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

It is, VR is a huge white elephant.

this is like 3D technology. Might looks flashy but doesn't last for long.

mate what you talking about. 3d tech is amazing for so many industries like medicine,space,art etc

for example prosthetic replacements that fit exactly for a patient can be made on the spot instead of having to use rough fitting premades which improves outcomes.

just because you dont use it/like it does not mean that its irrelevant.
 
Most poo pooing haven't tried it - with Razer releasing a headset that's now equal to vive and rift - for 200 less with no controllers......that will drive prices down even more

That's the biggest issues right now - price......once it comes down more reasonable level we will see a much bigger uplift.....
 
Actually imo its VERY like 3D TV , initial amazement followed by more of a mehhh when there isnt that much depth because the skills behind it arent great currently (because they are just demos, and software guys need time to learn how to get the most out of it).

edit - just because some people are "wowed" by it doesnt mean they would be willing to spend hard -earned cash either, so just being amazed doesnt count for much. There were a lot who were initially wowed by 3d tv, but majority of the sets had problems of one kind or another and public just didnt "buy" into the idea in the end.

VR isnt new at all, but they still have a good chance of rectifying it this time. IF VR hardware makers want to use the full power of multi-core CPU's/GPU's for generation 2 / 3 it will get more and more lifelike (ie from a degree of visibility and portability points of view)

It will also be interesting to see if there are any avenues for VR in the work place (ie annual / incremental training, no VR holidays though please- total recall anyone? ) or other places not related to gaming. If they can do that then it may well blossom

Most poo pooing haven't tried it - with Razer releasing a headset that's now equal to vive and rift - for 200 less with no controllers......that will drive prices down even more

That's the biggest issues right now - price......once it comes down more reasonable level we will see a much bigger uplift.....

Still need a reasonably powered PC (and graphics card) currently, which majority dont actually have. so the cost of the VR itself is currently not as relevant. Even if VR makers got 100% take up from hardcore gamers it would be a minute takeup when compared to the users of pc's at home in general.

I hope it gets into every home - Im just not sure it will do, apart from hardcore gamers.

edit - this is the kind of thing that really interests me about VR

http://www.tomshardware.co.uk/magic-leap-lucasfilm-mixed-reality,news-53292.html

Obviously early concept and probably very basic compared to what Mixed Logic etc are doing behind closed doors, but what can be done within the next few years for "real world" applications
 
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Most poo pooing haven't tried it - with Razer releasing a headset that's now equal to vive and rift - for 200 less with no controllers......that will drive prices down even more

That's the biggest issues right now - price......once it comes down more reasonable level we will see a much bigger uplift.....
Price isn’t the biggest issue, even if the price drops cheap I don’t see VR going mainstream. Sure a better uplift but VR has too many problems to take off big time. For the foreseeable future VR will remain a niche product even if the price dropped below £100
 
but VR has too many problems to take off big time.
Examples? I can think of things that need improving but no road-block problems.
Screen resolution (and hopefully FoV) will improve over the next few iterations and Software will come in time - as many have already mentioned, mostly it's just demos and showcases at the minute.
 
I would happily welcome a racing fan who has never used VR and thinks it will not take off to try Project Cars.

Im pretty sure that 99% of them would look around thand think "wow, this is the future"

Sure, its not perfect but its not going to be as VR is still relatively new - it has only taken off big in the past year really. The masses had not even heard of VR until recently
 
I would happily welcome a racing fan who has never used VR and thinks it will not take off to try Project Cars.

Im pretty sure that 99% of them would look around thand think "wow, this is the future"

Sure, its not perfect but its not going to be as VR is still relatively new - it has only taken off big in the past year really. The masses had not even heard of VR until recently

There is more to it than that though - I enjoyed racing games with my 3D Vision kit and likewise 4K display setup but neither I find a practical replacement for more general content enjoyment.

VR needs to work considerably on the convenience factor and more broadly the interface/interaction before it will hit the big time - seems a fair few fans of VR are too close to it or to blown away by where it does work well to see its failings* in the broader perspective.


* I use failings here somewhat carefully as there isn't a word I can think of that fits it more appropriately.
 
There is more to it than that though - I enjoyed racing games with my 3D Vision kit and likewise 4K display setup but neither I find a practical replacement for more general content enjoyment.

VR needs to work considerably on the convenience factor and more broadly the interface/interaction before it will hit the big time - seems a fair few fans of VR are too close to it or to blown away by where it does work well to see its failings* in the broader perspective.


* I use failings here somewhat carefully as there isn't a word I can think of that fits it more appropriately.

totally agree

for a "new" product (new being used very loosely indeed) its got a good foothold, but it needs mass appeal to really become something, and even PlayStation adaptors wont increase that by much (and that's probably the single biggest sector currently)
 
There is more to it than that though - I enjoyed racing games with my 3D Vision kit and likewise 4K display setup but neither I find a practical replacement for more general content enjoyment.

VR needs to work considerably on the convenience factor and more broadly the interface/interaction before it will hit the big time - seems a fair few fans of VR are too close to it or to blown away by where it does work well to see its failings* in the broader perspective.


* I use failings here somewhat carefully as there isn't a word I can think of that fits it more appropriately.

You've used vr before in a racing sim?
 
Examples? I can think of things that need improving but no road-block problems.
Screen resolution (and hopefully FoV) will improve over the next few iterations and Software will come in time - as many have already mentioned, mostly it's just demos and showcases at the minute.
Forgetting about the price a large amount of family’s do not have space for a hive like VR setup. Many of those that do technically have space cannot use it for the VR or have to limit VR use. For example if someone is using a VR setup in the lounge that puts the social/family area off limits for everyone else. Not practical for many families.

Most games don’t work well in VR or offer no real benefits. That’s not a solvable problem anytime soon as it’s a limitation of VR and means VR will only make up a smaller subset of gaming. This follow onto the lack of good content. That’s half solvable over time but I don’t see VR going mainstream and becoming a large system. It will for the foreseeable future be a small subset of gaming as most games are better outside of VR.

Then there is the interface/interaction problem which doesn’t appear solvable at the moment. Due to the limits of VR the interface and options have to be dumbed down and kept simple. This is why most games and apps outside of VR do not work well in VR.

The current technology isn’t good enough. This is solvable but not for years to come. If VR is to take off big time it needs much better screens but those are many years away.

It’s not all bad some games seem to benefit a lot like certain styles of space games and racing SIMS. But given the problems and limitations of VR I don’t see it going mainstream.
 
and who has room to do this? is this like 3D in the cinemas, just a way to rejuvinate interest and profits?
 
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1)Forgetting about the price a large amount of family’s do not have space for a hive like VR setup. Many of those that do technically have space cannot use it for the VR or have to limit VR use. For example if someone is using a VR setup in the lounge that puts the social/family area off limits for everyone else. Not practical for many families.

2) Most games don’t work well in VR or offer no real benefits. That’s not a solvable problem anytime soon as it’s a limitation of VR and means VR will only make up a smaller subset of gaming. This follow onto the lack of good content. That’s half solvable over time but I don’t see VR going mainstream and becoming a large system. It will for the foreseeable future be a small subset of gaming as most games are better outside of VR.

3)Then there is the interface/interaction problem which doesn’t appear solvable at the moment. Due to the limits of VR the interface and options have to be dumbed down and kept simple. This is why most games and apps outside of VR do not work well in VR.

4)The current technology isn’t good enough. This is solvable but not for years to come. If VR is to take off big time it needs much better screens but those are many years away.

5)It’s not all bad some games seem to benefit a lot like certain styles of space games and racing SIMS. But given the problems and limitations of VR I don’t see it going mainstream.

1) Pretty much all of the "roomscale" games can be played in standing room only, you just don't get to setup the chaperone grid, but they all rely on teleporting or in-game locomotion to play anyway, so you can get 90% as good an experience without needing a massive play space. I have 15m extensions so that we can also play in the living room, which on a saturday or sunday is completely feasible and everyone joins in, even nanny and grandad. Everyone else can see and hear whats going on in the game and failing that the TV can be on. Despite sounding like an isolating experience its actually completely feasible to turn it in to a social event as much as anything like bowling or using a console to play multiplayer games.

2) FPS games don't work well in VR for those that are susceptible to motion sickness, I'm not and quite happily play R6Siege etc. in VR
VR games are obviously on a completely different level to normal gaming, it is so good that it is totally worth the minor downsides it currently faces

3) No they don't, I can play everything I play on a monitor in VR if I want to. Project cars and Warthunder for example you can read all of the gauges and hud elements.

4) We are on generation 1, go back and have a look at a gen1 smart phone, 1440 and 4k screens are in prototype now, the screens in the Rift and Vive were in prototype less than a year ago and are now in commercially released products... then you have foveated rendering which is also being demo'ed now and slated for commercial release within the next 2 years, and wireless transmisson, again being demoed and designs from HTC have already been seen

5) you are only looking at the gaming aspect of VR, gaming is currently helping to fund R&D but the commercial and entertainment applications of VR and AR stretch way beyond gaming

I mean it really depends what you mean by "the foreseeable future", because based on the advances that have been made in the last few years, I can fully see VR being "mainstream" within the next 10 years thats pretty foreseeable

I can see it being a completely normal and very popular gaming peripheral within 3-5 years

It sounds like you haven't tried it and are trying to convince yourself of some rumours you heard on the internet from people who also haven't tried it.
 
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4) We are on generation 1, go back and have a look at a gen1 smart phone, 1440 and 4k screens are in prototype now, the screens in the Rift and Vive were in prototype less than a year ago and are now in commercially released products... then you have foveated rendering which is also being demo'ed now and slated for commercial release within the next 2 years, and wireless transmisson, again being demoed and designs from HTC have already been seen.

I was going to suggest the gen 1 smart phones were probably released 10 years ago if not more , and considering you mentioned a decade later on - thats probably about right (IF VR can really get out of the "gaming" space, which I think is certainly possible)

I can see it being a completely normal and very popular gaming peripheral within 3-5 years

difficult to judge but it depends on what you mean by "completely normal" & "very popular" - ie people buying (for example) a 980 Ti / Titan could be described as both of the above even if they are probably a very tiny percentage of gamers and a fraction of that for home pc users.

Looking at it another way, the tech (if it grows as we all hope it will) will be several times better but logically the price will remain about the same - ie something around £500 for a headset + controllers etc etc.

So its never likely to be cheap entertianment even without considering the console or PC attached to it. This is the biggest barrrier imo from making it family entertainment on a huge scale
 
1) Pretty much all of the "roomscale" games can be played in standing room only, you just don't get to setup the chaperone grid, but they all rely on teleporting or in-game locomotion to play anyway, so you can get 90% as good an experience without needing a massive play space. I have 15m extensions so that we can also play in the living room, which on a saturday or sunday is completely feasible and everyone joins in, even nanny and grandad. Everyone else can see and hear whats going on in the game and failing that the TV can be on. Despite sounding like an isolating experience its actually completely feasible to turn it in to a social event as much as anything like bowling or using a console to play multiplayer games.

2) FPS games don't work well in VR for those that are susceptible to motion sickness, I'm not and quite happily play R6Siege etc. in VR
VR games are obviously on a completely different level to normal gaming, it is so good that it is totally worth the minor downsides it currently faces

3) No they don't, I can play everything I play on a monitor in VR if I want to. Project cars and Warthunder for example you can read all of the gauges and hud elements.

4) We are on generation 1, go back and have a look at a gen1 smart phone, 1440 and 4k screens are in prototype now, the screens in the Rift and Vive were in prototype less than a year ago and are now in commercially released products... then you have foveated rendering which is also being demo'ed now and slated for commercial release within the next 2 years, and wireless transmisson, again being demoed and designs from HTC have already been seen

5) you are only looking at the gaming aspect of VR, gaming is currently helping to fund R&D but the commercial and entertainment applications of VR and AR stretch way beyond gaming

I mean it really depends what you mean by "the foreseeable future", because based on the advances that have been made in the last few years, I can fully see VR being "mainstream" within the next 10 years thats pretty foreseeable

I can see it being a completely normal and very popular gaming peripheral within 3-5 years

It sounds like you haven't tried it and are trying to convince yourself of some rumours you heard on the internet from people who also haven't tried it.
1) Sure some family’s work like that but in my experience for every family that does have space half a dozen or more don’t. It’s one thing to fit a flat screen on a wall and a console in a tight space for entertainment and another thing entirely to find a suitable space for VR . A 15m extension into a living room might work for your family but for many it won’t.


3, I still disagree, VR has the same problem as motion controls. They are clumsy, fiddly and far from good. They do work in some instances but are far from ideal. It’s sometimes alright for short bursts but counterproductive for long term gaming. Like a lot of people I game to relax and have fun not wave my arms around for hours. I enjoyed my VR Hive experience but only in a short burst which is one reason I don’t see it going mainstream. It was this and the poor screens that stopped me buying the current gen VR.

I do agree some games work really well in VR like cockpit style games with gauges or games with a simple low interaction interface. Other games with more complicated UI’s and more complicated UI interaction don’t seem to work very well at all in VR. Unfortunately those are the games I enjoy. Some examples Star Trek Online, Eve, Stelleris, Master of Orion style games don’t seem to work very well in VR.

4: Well I agree this will be solved over time although I feel it will be more like 5+ years not 2.

5, For me games and app experiences seem to be the only use for VR. Not to say there isn’t any other use just the other areas don’t seem to be of any use to me. As for completely normal and very popular gaming peripheral well I see VR like light guns & motion controls. VR should do better than those two but it will even in years to come only be a small subset gaming peripheral that many don’t bother with.
 
It is seemingly niche at the moment. Can't imagine that changing much in the near future. AR would be cool as an alternative but I imagine it'd have the same problems in this regard.
 
1) Sure some family’s work like that but in my experience for every family that does have space half a dozen or more don’t. It’s one thing to fit a flat screen on a wall and a console in a tight space for entertainment and another thing entirely to find a suitable space for VR . A 15m extension into a living room might work for your family but for many it won’t.


3, I still disagree, VR has the same problem as motion controls. They are clumsy, fiddly and far from good. They do work in some instances but are far from ideal. It’s sometimes alright for short bursts but counterproductive for long term gaming. Like a lot of people I game to relax and have fun not wave my arms around for hours. I enjoyed my VR Hive experience but only in a short burst which is one reason I don’t see it going mainstream. It was this and the poor screens that stopped me buying the current gen VR.

I do agree some games work really well in VR like cockpit style games with gauges or games with a simple low interaction interface. Other games with more complicated UI’s and more complicated UI interaction don’t seem to work very well at all in VR. Unfortunately those are the games I enjoy. Some examples Star Trek Online, Eve, Stelleris, Master of Orion style games don’t seem to work very well in VR.

4: Well I agree this will be solved over time although I feel it will be more like 5+ years not 2.

5, For me games and app experiences seem to be the only use for VR. Not to say there isn’t any other use just the other areas don’t seem to be of any use to me. As for completely normal and very popular gaming peripheral well I see VR like light guns & motion controls. VR should do better than those two but it will even in years to come only be a small subset gaming peripheral that many don’t bother with.

Eh? So most families dont have standing room in the living room? I mean its not like you need a clear view to play a console in the living room or anything and loads of families do that, hence 20 million or so PS4's being sold.

Wireless VR, it is coming, being demoed now, solves most of your complaints about living room use.

You're right in that spreadsheets in space doesnt work in VR, real games do though.

Looking on quite a few places, poeple are actually integrating VR with their workout routine, doing VR wearing weights, or using an omnitreadmill... Ive stopped using my regular treadmill since getting the vive, i can get just as sweaty using the Vive but actually having fun and excercising more/different muscles, I ache more the next day after a couple of hours of holopoint than I do hating 30 minutes on the treadmill
 
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