How long are you gaming on VR each day?

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:confused:Just a thought experiment for you lucky headset owners.

VR should be THE way to play games. I mean proper games, not tech demos and hack fraud shovelware. Are you just getting a few hours on it each weekend or is it on soo long each day you have goggle imprints on your nut?

My thought is if you have invested £1000+ are you actually getting an experience worth the price of your last 3 generations of games consoles?

Do you feel awesome every day you put it on, or are you looking at it thinking... "come on, give me something worthwhile"

Its been long enough for some of you to answer this now I'm sure!
 
I usually play a couple hours per night due to limited time after getting home from work. Usually at the weekend I play anything from 2 - 12 hours. At the moment most of my time is spent playing pool and messing about with various demos and little games.

There's not a huge amount of VR content out yet but it takes time to make quality VR games rather than these smaller indie games.
 
Same as any other gaming I guess. As in when I can shoehorn it in with all the other stuff going on.

All it's really done is replace the hour here and there during the week, and free weekends I have time to play.

Only real difference is, gaming for me was limping along, that has now changed.
 
I would like to argue against the position that VR should be 'the way' to experience games, and to also answer your question too.

I've been developing for rift through the weeks and have the thing over my eyes or at least on my head for around 10 hours in a day. Some people - well, I know I would when I was younger - can do a marathon ten hour gaming session if there's nothing else on or their favourite game has them hooked. This is not something I feel you could comfortably do, and I'll state a couple reasons.

User Interface (HUD) - this is a huge issue with the way games are designed today, in that the elements that display information to the player often rely on 2D projection to provide it. This isn't as suitable for VR so a lot of thoughtful work that went into developing good interfaces has had to be reworked or discarded to find more suitable solutions.

Input - most popular games for PC are designed for interfaces such as keyboard and mouse or gamepad. These inputs are ok but you really don't want to be using a FPS camera setup, especially at the breakneck movement speeds we may not have noticed we're accustomed to. It is very easy to make yourself feel simulation sickness by simply manipulating the character movement while controlling the camera. Prepare for a lot of slow paced walking simulators and teleporting or on-rails type experiences for a good while.

Comfort - despite how suprisingly comfortable my Rift is it does feel heavy and sweaty after it sits on your head a while. Let's not forget we're getting our eyes to focus on screens very close to our faces where they strain to adjust to a light source that they can't adapt to properly, i.e. our eyes strain to adjust so darker areas of the image become visible but that doesnt happen unless the game engine makes it so.

Graphics - yep, that thing. Not just the amount of polygons but all of it. Rendering techniques, framerates, post processing effects, etc. Adapting a game to become a solid VR experience is a problem and this is where you'll hear most graphics snobs complain that games are compromised for VR, simply because a lot of sacrifices have to be made and a lot of modern effects are better off being faked, in order to meet the needs of the technology.

So besides the relatively little selection of quality games content available the challenge of creating content for VR is going to continue until developers can find the best practices to solve a list of issues besides those I mentioned. That being said I don't expect to get any more quantity out of this purchase as much as the quality of the experiences I know it can provide, given the right software.
 
From whats been said so far by everyone - its maybe not quite the revolution I was expecting. Thats fine though - its reminding me of when the Wii came out - people wer saying lightsabres and FPS shooters with realisting aiming - it didnt work out but it was a darn good sports simulator and it got the whole family into it.

@ Jarra - nice summary. The HUD limitation can be worked around with a bit of creativity, but will ask for 'smarter' play as you dont get all your stats reported all over. Everyone loves a gun ammo counter since Aliens!
 
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