Why the Virtual-Reality Hype is About to Come Crashing Down

call me sad, but if they ever make minecraft for VR many many many years from now when i can afford a VR system then id be game, while the game is somewhat of a novelty i reckon it would be pretty cool to do it VR style than just a FP zoom in.

You mean this? https://www.oculus.com/en-us/blog/minecraft-now-available-on-oculus-for-gear-vr/

If I liked minecraft, I'd try it - but I don't so I won't be paying the... £6.99? I think that the oculus store is charging.

I see your point and I don't disagree with anything you said because there's obviously a lot of people who do fork out tones of cash each year on the latest GPU, and will also buy every new generation of console and VR headset. But when thinking of the mainstream and majority of PC gamer's world wide I still don't think everyone can afford to do that. Surely people like me must fall into the 90% of gamer's who can't afford this, and those other gamer's with deep pockets that we already mentioned must be the other 10%? And won't developers and manufacturers alike look at those figures?

EDIT: I don't know, maybe I'm wrong but just seems a bit too much. I definitely couldn't afford to spend £600 on a GPU and £600 on a HMD every single year. Every 3 years maybe. But like already said I don't have to buy this stuff, nobody is forced to, and I guess I'll still be enjoying my gen 1 HMD when others are enjoying their Gen 2. Maybe I'd end up going Gen 1 to Gen 3, and then Gen 3 to Gen 5, etc etc. I do that with mobile phones anyways, I went from Sony Z2 to Z5 and love both phones.


Exactly that. Yearly refreshes don't mean yearly costs - a lot of people skip a generation or 2 with phones, gpus, cpus etc. I can see HMDs going the same. Aside from anything else, I don't think many outside the more hardcore techies will buy it until around gen 3 anyway - it's going to be directed more at us gamers interested in the cutting edge and will be priced as such.
 
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With 16nm cards here, there will be horse power available next year needed to run the second gen ones.

Should be enough to max the likes of Project Cars etc in the current gen headset, however with the res increase we need in the HMD it will be back to square one, and having to run everything on medium settings again.

I think our only saving grace may be that Gen 1 headsets should still hold good value come gen 2.
 
Should be enough to max the likes of Project Cars etc in the current gen headset, however with the res increase we need in the HMD it will be back to square one, and having to run everything on medium settings again.

I think our only saving grace may be that Gen 1 headsets should still hold good value come gen 2.

I think it's a pretty good bet that any major brand 2nd gen HMD will have foveated rendering incorporated. It's the easiest way to lower/maintain the minimum specs while significantly increasing visual quality... that has to be a big win for the HMD manufacturers as if you can maintain those minimum specs then you increase your potential market significantly.
 
http://www.wsj.com/articles/why-the-virtual-reality-hype-is-about-to-come-crashing-down-1463976001

Why the Virtual-Reality Hype is About to Come Crashing Down

The depth and breadth of content is coming up short, appearing more like a demo than a full-fledged product
A woman wears an HTC Vive virtual-reality headset last month at an Internet conference in China. Virtual reality is so new that much of the content that will be available this year feels more like a demo than a full-fledged product.

A woman wears an HTC Vive virtual-reality headset last month at an Internet conference in China. Virtual reality is so new that much of the content that will be available this year feels more like a demo than a full-fledged product.

Makers of virtual-reality headsets think 2016 will be the year of VR. The experience “is radically different than any computing experience you’ve had before,” says Marc Metis, a vice president at HTC Corp. , maker of the Vive headset.

Content creators, however, tell a different story. VR isn’t ready for prime time.

This gap between expectations and reality means the VR hype train is about to crash into a wall.

In my experience, VR demos can be very impressive. The problem is that most are just that—demos.

As new, highly touted headsets arrive this year, how much content will be available, and how deep will these experiences be? The short answers: not much, and fairly shallow.

The reason is simple, says René Pinnell, head of Kaleidoscope VR, a production studio that hosts an international VR film festival: “The dirty little secret about VR is that the hardware has run ahead of the content.”

Virtual reality is so new that much of the content that will be available this year feels more like a demo than a full-fledged product. There are many reasons for this. For one, the business model is unclear, except for games, which can be sold through app stores such as Steam, Oculus Store and Google Play. Moreover, the paucity of content means it isn’t yet clear what works and what doesn’t.

We have seen this before. Look at the early days of television. RCA, which pioneered the technology, created NBC, the first national broadcast television network. RCA couldn’t sell its televisions without content, and the content couldn’t be delivered without RCA’s devices, so RCA did both.

Similarly, makers of VR hardware are priming the pump of VR content.
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In June 2015, Facebook Inc. ’s Oculus, producer of the Rift headset, pledged $10 million to fund virtual-reality games. Last month, HTC promised $100 million to an “accelerator” program to create VR content and software.

“In the early days of any new hardware, it’s incumbent on the hardware manufacturer to fund the creative community,” says Anthony Batt, co-founder of VR production studio WEVR. HTC, Kaleidoscope VR and WEVR have, for example, financed a VR “music video.”

Such collaborations are promising, but they are a sign virtual reality is still in its early days. WEVR, a startup with aspirations of becoming the “HBO of VR,” hasn’t yet decided how it will make money, Mr. Batt says.

“I think we are undeniably in a hype cycle,” notes Mr. Pinnell, referring to the trajectory for new technologies described by the research firm Gartner Inc. In the hype cycle, a promising technology ascends to a peak of expectations, then descends into a “trough of disillusionment” after which it can achieve modest, sustained growth.

If Mr. Pinnell and others are right, expectations for VR soon will crater, as consumers see the hefty price tags and limitations of the early hardware—especially offerings from HTC and Oculus that also require a personal computer.

HTC’s Mr. Metis disagrees that users will be disappointed with the content available on the Vive, which launched last month. By offering developers Vive kits more than a year ago, he argues, HTC gave them ample time to create compelling games and other applications.

A spokesperson for Facebook’s Oculus said that while its Rift headset initially is targeted at gamers, they should be amply supplied with a variety of content by year’s end. More than 70 games will come from independent developers, with almost all of them funded primarily by Oculus Studios.

My recent tests of VR content on leading headsets, courtesy of Mr. Pinnell, confirmed the astonishing long-term potential of VR. Some of the experiences literally left me wobbly in the knees.

Irrational Exuberance, for the HTC Vive, puts you on the precarious edge of an asteroid floating in space, staring down at a vastness with nothing to prevent you falling into it, a trick that reliably induces vertigo in VR.

The key to these compelling VR experiences is what experts call “presence”—the illusion that you are somewhere else, instead of in a room with a computer attached to your face. It is a fragile illusion, aided by the ability to move through, and interact with, a scene, as you can most easily on HTC’s Vive.

Unfortunately, much nongame VR content, including so-called “360 video,” doesn’t support that illusion. Rather than feeling that you are in a place, experiencing an event, current 360 video tends to make you feel like your head is “in a fishbowl of video,” as Mr. Pinnell puts it. Such experiences make me fear that 360 video will be the next 3-D TV, something nobody asked for and few will use.

Presence is easier to achieve in games, because many offer full freedom of movement and interactivity. That makes me think hard-core gamers will be pleased with this first generation of VR hardware. They will be a minority, however.

The masses, especially those looking for experiences other than games, are likely to be disappointed. Mr. Pinnell thinks the disappointment will continue until 2018 or so, when the hardware will have further improved and there will be enough VR content for mainstream consumers.

The software is key. Without it, VR headsets aren’t good for much beyond gee-whiz demos.

“I always tell people VR is exciting but it’s still early, and we have to let this creative process mature,” says Mr. Batt.

He compares current VR hardware to the first iPhone, which seems apt. Consider the difference between that 2007 iPhone, before the App Store, and today’s model, which can summon a vehicle, or a meal, to your door at the touch of a button.

In the case of VR, the evolution might be quicker. “Developers have seen this movie before” says Mr. Metis of HTC. “With mobile, people vastly underestimated the pace of that software ecosystem—and I think people have learned those lessons.”

Write to Christopher Mims at [email protected]

Install base > more Devs/studios > more games/better games
and this was expected as soon as oculus announced their Price of 600$, and the Vive just confirmed it with 800$, that VR although it is an amazing tech, that will change entertainement, will need a lot more time to hit mainstream, ofc you have demo games, small games, vive/oculus, between the 2 of them i dont think there is even 500k units sold, how many talented Devs/big studios , do you think can risk it all for that ? risk investing 100 mil on a project to sell to 500k potential customer ?
the only ppl who develope for VR right now are small studios, or Devs who wants try to find an idea that would put them on the spotlight, with limited resources , maybe experience, but that doesnt have much to lose.
put the vive at 300$ and come back later see how fast it sold, and how many real games are announced for it.
comparing VR to 3D stereo, is wrong and really short sighted, VR is not a novelty and it is here to stay, it's only problem is price for now, Games always come where the install base is, and for VR it will be on PS4 not on PC, games will be tailored for the PS4, then ported to PC, so to me the PS4 is the one that will take VR to the next level, if the price is right ofc.
 
You mean this? https://www.oculus.com/en-us/blog/minecraft-now-available-on-oculus-for-gear-vr/

If I liked minecraft, I'd try it - but I don't so I won't be paying the... £6.99? I think that the oculus store is charging.


lol well then i see no surprise there then, however for me i wouldnt buy that version, would mean id have to buy a decent android phone to just make it worthwhile otherwise id just wait see if iphone 6(plus) or ipad air 2 gets support for mobile versions.





edit: they need to bring call of duty, battlefield, the division, star wars battlefront. doom of any years to VR :cool:
 
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Minecraft has already been modded to work for VR on PC, including the motion controllers on Vive. OK, it's not official support but to be honest the modding community will probably do a better and faster job of it, as they have been doing with MC for years anyway.
 
What I still don't get about VR is what is the exact distance your eyes focus at when you're looking into a VR headset? I have already made myself short sighted by staring at computer screens a foot away for 15 years of my life, I don't want to go completely blind by spending hours focused on something 1cm away from my eyes.
 
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What I still don't get about VR is what is the exact distance your eyes focus at when you're looking into a VR headset? I have already made myself short sighted by staring at computer screens a foot away for 15 years of my life, I don't want to go completely blind by spending hours focused on something 1cm away from my eyes.

The lenses focus the image about 3 feet in front of you.
 
VR is not ready for the masses it has a weak foundation because there is no problem for which VR is a solution, yet. Maybe when graphics advance to the point where they are almost undistinguishable from reality, VR will get its day. Even then, for it to really take off, it would need a direct connection to the brain and that is decades away.
 
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VR is not ready for the masses it has a weak foundation because there is no problem for which VR is a solution, yet. Maybe when graphics advance to the point where they are almost undistinguishable from reality, VR will get its day. Even then, for it to really take off, it would need a direct connection to the brain and that is decades away.

What you are thinking about is more like AR (Actual Reality).
 
VR is not ready for the masses it has a weak foundation because there is no problem for which VR is a solution, yet. Maybe when graphics advance to the point where they are almost undistinguishable from reality, VR will get its day. Even then, for it to really take off, it would need a direct connection to the brain and that is decades away.

lol.
 

Exactly what I was going to type but then thought nah, better not.

zethor said:
VR is not ready for the masses it has a weak foundation because there is no problem for which VR is a solution, yet
Also saying VR has no problem to solve.... like buying surfboards 'fixes' a problem? Like buying a souped up car fixes a problem? Like buying a massive model airplane fixes a problem?

It's an expensive hobby like many others. I still have plenty of things to play in VR with more coming.

However, having said that, this forum is pretty much littered with people like me who need to justify their purchases so I think you'll be in a minority here :)
 
Don't get me wrong, there's a niche market for VR, I'm not denying that. What I am saying is that it requires wider appeal for it to take off. Doing so would create a solid hardware + software ecosystem which would, over time, deliver increasingly better products.

VR is not even in its infancy, it's at the point where the first cell divisions have started happening.
 
Saying it would need a direct connection to the brain to take off is utterly ridiculous. It's meant to be a bit of fun, not a life changing revelation.
 
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