Question for Early Adopters

I think the next gen of VR will be around the same price, just with better screens. Although it would be nice if it was a bit cheaper.

The hope is that when the next gen of VR comes, some companies will make current gen VR products for half the price :) That's when mass adoption may happen.
 
Samsung and Google and others see a big market on Gear VR / Daydream with their kind of 0.5 gen VR, so I think it'll be fine. There's also entry-level and enthusiast-level isn't there? :)
 
Hi Andy,

Your asking all the questions that many of us were before buying one. I have a vive and the ducking behind walls etc you actually do in games now like Budget cuts and it works well. The only thing i cannot predict where it is going to go is the travelling / moving around maps as there are currently two solutions and neither are perfect.

1) Move around with joypads and joysticks ie the rift with the xb1 controller and this is far from ideal it causes many people to feel motion sick

2) The vives and id assume the oculus touch way where you point somewhere and teleport

The second way is much better but not wtihout its flaws. One for example being that teleporting quickly can set you in the wrong direction and by rotating back into the correct position naturally with your legs and torso) you start to feel the wires tangling and if you let it the sensation pulls you out of the immersion a little as your aware and worried about bending or stepping on the wires and damaging them. This said ive found if you took som loose wire down your pants with some slack it can really help this.

Because of this travelling around method i struggle to see what full VR games like half life are going to be like on this.

Yes its worth investing in at the moment or the near future if you have the money but keep in mind most experiences are very small and basic compared to full games but in my opinion are a far suprerior experience to playing them on a flat screen due to the fact you feel like "you are there" in another world and that is inposssible to illustrate or explain to somebody unless they have tried it.
 
Last edited:
Farlands teleport mechanism gets around the orientation issue by holding down the teleport button then moving your head, this brings a directional arrow up, which you can rotate around the target spot using head movement then release the button to teleport.

I've heard reports that Fallout VR and Doom VR are both implementing a teleport system and, by all accounts, they're both awesome. One guy going so far as to describe doomVR as the killer app. Time will tell.
 
A teleport system or variant...for moving around in VR just feels to me as totally the wrong solution to the problem of moving around in VR.

How can it be a solution for moving when you dont actually move? You just teleport to a preset point. Locked in place then teleport to the next preset point. Maybe it would work well for adventure games? But for the feeling of being immersed in a VR world and exploring that world...teleportation isnt the answer for me.
 
This isn't really early adopter kit - as mentioned above, it's more enthusiast kit, and priced accordingly. The Rift and Vive are definitely not 1st gen either, contrary to popular belief. I still have my old pair of Z800 goggles from 10 years ago (cost over $600 at the time), and that was more like 2nd or 3rd gen by that point from a consumer tech point of view. Maybe a younger generation might think it's "1st gen", but VR has been dabbled with for the past 20 years. It just hasn't been very good until now.
 
The Z800 I had 10 years ago was pretty advanced for its time: 800x600 OLED per eye, 60Hz (although I think it was using alternating frames on VGA, so actually 30fps per eye), a whopping 40 degree FoV, and gyroscopic tracking (3 DoF).

When I tried the Rift DK1, the first thing that amazed me was the field of view - people complain about it being "only 110 degrees" on the CV1 and Vive, but that's actually pretty damn good! The Vive with its room scale tracking takes it to a whole another level IMO. It's definitely not 1st gen or early adopter kit, just the cumulation of a few decades of research and previous false starts. The technology is mature, and it's spectacular - anyone holding off for another 12-18 months is missing out (there's always something better down the line).
 
Last edited:
A teleport system or variant...for moving around in VR just feels to me as totally the wrong solution to the problem of moving around in VR.

How can it be a solution for moving when you dont actually move? You just teleport to a preset point. Locked in place then teleport to the next preset point. Maybe it would work well for adventure games? But for the feeling of being immersed in a VR world and exploring that world...teleportation isnt the answer for me.

Have you actually tried it...?

Because rather than taking you out of an experience you quickly just learn it as being "how you get around".

I mean, imagine if I gave you a teleporter in real life like exists in these games. Would your brain be able to handle it? Would you eventually just be like "oh right, this is pretty dam cool!"?

Because while that's an unrealistic premise, so is appearing in a world made of goblins and fire pits. It doesn't matter, your brain just accepts it and you get on with it.

Imagine a perfect VR implementation where you have a 400msq room. If you walked around a corner and see a demon you don't instantly think "awh, that broke the immersion, now I think it's crap". What you actually think is "holly crap, a demon!... no wait, it's just a game, I'll carry on".

With good VR it's literally the opposite of what you're saying. Your brain honestly subconsciously accepts first, and you have to consciously tell it otherwise.

If you're in a game and constantly reminding yourself you hate teleporting then yeah, I can see that being a problem. But the second you get distracted by an onslaught of bullets flying over your head and you have to duck and cover and move out the line of sight I can guarantee you'll forget all about it.

EDIT: Also, keep in mind that while you can teleport around most games let you walk around within the confines of the play space you have available in the real world - you just use the teleportation mechanic to move on from one area to the next.
 
EDIT: Also, keep in mind that while you can teleport around most games let you walk around within the confines of the play space you have available in the real world - you just use the teleportation mechanic to move on from one area to the next.

Yep this is the important bit, you are not locked to the spot where you teleport to. You are moving yourself and the box that is your walking area with you and you can walk around within that area. If you want to be able to walk further then the limitation here is not the VR system its the physical space you have before you walk into the walls of your house

Those 'treadmills' are honestly not the solution, they are about the most ridiculous thing ever. If you watch the guy thats demoing them he's walking around like he's in a baby walker and thats not going to be at all immersion breaking right?

The best solution seems to be raw data's method, its essentially a teleport but you zoom across to the new location rather than just appearing there.
 
Back
Top Bottom