https://venturebeat.com/2019/05/10/idc-high-end-vr-grew-60-in-2018-users-have-smartwatch-level-satisfaction/
While interest in smartphone-dependent VR devices has cooled off, the high-performance VR market has continued to grow, IDC says
in a new report, as tethered and standalone VR devices became more popular than ever over the last year.
According to the research firm’s latest VR user survey, the installed base of “high-performance” headsets grew 60% from 2017 to 3.9 million in 2018,
and there’s now a group of “hardcore” VR users, though the market still has non-trivial challenges to overcome.
Additional IDC research suggests that hardware bundle pricing, headset design, and ease of use are all major factors
of importance in growing the VR market.
Generating more interest in VR experiences will help, but pricing and improving the user experience appear to be critical factors in getting hardware
and content into more hands.
Oculus has recently focused on enhanced ease of use and convenience for its upcoming headsets, Quest and Rift S, while keeping their prices at the $400 level.
Sony saw significant sales bumps after dropping PSVR bundle prices for the holidays and releasing compelling new software.
"Guys, VR is a fad"
hope this evolves into literal rooms where you could simulate whole entire games somehow
VR is here to stay. What's holding it back is it's sort of ahead of its time. It takes a pretty beefy machine to run a decently detailed game at 90fps. More so to render a second scene also at 90fps, for both eyes. Most of the VR games out are 10+ years graphically dated because of this fact. Once your average cheap video card is as powerful or more so than a 2080 is today, with the high end cards being 2 or 3 times more powerful, we'll see some wicked cool VR shit
The minimum requirements for a Rift are an i3-i5 and a GTX 960. A lot of PCs can run the stuff these days. I've ran the Rift for 3 years using my i5 2500k and a 980 (non-ti) and will also run the Rift S with this.
Graphics aren't that important if the games are good.
Which is why I think the Index was a misstep by Valve. Come on, 1k USD for a full kit? Thats not democratization material at all.
Yeah, the actual roadblock has been mechanical design. There aren't really solid standards yet for a lot of functions. Look at locomotion in VR games. Do you just do it with teleportation? Do you do it using gestures/motions? Do you just use a track pad or analog stick and keep it familiar? As these are worked out and new ideas come up and are tested. I mean look at the earliest VR games that were just shooting galleries, you stood in one place without moving and shot at targets. But then you have something like Pavlov that is much more involved than just a shooting gallery. And then even more recent games making further developments. You don't need photorealistic graphics for VR, you need gameplay that takes advantage of the potential of VR. It's why I've waited to get a headset. I wanted the market to mature further.
Nah it's just a fad much like computers in general, I will be waiting in my clay hut until this silly obsession passes over.
I actually am somewhat surprised though given that quite recently VR seemed only accessible to high end bleeding edge dudes.
That is pretty much what I was running my Rift with and every VR game I have I never had a problem with. I was really expecting it to struggle with the Payday 2 VR.
Don't forget that they won't sell it outside the US or EU.
Naturally VR has a fairly enormous potential in horror games. Something that seems to not be implemented frequently enough is the addition of pulse monitoring.
Only VR headset that we can get from the stores here is PSVR. If I wanna grab a let's say Rift or Vive I gotta get it from a 3rd party seller on Turkish eBay for more than double the actual price.
Same shit happened with Nintendo consoles when they decided to pull out until a Greek company became the official distributor in Turkey.
Working on it!
Good, because I want it but I can't justify the cost until the tech is reasonably mature.
These already exist, I've been in one.
Granted, still very primitive but still fun as fuck
So funny enough I was an engineering student, and that department built a room scale ar/vr system, but they had done this in 2012. And it supported multiple people at once. Throw an entire department of engineering students and professors and a shitload of tools and money at a problem and you can get some impressive shit. Because it was all developed in house. It was the coolest shit. Like when they showed it off and they pulled up a demo with an F1 assembly that you could break down and a human body you could look inside of. Now it obviously lacked a lot of features full-fledged headsets have these days, but it was still cool shit.
holy shit
never imagined I'd see the beggining of true VR worlds
Can you talk to me more about those controllers and feets? I'm very interested in the feets in particular.
They're a prototype a company I'll be meeting in a week or two is working on. We'll be getting to test them out in person and provide feedback. Not sure I should talk too much about it other than that it's a cool tech for the moment so that's all I'll say for the time being on 'em.
Theres no "killer app" for me to get it yet.
Waiting for some multiplayer game i guess.
For me its not about a "killer app" but having enough competent variety. Like right now I think its at that tipping point for me. Pavlov, HHH, Blade and Sorcery, Beat Saber, Onward, and a few others.
This is a cycle - everyones waiting for a multiplayer game, so the multiplayer games that already exist struggle to maintain viable playerbases.
There are mutliplayer games now, really good ones. Pavlov, Onward, Bullets & More cover your generic multiplayer shooting, and Pavlov and Onward specifically are really refined at this point.
The quest tries to solve this issue, it also makes VR more accesible by allowing you to take it with you.
I wonder how much it grew now, as of release of rift S and Valve Index
Honestly my biggest issue with my Vive is after an hour it's so uncomfortable i want to take it off, and usually do.
I hope the newer models (Index) are much better in that regard, but i won't know until i drop money on it.... which i don't want to do if im using it an hour at a time every other week.
The porn is great though.
Porn games in VR have improved a lot, even with my WMR device Sexaloid Girlfriend is very fun to play, I think it's the best game when it comes to VR porn controls, and sets the bar quite high (although it would be better with tracking stations, because WMR uses inside out tracking from the headset if you put the controllers near your crotch they just don't work, if they did it would be nice because it would make it very easy to motion match when doing simulated thrusting).
VR certainly isn't a fad, but I don't think it will ever be a staple platform of gaming like some people think.
It creates outstanding and unbelievable experiences, but it has too many small problems holding it back in my opinion for it ever to spread like wildfire among consumers.
Here's a few I could think of:
1. Cost, but this will eventually be fixed.
2. Motion sickness. It is an issue many games attempt to tackle and few completely succeed at. If you get REALLY bad motion sickness, then a lot of VR games are borderline unplayable.
3. Space. Most VR games require a minimum amount of space available to be truly enjoyed. That being said, so did the motion controls on the Wii and it was still very successful, so it isnt that big of a problem. On the other hand, the ability to see your surroundings with the Wii most likely made it more accessible space-wise than VR.
4. Awareness. To go along with the last point, VR strips you of your awareness while also having you moving around during play. If you have your own personal space to play, there is no issue, but if you have to use a common room for VR or have pets that go in the same room, it becomes an issue. This can be easily solved, but it does mean some people have to build their house design/schedule around VR.
5. Glasses. This is more of a personal one, but I have glasses and no contacts, and so far all of the VR headsets I have used have been uncomfortable with lower quality because of this. They have been playable, definitely, but I'm sure someone without glasses would have a better experience than I did. I dont think this issue is big enough to ever be really fixed though.
The Oculus Quest aims to solve many of these issues. The main problem you listed that it doesn't solve is motion sickness, it's actually worse than current headsets in that regard since it only runs at 72 hz.
honestly I wish you could have wilder VR integrations
if I had the know how to solve a few logistical hurdles, I'd love to open up what essentially is a VR Laser tag parlor, I think we've gotten to a point where that is feasible
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