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I see VR going the same was as 3D did sadly. Yes its a nice thing but expensive and out of reach for the majority so will slowly die out unless things change
I see VR going the same was as 3D did sadly. Yes its a nice thing but expensive and out of reach for the majority so will slowly die out unless things change
People and VR companies need to understand why VR is immersive and what games people will really play on it. The gimmicks will put way way more people off than get them buying.
Pool, wow, amazingly bland demo with rubbish inaccurate controls. You know how many vids I've seen of people playing 'normal' AAA games in 3d, sitting at a keyboard and mouse just having a better more immersive experience.... honestly I don't think a single one. Every video is some person making an idiot of himself or people laughing at him all the while playing a ridiculously basic demo. It's the same spiel as the Wii, idiots shaking their arms around, hilarious right. People fell for it once and then never actually played their Wii after 2 weeks because those games suck. There is zero depth, the constraints on standing up to play are that most games end up sucking... most people don't want to play for long or the limited games.
Sell VR on an improved NORMAL gaming experience, and let the gimmicks be a very minor add on that people can take or leave. Right now every viral vid I see shows VR gaming to be crap, that company after company think waving your arms about like an idiot is amazing and actual gameplay is irrelevant.
You know what happens if you sit at your desk, keyboard and mouse, load up say skyrim, play the game just in 3d but with an amazing field of view and being inside that world... that is what VR is about. The control method is just a control method. MOtion controls are no more real than a mouse, if anything attempting a 'realistic' movement with zero realistic feedback from doing it makes it significantly less immersive.
Motion control, standing to play, these things are working against VR rather than selling it.
If I could ditch my screens, jump into a world and play any of the great games I have with a VR headset would be great, but ditching great games to play stupid games standing up and waving my arms about wouldn't.
Work with AAA titles, get the FOV correct for the heatset, get 3d working perfectly and you have the driving force for people to buy into VR. Work in effectively basic mobile style games with zero depth, zero complexity but motion control and you have the basis for driving people away from adopting VR.
This is basically what I was getting at.
However, I think you're being short-sighted about 'motion controls'. It's not that they're motion controls, it's that they're translating your body into the world. A subtle, but VERY important difference.
It's the difference between you sending a command to the character you're controlling to raise their shield or look down their scope to fire, and YOU raising YOUR shield, or YOU looking down YOUR scope.
If you want VR to be VR, and not just a 3D surround monitor, you need to translate your actions into the world, rather than 'give commands'.
This is basically what I was getting at.
However, I think you're being short-sighted about 'motion controls'. It's not that they're motion controls, it's that they're translating your body into the world. A subtle, but VERY important difference.
It's the difference between you sending a command to the character you're controlling to raise their shield or look down their scope to fire, and YOU raising YOUR shield, or YOU looking down YOUR scope.
If you want VR to be VR, and not just a 3D surround monitor, you need to translate your actions into the world, rather than 'give commands'.
You are absolutely clueless about this and have obviously never tried VR with motion controls.That just ends up more immersion breaking in the end, you raise a shield, which has no weight, then you see the impact, but feel nothing. But the real immersion breaking part is, you swing your sword, lets say from the right sweeping all the way left, but in the game your sword gets blocked half way... yet your arm is now all the way left, you have a visual disconnect and no feedback to stop you and are now completely add odds with the world you're playing in. You've moved all the way left, but your sword is on the right, you now move your arm to the middle, but your sword due to that movement has moved off to the right. Motion controls absolutely fail to work because they will never translate into the game world because the game world has reactions to your movement but in the real world you don't.
This is where handing off controls to keyboard/mouse just wins, massively. I press the button to swing, my character's sword swings, if it gets blocked by the character or not, there is no disconnect there, no immersion breaking. Have you ever once wanted to raise a shield in a game, pressed the button and in game seen a shield be smashed, see it absorb a blow or whatever else, and felt broken out of the immersion of the game you are in because whatever happened you didn't feel it? No, you just accept, left mouse button is sword swing, right is put shield up, I won't get any feedback, immersion won't be broken because you just play by a different set of rules.
Motion controls fundamentally do not work because you're trying to translate real body movements into a world which can't and won't ever accept them. You can't walk around Skyrim... standing in place in your living room. You can't swing a sword and not have the game constantly break your immersion when your real world movements don't mimic your in game movements because the world there is fighting back but not in real life.
Every single game I've played or seen that uses motion control has crap motion control, with a complete and massive disconnect between what I'm doing and what happens in the game. When you just press a mouse button, you've already made that disconnect without constantly being reminded of it in game. I accept that the impulse to press a button causes me to shoot, or swing a sword, or whatever else, without feedback and it won't ever do something I don't command. This is also ignoring that with motion control the number of buttons and controls is seriously limited.
On the whole this is the point, virtual reality is virtual reality, motion controls are motion controls. VR is about putting your head into the game world by blocking out everything but that world, that is where the immersion is. Motion controls can be used in any game, VR or not, and they absolutely always suck.
Everyone got excited about Wii, and Kinnect, and everyone played a boxing or sports game on one of them... for 30 minutes, before you realise that throwing a punch with no impact, throwing a bowling ball with no actual ball, or hitting a tennis ball with no racquet.... sucks. Because the simple fact is, it's not real, it will never be real, and thinking it will feel real and finding out it doesn't is the reason that 100mil people bought a Wii and probably 80-90mil barely played the thing for more than two weeks.
VR, up until we can 'plug in' and have something send electrical impulses into our head to mimic being hit and feel the resistance when throwing a punch or swinging a sword, is and should be about transporting you into the game world via the headset and nothing else. VR + motion controls is fine and make some games for it, but you'll find most will flop badly. I understand that the concept of a real VR like the matrix is awesome, and that motion controls where the game and our actions match would be great, but we aren't remotely close to the tech to do that.
You are wrong I used VR a few times and it’s just like the Wii or Kinect and just as bad. It’s not a game-changer and I had all the same problems with the Vive controllers as I do with the Wii controllers.“When you combine that kind of 3d motion controllers with that level of tracking in a VR environment, it's a game-changer. At no point will you ever remotely accuse the experience of being anything like the Wii or Kinect once you actually try it.”
I can confirm you are a liar.You are wrong I used VR a few times and it’s just like the Wii or Kinect and just as bad.
That just ends up more immersion breaking in the end, you raise a shield, which has no weight, then you see the impact, but feel nothing. But the real immersion breaking part is, you swing your sword, lets say from the right sweeping all the way left, but in the game your sword gets blocked half way... yet your arm is now all the way left, you have a visual disconnect and no feedback to stop you and are now completely add odds with the world you're playing in. You've moved all the way left, but your sword is on the right, you now move your arm to the middle, but your sword due to that movement has moved off to the right. Motion controls absolutely fail to work because they will never translate into the game world because the game world has reactions to your movement but in the real world you don't.
This is where handing off controls to keyboard/mouse just wins, massively. I press the button to swing, my character's sword swings, if it gets blocked by the character or not, there is no disconnect there, no immersion breaking. Have you ever once wanted to raise a shield in a game, pressed the button and in game seen a shield be smashed, see it absorb a blow or whatever else, and felt broken out of the immersion of the game you are in because whatever happened you didn't feel it? No, you just accept, left mouse button is sword swing, right is put shield up, I won't get any feedback, immersion won't be broken because you just play by a different set of rules.
Motion controls fundamentally do not work because you're trying to translate real body movements into a world which can't and won't ever accept them. You can't walk around Skyrim... standing in place in your living room. You can't swing a sword and not have the game constantly break your immersion when your real world movements don't mimic your in game movements because the world there is fighting back but not in real life.
Every single game I've played or seen that uses motion control has crap motion control, with a complete and massive disconnect between what I'm doing and what happens in the game. When you just press a mouse button, you've already made that disconnect without constantly being reminded of it in game. I accept that the impulse to press a button causes me to shoot, or swing a sword, or whatever else, without feedback and it won't ever do something I don't command. This is also ignoring that with motion control the number of buttons and controls is seriously limited.
On the whole this is the point, virtual reality is virtual reality, motion controls are motion controls. VR is about putting your head into the game world by blocking out everything but that world, that is where the immersion is. Motion controls can be used in any game, VR or not, and they absolutely always suck.
Everyone got excited about Wii, and Kinnect, and everyone played a boxing or sports game on one of them... for 30 minutes, before you realise that throwing a punch with no impact, throwing a bowling ball with no actual ball, or hitting a tennis ball with no racquet.... sucks. Because the simple fact is, it's not real, it will never be real, and thinking it will feel real and finding out it doesn't is the reason that 100mil people bought a Wii and probably 80-90mil barely played the thing for more than two weeks.
VR, up until we can 'plug in' and have something send electrical impulses into our head to mimic being hit and feel the resistance when throwing a punch or swinging a sword, is and should be about transporting you into the game world via the headset and nothing else. VR + motion controls is fine and make some games for it, but you'll find most will flop badly. I understand that the concept of a real VR like the matrix is awesome, and that motion controls where the game and our actions match would be great, but we aren't remotely close to the tech to do that.
Really you can confirm I am a liar when I still have my receipt from my local museum/arcade which has VR and Kinect. I had to take a trip to my local city and book to access both.I can confirm you are a liar.
Or maybe you actually never used the Wii or Kinect to understand the differences.
This is just laughable nonsense, either way. I'm not trying to be dismissive here, but it's like somebody saying that a Titan X is a bad card for 1080p users. It's a completely ridiculous and ignorant opinion.
I can only assume that your experience with VR had nothing to do with actual motion controls and was probably quite a while ago, not using any of the software released since the consumer releases of these VR setups.
Either that, or you're simply making this all up, which is a very real possibility with such an asinine comment like that.
I'm calling it right now... Nvidia have made their own VR headset. And if you thought current VR was too expensive, then say hello to Nvidia pricing. Nvidia Titan VR headset...
available soon at a 4 digit price.

and only compatible with Nvidia Cards....I'd be surprised if that wasn't the case here.
I'll take a guess what they will reveal though....a VR HMD with Gsync support. That would be interesting.![]()