#55 FrozenLiquid
Member since 2007 • 13555 Posts

@storm_of_swords said:

VR is just getting started. Anybody that has ever tried room-scale VR on the Vive knows that VR is the next big thing in gaming. Two things just need to happen for the VR market to become bigger:

1. The price needs to drop which will happen just like it does for all new, innovative technologies that start off very expensive and only sells to the enthusiast market at first but then eventually becomes more mainstream as the price drops. People forget that VR is no more expensive than VCRs, DVD players, and Bluray players were when they were first released.

2. More people need to try it. Room-scale VR is something that you have to try before you can truly understand what is so great about it. Watching videos or reading about it is not going to do it justice. I've had friends and family who were very skeptical of VR before they tried it and I could tell that they thought that I wasted my money, but after they tried room-scale VR on the Vive, everyone of them now wants a Vive. Over time, more and more people will try room-scale VR and then more and more people will want it. And notice how I'm not just saying VR, I'm saying room-scale VR. If you have tried any VR headset besides room-scale VR on the Vive then you have not experienced anywhere close to what VR can offer. VR without room-scale is just a gimmick that gets old quickly, but VR with room-scale is the most amazing thing I've ever experienced in gaming.

There's one problem with room-scale VR though:

The fucking room.

You underestimate people's desire to sit still and do the least amount of effort. That's why the Wii sold a lot, but in reality ended up only being used by the most hardcore fans who wanted to flick their wrists at the very most.

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SOedipus

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#56  Edited By SOedipus
Member since 2006 • 14801 Posts

Yup

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FrozenLiquid

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#57 FrozenLiquid
Member since 2007 • 13555 Posts

@Shewgenja said:

Remember when airbags, satellite navigation, antilock brakes, and traction control failed because only 100 thousand dollar cars had them?

Erm, the governments had a hand in forcing cars to become safer.

I highly doubt the Great Leader Obama and Frau Merkel are going to force anyone to buy VR systems anytime soon.

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madsnakehhh

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#58 madsnakehhh
Member since 2007 • 18252 Posts

@Shewgenja said:

Remember when airbags, satellite navigation, antilock brakes, and traction control failed because only 100 thousand dollar cars had them?

Yes, because watching the DOA girls on bikini in full VR is as important as forcing companies to help saving people's lives.

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Shewgenja

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#59 Shewgenja
Member since 2009 • 21456 Posts

@madsnakehhh: Duh.

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GhostHawk196

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#60 GhostHawk196
Member since 2012 • 1337 Posts

As long as porn companies keep supporting it, it will never be dead

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ominous_titan

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#61 ominous_titan
Member since 2009 • 1217 Posts

No interest in them just like 3dtv. Not even on my radar.

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iandizion713

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#62 iandizion713
Member since 2005 • 16025 Posts

Sony didnt talk about PS VR at all, i guess they have givin up.

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SuperFlyZero

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#63 SuperFlyZero
Member since 2015 • 414 Posts

D. O. A.

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blackace

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#64 blackace
Member since 2002 • 23576 Posts

@iandizion713: Is this the reason Sony didn't announce any more information about their PSVR at the meeting today?

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#65  Edited By iandizion713
Member since 2005 • 16025 Posts

@blackace: Id say, seems VR is even dead to Sony and it hasnt even released. And i thought them abandoning Vita was bad, holy shat.

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Antwan3K

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#66 Antwan3K
Member since 2005 • 8063 Posts

I think it's more-so a case of VR not being alive yet rather than it being "dead".. right now, we're seeing a bunch of VR "experiences" but outside of maybe Minecraft running in VR and a few racing games, we're not seeing the type of core gaming that we know and love..

It wont be until developers fully commit to making full-length, triple-A games, made from the ground up for VR, that we'll see VR take a true foothold.. right now, other than the fact that it is some amazing tech and has a definitive "wow factor" when you first use it, it's still relegated to "experiences" instead of true gaming.. and that unfortunately reminds me of the early days of waggle controls and Kinect (R.I.P.)...

I just fear that if PSVR brings a subpar VR experience to the masses, it will do more harm to the future of VR than good..

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#67 MrGeezer
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@storm_of_swords said:

VR is just getting started. Anybody that has ever tried room-scale VR on the Vive knows that VR is the next big thing in gaming. Two things just need to happen for the VR market to become bigger:

1. The price needs to drop which will happen just like it does for all new, innovative technologies that start off very expensive and only sells to the enthusiast market at first but then eventually becomes more mainstream as the price drops. People forget that VR is no more expensive than VCRs, DVD players, and Bluray players were when they were first released.

2. More people need to try it. Room-scale VR is something that you have to try before you can truly understand what is so great about it. Watching videos or reading about it is not going to do it justice. I've had friends and family who were very skeptical of VR before they tried it and I could tell that they thought that I wasted my money, but after they tried room-scale VR on the Vive, everyone of them now wants a Vive. Over time, more and more people will try room-scale VR and then more and more people will want it. And notice how I'm not just saying VR, I'm saying room-scale VR. If you have tried any VR headset besides room-scale VR on the Vive then you have not experienced anywhere close to what VR can offer. VR without room-scale is just a gimmick that gets old quickly, but VR with room-scale is the most amazing thing I've ever experienced in gaming.

I'm just curious, but what exactly is "room scale VR"?

Because from the sounds of it, I'm imagining that I have to devote an entire freaking room to it.

And if that's the case...jesus christ, dude. I don't care how inexpensive the VR tech gets, the real stumbling block there would be my freaking home. I don't have a spare room that I can devote to proper VR, and I am certainly not gonna add on a room for that purpose or move into a house with an extra/bigger room.

You could sell the shit for $20, but the second that I hear "room scale", I'm like, "no thanks."

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iandizion713

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#68 iandizion713
Member since 2005 • 16025 Posts

@MrGeezer: You actually do. The bigger your room, the further you can travel.

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#70 MrGeezer
Member since 2002 • 59765 Posts

@iandizion713 said:

@MrGeezer: You actually do. The bigger your room, the further you can travel.

In that case, they need to keep working. Because if a selling point of ANYTHING basically amounts to "it's really awesome, you just need to move into a bigger home", then that sounds like the kind of thing that's ALWAYS going to be a niche product.

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#71  Edited By KHAndAnime
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@getyeryayasout said:

It's going to have growing pains, sure, but I don't think it's DOA. Give it another year or five, so developers can figure out controls and movement in VR. Games will be better, costs will come down, market penetration will rise.

The real breakthrough will come when VR headsets are wireless and look like a regular pair of Ray Bans, because the current headsets look like you're wearing a fanny pack on your head. That's a tough sell to the general public.

This is the thing I figure: the only reason we have VR at all right now is because manufacturers pushed for it under the pretense it was going to take off and be the next big thing. But it hasn't and it's not going to be. Manufacturers aren't going to operate at a huge loss for 5+ years on the off-chance this gimmick someday takes off. Developers aren't ever going to develop their best projects for devices that barely anybody owns, and without a spark and synergy between the devs and VR manufacturers, there's 0 chance of this ever working. Without a thriving market, I fail to see where the optimization and further innovation is going to come from. Kickstarting Oculus was a slow process and further innovating these devices are going to be slow until there's a reason for it to not be slow.

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#73  Edited By iandizion713
Member since 2005 • 16025 Posts

@KHAndAnime: Well said, this aint a necessary tech either like people trying to compare it to phones, navigators, etc. Media and everyone tried to hype this shat to high heaven. Will be fun to watch them shut it now.

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#74 Byshop  Moderator
Member since 2002 • 20504 Posts

@MrGeezer said:

I'm just curious, but what exactly is "room scale VR"?

Because from the sounds of it, I'm imagining that I have to devote an entire freaking room to it.

And if that's the case...jesus christ, dude. I don't care how inexpensive the VR tech gets, the real stumbling block there would be my freaking home. I don't have a spare room that I can devote to proper VR, and I am certainly not gonna add on a room for that purpose or move into a house with an extra/bigger room.

You could sell the shit for $20, but the second that I hear "room scale", I'm like, "no thanks."

It's what it sounds like, but like Kinect, Move, Wii, or anything else that demands you move around, no, you don't have to -devote- a room to it but you need some space. Obviously you can use a living room or family room type area if you've got the room. Not everyone will have the room, and not every game demands room scale (many can be played sitting or standing in one place). If you've got the space to devote to it, go for it, but it's not like you have to devote a whole room to it ala Troy and Ahbed's "Dreamatorium"/holodeck from Community:

Loading Video...

That said, this ain't cheap. Odds are if you've got the bucks to shell out for a Vive/Oculus and the kind of PC that can handle it, you probably aren't living in a hovel (unless you are broke because you spend all your money on your PC, in which case you've got other problems).

@mane_basic said:

meh room scale is cool for arcade style games not sure how that going to work for like a full on game like halo, COD, and mass effect

This is missing the point of VR. It's not about "how do we shoehorn the games we like already into VR" or "does it make my favorite FPS better?", it's about the new kinds of games they can make using VR, room space, and motion controls. There are some games like Eve Valkyrie which, while designed from the ground up, could honestly still have been done outside of VR. Ethan Carter is also a great VR experience and I played it entirely on my Oculus which was an amazing way to experience an already great game, but as an exploration/puzzle based FPS it can be played just fine without VR.

However, games like Audioshield are games that can only exist in VR with motion controls because if you take those away it would literally make it a completely different game.

Loading Video...

Vanishing Realms is another good example. The point of that game is that -you- are exploring this dungeon and -you- are swinging the sword or blocking with the shield or ducking an arrow because if you don't it's about to hit you in the head. If you take away the VR element, these become different games because the motion control or the room space are such an integral part of the mechanic. Same goes for Fantastic Contraption, Brookhaven, HordeZ, or Budget Cuts. Sure, some of these games are more simplistic than others and a few of them are just demos at this point, but Brookhaven (while a mostly a stationary siege shooter) actually has a lot of content now that it got it's actual release.

So no, I wouldn't call it dead but it's in its infancy for sure. I have no idea what'll happen in the future, but the success or failure of VR will hinge on games made with VR in mind or exclusively for VR. Making new games that use the medium the same way mobile and handheld games started catering to their strengths with original content instead of those being weaknesses as they tried to just port every console game onto a touchscreen device.

-Byshop

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iandizion713

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#75  Edited By iandizion713
Member since 2005 • 16025 Posts

@Byshop: Gonna be hard for studios to make games when no ones buying them though. Will require AAA to save the day, but i dont see that happening really. AAA is focused on mobile, consoles, PC right now.

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Cloud_imperium

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#76 Cloud_imperium
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Never believed the hype surrounding it. When people want to return home after day's work, they don't have time to wear glasses and gloves or move their hands in front of TV. They just want Mouse Keyboard or Controller and have some fun. I always saw VR as casual accessory for fun with friends for few minutes than something that will change the world forever.

I see VR as more software thing than hardware as far as gaming is concerned. I think in the future, games will be made like Deus Ex 1 but with much better AI, levels and more complex algorithms. That will be virtual reality, not waving your hands in front of TV.

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KungfuKitten

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#77  Edited By KungfuKitten
Member since 2006 • 27389 Posts

I think there is a generation of gamers who don't mind staying in the past. They are satisfied with console graphics and don't necessarily want to advance. I don't subscribe to this complacency at all. I want things to get better, to advance, to change, and VR is a very cool step in the right direction. If you keep up this will-do mentality you're going to be left behind in this world. We are advancing faster than ever before, technologically. Machine learning and audio video capturing and display innovations, nanotech and the approaching jump to quantum computing are all changing this world dramatically. We're going to have footage of dead people that make them seem alive. We're going to have questions answered by machines that we don't understand. We don't have to understand. Self driving cars. We already have games that practically play themselves. One day console gamers will wake up and won't know how to open up their own front door because it will be too advanced for them to handle. You won't know who's dead and who's not, or where your steering wheel went. And you know what? That's your own bloody fault for not supporting VR.

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iandizion713

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#78  Edited By iandizion713
Member since 2005 • 16025 Posts

@KungfuKitten: I just go with Nintendo's innovations, they are amazing at implementing tech.

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deactivated-60c3d23d2738e

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#80 deactivated-60c3d23d2738e
Member since 2009 • 3934 Posts

@madsnakehhh said:

Is just a fad...of course is already dead.

Pretty much this, and expensive at that.

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#81 csward
Member since 2005 • 2155 Posts

I think it has business applications such as touring a home you want to buy or taking a VR vacation for much cheaper than a real one.

However, public use of VR headsets may hit a wall due to sanitary concerns that people may want to avoid.

Once a VR headset becomes a household thing, VR online shopping and and the like seems like a more practical application of the tech.

Great gaming experiences are further off than people think.

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#82 schu
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@Cloud_imperium said:

Never believed the hype surrounding it. When people want to return home after day's work, they don't have time to wear glasses and gloves or move their hands in front of TV. They just want Mouse Keyboard or Controller and have some fun. I always saw VR as casual accessory for fun with friends for few minutes than something that will change the world forever.

I see VR as more software thing than hardware as far as gaming is concerned. I think in the future, games will be made like Deus Ex 1 but with much better AI, levels and more complex algorithms. That will be virtual reality, not waving your hands in front of TV.

I think we're all going to look back and laugh at this when it becomes normal.

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Cloud_imperium

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#83 Cloud_imperium
Member since 2013 • 15146 Posts

@schu said:
@Cloud_imperium said:

Never believed the hype surrounding it. When people want to return home after day's work, they don't have time to wear glasses and gloves or move their hands in front of TV. They just want Mouse Keyboard or Controller and have some fun. I always saw VR as casual accessory for fun with friends for few minutes than something that will change the world forever.

I see VR as more software thing than hardware as far as gaming is concerned. I think in the future, games will be made like Deus Ex 1 but with much better AI, levels and more complex algorithms. That will be virtual reality, not waving your hands in front of TV.

I think we're all going to look back and laugh at this when it becomes normal.

Time will tell.

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mane_basic

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#85 mane_basic
Member since 2002 • 537 Posts

@Byshop said:
@MrGeezer said:

I'm just curious, but what exactly is "room scale VR"?

Because from the sounds of it, I'm imagining that I have to devote an entire freaking room to it.

And if that's the case...jesus christ, dude. I don't care how inexpensive the VR tech gets, the real stumbling block there would be my freaking home. I don't have a spare room that I can devote to proper VR, and I am certainly not gonna add on a room for that purpose or move into a house with an extra/bigger room.

You could sell the shit for $20, but the second that I hear "room scale", I'm like, "no thanks."

It's what it sounds like, but like Kinect, Move, Wii, or anything else that demands you move around, no, you don't have to -devote- a room to it but you need some space. Obviously you can use a living room or family room type area if you've got the room. Not everyone will have the room, and not every game demands room scale (many can be played sitting or standing in one place). If you've got the space to devote to it, go for it, but it's not like you have to devote a whole room to it ala Troy and Ahbed's "Dreamatorium"/holodeck from Community:

Loading Video...

That said, this ain't cheap. Odds are if you've got the bucks to shell out for a Vive/Oculus and the kind of PC that can handle it, you probably aren't living in a hovel (unless you are broke because you spend all your money on your PC, in which case you've got other problems).

@mane_basic said:

meh room scale is cool for arcade style games not sure how that going to work for like a full on game like halo, COD, and mass effect

This is missing the point of VR. It's not about "how do we shoehorn the games we like already into VR" or "does it make my favorite FPS better?", it's about the new kinds of games they can make using VR, room space, and motion controls. There are some games like Eve Valkyrie which, while designed from the ground up, could honestly still have been done outside of VR. Ethan Carter is also a great VR experience and I played it entirely on my Oculus which was an amazing way to experience an already great game, but as an exploration/puzzle based FPS it can be played just fine without VR.

However, games like Audioshield are games that can only exist in VR with motion controls because if you take those away it would literally make it a completely different game.

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Vanishing Realms is another good example. The point of that game is that -you- are exploring this dungeon and -you- are swinging the sword or blocking with the shield or ducking an arrow because if you don't it's about to hit you in the head. If you take away the VR element, these become different games because the motion control or the room space are such an integral part of the mechanic. Same goes for Fantastic Contraption, Brookhaven, HordeZ, or Budget Cuts. Sure, some of these games are more simplistic than others and a few of them are just demos at this point, but Brookhaven (while a mostly a stationary siege shooter) actually has a lot of content now that it got it's actual release.

So no, I wouldn't call it dead but it's in its infancy for sure. I have no idea what'll happen in the future, but the success or failure of VR will hinge on games made with VR in mind or exclusively for VR. Making new games that use the medium the same way mobile and handheld games started catering to their strengths with original content instead of those being weaknesses as they tried to just port every console game onto a touchscreen device.

-Byshop

to each his own I for one could care less for those made for vr games I want my COD, battlefield, and halo in VR not raw data, not space pirate trainer. i'm not saying those games suck i'm just saying those games r not for me. there is nothing wrong with shoehorning vr into games people want to try in vr. in fact I think it's dumb not to vorpx wouldn't be as popular as it is if people didn't want to play the games they already love in vr

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Byshop

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#86 Byshop  Moderator
Member since 2002 • 20504 Posts

@mane_basic said:

to each his own I for one could care less for those made for vr games I want my COD, battlefield, and halo in VR not raw data, not space pirate trainer. i'm not saying those games suck i'm just saying those games r not for me. there is nothing wrong with shoehorning vr into games people want to try in vr. in fact I think it's dumb not to vorpx wouldn't be as popular as it is if people didn't want to play the games they already love in vr

There's nothing wrong with it but it's not going to be what VR's success hinges on. I get that you *couldn't care less but a 3D version of existing games but that's not what's going to blow people away when it comes to VR. The PSP and Vita were great handhelds but they did poorly because they wasted too much effort trying to bring the console experience to a handheld and not enough time trying to make something new like the DS and its touchscreen controls. When I show off the Vive to a family member or in-law (especially those who don't even care about gaming), I don't bust out GTA5 with VorpX or even Ethan Carter with its native VR support. I pop in something like TheBlu and watch their jaw hit the floor.

-Byshop

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xxyetixx

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#87 xxyetixx
Member since 2004 • 3041 Posts

If it's not like Lawnmower Man I don't want it

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#88 mane_basic
Member since 2002 • 537 Posts

@Byshop:

@Byshop said:
@mane_basic said:

to each his own I for one could care less for those made for vr games I want my COD, battlefield, and halo in VR not raw data, not space pirate trainer. i'm not saying those games suck i'm just saying those games r not for me. there is nothing wrong with shoehorning vr into games people want to try in vr. in fact I think it's dumb not to vorpx wouldn't be as popular as it is if people didn't want to play the games they already love in vr

There's nothing wrong with it but it's not going to be what VR's success hinges on. I get that you *couldn't care less but a 3D version of existing games but that's not what's going to blow people away when it comes to VR. The PSP and Vita were great handhelds but they did poorly because they wasted too much effort trying to bring the console experience to a handheld and not enough time trying to make something new like the DS and its touchscreen controls. When I show off the Vive to a family member or in-law (especially those who don't even care about gaming), I don't bust out GTA5 with VorpX or even Ethan Carter with its native VR support. I pop in something like TheBlu and watch their jaw hit the floor.

-Byshop

no one has any clue what is going to make vr successful so it's dumb for devs to not even try porting games over to vr. So how many of your friends and family head out to buy a vive after you showed them the blu. being impress is a far ways off from willing to put money down. I showed my sis and gf elite dangerous and lucky's tale on my rift after which they both ask me to build them a pc so they can get one. I was the one who told them to wait till the scorpio because of ease of use over a pc I getting them both a gear vr for chirstmas to hold them over till then. mean while I tried the vive first and walked away feeling like I didn't want vr cause I had to stand then I saw that the rift wasn't pushing that so I bought that one instead. My point being we have no idea what some people will like or not like we have to wait it out and limiting the content coming to vr just because you feel it's not true vr isn't a good way to grow the market

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Seabas989

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#89 Seabas989
Member since 2009 • 13565 Posts

I don't care for VR but I think it is still too soon to call it dead. Still I am not confident in its longevity at its current state.

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kvally

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#90 kvally
Member since 2014 • 8445 Posts

VR is DOA. In fact, VR doesn't even chart on Amazon any longer either. Nice knowing you.

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Xibyth32

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#91 Xibyth32
Member since 2014 • 31 Posts

Gamer's interest in VR is not the problem. A great many still want it, the problem is price. No one looks at a VR headset and thinks 'this is important', it's an accessories as much as a high end mouse or keyboard to enhance the experience. But most won't even spend a third of the price of the Rift for a monitor that is required. Facebook bought it and killed it in the same move, because they wanted a direct and immediate return on investment without looking at the statics of the budgets most gamers use. They thought, 'everyone thinks this thing is awesome so we can crank the price up and they will buy it anyway', what they didn't consider is by reducing the cost to $300-$350 and only making $65 in profit per unit sold, not including a controller, they would have sold up to 800% more than they did initially, and 150% as time went on and later adopters took to it after saving.

Facebook knows how to run a website (somewhat), but getting into hardware is a whole different ballgame. This is even more so with PC gamers who have a good concept of value vs price. We are a fickle bunch, and we don't tolerate less than above average quality, we don't buy into labels, and we will not overpay for something that is still not seeing a solid number of supported systems, compatibility, usability, and not many uses. You need market penetration to get the extra's and we know this, and would get you there, but your asking for far more than you are returning, we invest in entertainment, we wont bleed for it.

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#92 Kruiz_Bathory
Member since 2009 • 4765 Posts

@xibyth32: why would you bump this?

I didn't read your wall of text and I'm sure everyone who will gather here will say the same and just talk about the necro thread. Thnx

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#93 xantufrog  Moderator
Member since 2013 • 17875 Posts

don't bump old threads. We have some recent threads on VR you could post in. locking