As many probably know from previous threads, I view VR headsets as a gimmick so have no plans to get one any time soon. The improvements needed to convince me:
1) New Input Systems
This is, by far, the biggest failing of VR headsets in my opinion. Being completely closed off from the outside world (sight-wise), you can't see your controller. This means no complex controls, typing in chat etc. So, games as they stand now are either awkward to play because you're playing blind, or the games are just too simple for my tastes.
Beyond that, VR headsets simulate your head, but the rest of your body is ignored. So, if someone swings a sword at me in VR, my natural instinct is to duck, but ducking in RL isn't reflected in game. That is a complete break in immersion and a really jarring experience. The result is a worse gaming experience, so I'm not about to spend £1000s for a lesser experience.
2) Better Hardware
Wireless is really key for me. Granted, I doubt they'll make a VR system in my lifetime that isn't a gimmick, but on the off-chance they do then it must be wireless.
Beyond that, completely get rid of nausea, eye soreness / damage and reduce the weight.
3) Killer Game
Gameplay is king, but so far VR adds nothing on the gameplay front. This may be due to lack of innovation from developers but I suspect it is just a limitation of the technology. The only games I've seen / played where VR has actually improved the experience is racing games with a full HOTAS setup.
For those games, your body never has to move in game so the limitation from the tech doesn't matter. Also, the controls aren't an issue either as you have pedals, wheel and throttle for a full tactile experience that doesn't require sight. Finally, the 3D vision and free look actually helps spot apexes and judge when to turn in, so whilst the gameplay itself isn't improved, your ability to play the game marginally improves (though, being stuck in cockpit view could be seen as a hinderance by some, but I feel the depth perception makes up for the loss of chase cam).
However, buying a VR headset, PC capable of running it, then seat and HOTAS setup is bloody expensive and I'm not a hardcore racing fan so would never bother.
Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman
VR expectations have been decreasing month after month. It started with a total of over 7 Million consumer devices to be sold by End of Year back in April... last month another analyst report stated they expected 800K consumer devices to be sold (this didn't count for phone VR systems in either case, just rift, vive and PSVR sales).
They did however, keep their 2020 expectations. But you have to consider this in the grander scope of sales. Wearables in their 8 year forecast were supposed to be at an 8 BILLION dollar industry by 2018. and 6 BILLION by 2016. What are they now projected to do in 2016? 2.2 BILLION. AND THAT IS ON THE DECLINE.
When you look at 3D TVs, lets not even get started on their projected growth and how that turned out. It's almost a failed technology.
The point of this is, VR is headed for a similar wake up call from analysts and investors. It's been largely overestimated.
Now... as for expense.. it's still expensive even though I'm using my Gear VR to play PC VR games, it's a work around that isn't ideal. The most cost effective system the PSVR isn't yet on the market (and when it does, I'd say in a week or two you'll find people using it on the PC). It is essentially the headset to get this year if you're planning on getting a headet aside from Gear VR.
But costs are a big problem still. Games are a big problem. One person mentioned how great playing Doom was on VR recently -- but it isn't out yet. Not to mention there are still a lot of issues related to actual VR movement, and gameplay problems.
Also it isn't hard to find people with sets that have had nausea, had neck pain, or don't like to wear it for extended periods of time due to increased pressure on their nose. (It might not seem like a problem, but if after 10 minutes you're sniffling throughout the rest of your gameplay it indeed can become cumbersome).
VR has some merits, I think it's easier than ever for most people to try it with an updated phone and a headset. But no, as for actual sales, I agree with analysts that nobody should expect VR to be much more than a very specific niche that isn't going to cater to the majority anytime soon.
As for their 2020 prediction... it's been rare to see the 2020 prediction of VR to hit it's mark without them including AR in those predictions, and if they do, I anticipate them exceeding expectations. Even without a consumer set on the market currently, AR was set to surpass VR 4 to 1 in sales and saturation.
random FYI:
Just by 'chance', Oculus Rift demo stations will be put into 500 (that is 500 not 50 or 5...but 500) Best Buy stores the same month that Oculus Connect 3 is happening in which Oculus Touch is going to be likely given a release date. I would assume new game titles as well that nobody is privy to know about until then, stay tuned take another look at the end of October and dont cry 12 months from now
191 of those demo locations are already available. There were 48 demo locations already in May. For HTC Vive there are more than 100 demo locations, and it's been advertised on Steam.
Marketing is going to increase, but it's not like marketing guys have been twiddling their thumbs up till now, and right now that marketing isn't being very effective.
For those waiting for a "killer app", right now I'd like to submit the following two titles for your ponderation:
Dreadhalls isn't quite Amnesia, but it manages to be both engrossing and deeply unsettling at the same time. Angry Joe gave it a glowing review. More than anything it reminds me of a creepier version of this old classic "The Scarab of Ra". The opening scene has a very 'B-movie' feel, and the ensuing atmosphere is so, so great. If you enjoyed movies like What Lies Beneath or The Ring you will love this experience. It's not without flaws, but I dare you to play it and not get sucked in to its world.
Minecraft is easy to lose so many hours in, even without VR. In VR a whole additional level of immersion is added, and last session I actually binged a bit on this title.
These are only two brief examples, but claiming all VR experiences are more or less "gimmicky demos" just isn't true. Some may feel that way, but there are also full-fledged titles in there as well with more arriving soon.
Lastly, I just thought I would point out that I find the standards by which I judge normal games doesn't apply, at least on a 1:1 correspondence, to VR games. This may look like a cop-out, but I find it's important to mention because I too once looked at many of the current VR offerings and thought 'well, that looks like a... demo'. However, the experience of playing these games is so radically different than anything else I've found, and I've been gaming since age 4 (1984), even just what would be considered a free demo on a normal PC becomes a mesmerizing activity in VR.
If you're on the fence about it... I'd say wait. However, that's only because I believe the market will continue to improve.
I have played Minecraft on the Vive and it trully does "look" amazing. However, it played a bit oddly with the then method of movement which was point and click. I know that it has since been upgraded to a more traditional movement method.
This is one example though of why I am not as sold on VR YET. I say yet because there is still time to get VR off the ground as it should. My problem is that about 90% (my guess) of games being developed or modified for VR are using a type of point and click movement system. My understanding is that this is to minimize the motion sickness that traditional movement MIGHT bring. But my issue is that there are no games or few games either in development or actually out that are going to use a mouse/keyboard to play. At least that is what I am seeing on the Vive. My contention is that the whole moving around a "gaming space" in a room is fine but it is not what people really want. There is some wow factor when you first do it but it is not what I want to have to do all the time. I want the choice to do either one or the other.
I for one play games like Arma 3 and Battlefield and many open world games. In those games, I don't want to be standing in the middle of a room to play. I want to sit at may computer with keyboard and mouse in hand. And while I understand some people are working to bring what is needed to play Arma 3 on Vive and Occulus, they are not there yet. I have heard developers from Dice say they would like to support VR for Battlefield, but they are not there yet. Have not heard anything about other open world games going with a mouse/keyboard movement system. So, unless that happens, I won't be doing VR anytime soon.
random FYI:
Just by 'chance', Oculus Rift demo stations will be put into 500 (that is 500 not 50 or 5...but 500) Best Buy stores the same month that Oculus Connect 3 is happening in which Oculus Touch is going to be likely given a release date. I would assume new game titles as well that nobody is privy to know about until then, stay tuned take another look at the end of October and dont cry 12 months from now
191 of those demo locations are already available. There were 48 demo locations already in May. For HTC Vive there are more than 100 demo locations, and it's been advertised on Steam.
Marketing is going to increase, but it's not like marketing guys have been twiddling their thumbs up till now, and right now that marketing isn't being very effective.
They havent been marketing, frankly, because they dont need to. The last sales spike they could not keep up with demand, so clearly they would not want a new spike in sales. However, my gut tells me that supply chain for all of them is about to be wide and open in October.
I didnt know 191 where already online, that is news to me.
I keep telling people this and the news keeps tell people this as well but I dont think the context is understood despite me explaining it multiple times. what is that? the fact that literally billions of dollars are currently being spent right now setting up studios and creating content. For reasons I do not understand people seem to lack the understanding that said spending does not have a 24 hour effect. it takes time to see all that money investment start to take shape. Case in point, many months ago StarVR said they want to work with Acer to build up some public use VR solutions. Now people are acting as if they are surprised to learn StarVR and Imax are creating VR stations....really?
Please do not respond to me, even if I ask you a question, its rhetorical.
For those waiting for a "killer app", right now I'd like to submit the following two titles for your ponderation:
Dreadhalls isn't quite Amnesia, but it manages to be both engrossing and deeply unsettling at the same time. Angry Joe gave it a glowing review. More than anything it reminds me of a creepier version of this old classic "The Scarab of Ra". The opening scene has a very 'B-movie' feel, and the ensuing atmosphere is so, so great. If you enjoyed movies like What Lies Beneath or The Ring you will love this experience. It's not without flaws, but I dare you to play it and not get sucked in to its world.
Minecraft is easy to lose so many hours in, even without VR. In VR a whole additional level of immersion is added, and last session I actually binged a bit on this title.
These are only two brief examples, but claiming all VR experiences are more or less "gimmicky demos" just isn't true. Some may feel that way, but there are also full-fledged titles in there as well with more arriving soon.
Lastly, I just thought I would point out that I find the standards by which I judge normal games doesn't apply, at least on a 1:1 correspondence, to VR games. This may look like a cop-out, but I find it's important to mention because I too once looked at many of the current VR offerings and thought 'well, that looks like a... demo'. However, the experience of playing these games is so radically different than anything else I've found, and I've been gaming since age 4 (1984), even just what would be considered a free demo on a normal PC becomes a mesmerizing activity in VR.
If you're on the fence about it... I'd say wait. However, that's only because I believe the market will continue to improve.
I have played Minecraft on the Vive and it trully does "look" amazing. However, it played that a bit wierd with the then method of movement which was point and click. I know that it has since been upgraded to a more traditional movement method.
This is one example though of why I am not as sold on VR YET. I say yet because there is still time to get VR off the ground as it should. My problem is that about 90% (my guess) of games being developed or modified for VR are using a type of point and click movement system. My understanding is that this is to minimize the motion sickness that traditional movement MIGHT bring. But my issue is that there are no games or few games either in development or actually out that are going to use a mouse/keyboard to play. At least that is what I am seeing on the Vive. My contention is that the whole moving around a "gaming space" in a room is fine but it is not what people really want. There is some wow factor when you first do it but it is not what I want to have to do all the time. I want the choice to do either one or the other.
I for one play games like Arma 3 and Battlefield and many open world games. In those games, I don't want to be standing in the middle of a room to play. I want to sit at may computer with keyboard and mouse in hand. And while I understand some people are working to bring what is needed to play Arma 3 on Vive and Occulus, they are not there yet. I have heard developers from Dice say they would like to support VR for Battlefield, but they are not there yet. Have not heard anything about other open world games going with a mouse/keyboard movement system. So, unless that happens, I won't be doing VR anytime soon.
Minecraft when I play it uses a controller for everything. Right now thats mostly the extent of what you can do with the Rift, traditional controls or headset movement.
Some other VR games do use blink, or click to move, and those are generally made for systems that don't have other input controls.
I usually use a swivel chair in flight games, etc. that require that I look all around the room or move, and I'd say the BEST thing about phone VR is -- no cords, no cables - even when connected to a PC to play PC VR games (you can stream them directly through wifi). I have bluetooth headphones and controllers, and just about everything works without wires making it a much more freeing system than the Rift or Vive.
As many probably know from previous threads, I view VR headsets as a gimmick so have no plans to get one any time soon. The improvements needed to convince me:
1) New Input Systems
This is, by far, the biggest failing of VR headsets in my opinion. Being completely closed off from the outside world (sight-wise), you can't see your controller. This means no complex controls, typing in chat etc. So, games as they stand now are either awkward to play because you're playing blind, or the games are just too simple for my tastes.
Beyond that, VR headsets simulate your head, but the rest of your body is ignored. So, if someone swings a sword at me in VR, my natural instinct is to duck, but ducking in RL isn't reflected in game. That is a complete break in immersion and a really jarring experience. The result is a worse gaming experience, so I'm not about to spend £1000s for a lesser experience.
2) Better Hardware
Wireless is really key for me. Granted, I doubt they'll make a VR system in my lifetime that isn't a gimmick, but on the off-chance they do then it must be wireless.
Beyond that, completely get rid of nausea, eye soreness / damage and reduce the weight.
3) Killer Game
Gameplay is king, but so far VR adds nothing on the gameplay front. This may be due to lack of innovation from developers but I suspect it is just a limitation of the technology. The only games I've seen / played where VR has actually improved the experience is racing games with a full HOTAS setup.
For those games, your body never has to move in game so the limitation from the tech doesn't matter. Also, the controls aren't an issue either as you have pedals, wheel and throttle for a full tactile experience that doesn't require sight. Finally, the 3D vision and free look actually helps spot apexes and judge when to turn in, so whilst the gameplay itself isn't improved, your ability to play the game marginally improves (though, being stuck in cockpit view could be seen as a hinderance by some, but I feel the depth perception makes up for the loss of chase cam).
However, buying a VR headset, PC capable of running it, then seat and HOTAS setup is bloody expensive and I'm not a hardcore racing fan so would never bother.
I just wanted to highlight a few things from your post:
"This means no complex controls, typing in chat etc."
You most certainly can type while in VR. Using a controller (or your head) to point-and-select characters may not be as efficient as using a QWERTY keyboard, but it can be done; games with chat that use controllers have been doing this for a while.
More importantly, the VR headset I use has a voice-to-text option that is very good at understanding and transcribing natural language. Entering text is as easy as dictating a sentence.
Further, if you aren't satisfied with a gamepad, some companies are working on add-ons to current VR headsets that will read your hand positions in precise detail (i.e. Leap Motion Orion):
However, I can tell you right now just the experience of being in a virtual place is compelling enough to nearly obviate the need for a complex control scheme.
"if someone swings a sword at me in VR, my natural instinct is to duck, but ducking in RL isn't reflected in game."
No, incorrect! Vive and Rift do positional tracking, which means that if you duck in real life, this motion is transferred to the game world. Just watch how Cymatic Bruce moves around while playing Battledome VR:
Rift and Vive have cables, however. The GearVR is wireless, but doesn't have positional tracking.
You have a very conceptualized view of VR which is sometimes correct, but sometimes absolutely wrong. I think your view of the technology may change dramatically if you sat down and used a headset of your own, or at a friend's house, without any outside restriction (a.k.a. at a public demo) for a few hours.
"The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar Authored 139 missions in VendettaOnline and 6 tracks in Distance
random FYI:
Just by 'chance', Oculus Rift demo stations will be put into 500 (that is 500 not 50 or 5...but 500) Best Buy stores the same month that Oculus Connect 3 is happening in which Oculus Touch is going to be likely given a release date. I would assume new game titles as well that nobody is privy to know about until then, stay tuned take another look at the end of October and dont cry 12 months from now
191 of those demo locations are already available. There were 48 demo locations already in May. For HTC Vive there are more than 100 demo locations, and it's been advertised on Steam.
Marketing is going to increase, but it's not like marketing guys have been twiddling their thumbs up till now, and right now that marketing isn't being very effective.
They havent been marketing, frankly, because they dont need to. The last sales spike they could not keep up with demand, so clearly they would not want a new spike in sales. However, my gut tells me that supply chain for all of them is about to be wide and open in October.
I didnt know 191 where already online, that is news to me.
I keep telling people this and the news keeps tell people this as well but I dont think the context is understood despite me explaining it multiple times. what is that? the fact that literally billions of dollars are currently being spent right now setting up studios and creating content. For reasons I do not understand people seem to lack the understanding that said spending does not have a 24 hour effect. it takes time to see all that money investment start to take shape. Case in point, many months ago StarVR said they want to work with Acer to build up some public use VR solutions. Now people are acting as if they are surprised to learn StarVR and Imax are creating VR stations....really?
That is a joke right? They've been marketing these systems more than any other piece of technology for at least 2 years now.
Google Cardboard was marketed from not just google but dozens of online news media. Rifts Demo Kits were on the forefront many times with several articles pushing these systems. The S6 and Note 5 Releases were all about the new VR features available. The latest VR set for the Note 7 is the 3rd, yes the 3rd VR system put out by Samsung.
Step into a best buy or microsoft store since April and they're pushing people to demo and test them. They have commercials now. They've plastered the vive all over Steam. Samsung gave away multiple headsets if people would buy their phone. Analysts have been pushing hard how big it's going to be, constantly, despite the decline.
They've had VR sets in for months, they aren't low on supply, and the supply was only temporarily "gone" from the manufacturers, but available on major resellers like Amazon. It was a manufactured demand similar to how gamestops "sold out" PSVR systems are manufactured.
They've been pushing marketing for a long long time.
As many probably know from previous threads, I view VR headsets as a gimmick so have no plans to get one any time soon. The improvements needed to convince me:
1) New Input Systems
This is, by far, the biggest failing of VR headsets in my opinion. Being completely closed off from the outside world (sight-wise), you can't see your controller. This means no complex controls, typing in chat etc. So, games as they stand now are either awkward to play because you're playing blind, or the games are just too simple for my tastes.
Beyond that, VR headsets simulate your head, but the rest of your body is ignored. So, if someone swings a sword at me in VR, my natural instinct is to duck, but ducking in RL isn't reflected in game. That is a complete break in immersion and a really jarring experience. The result is a worse gaming experience, so I'm not about to spend £1000s for a lesser experience.
2) Better Hardware
Wireless is really key for me. Granted, I doubt they'll make a VR system in my lifetime that isn't a gimmick, but on the off-chance they do then it must be wireless.
Beyond that, completely get rid of nausea, eye soreness / damage and reduce the weight.
3) Killer Game
Gameplay is king, but so far VR adds nothing on the gameplay front. This may be due to lack of innovation from developers but I suspect it is just a limitation of the technology. The only games I've seen / played where VR has actually improved the experience is racing games with a full HOTAS setup.
For those games, your body never has to move in game so the limitation from the tech doesn't matter. Also, the controls aren't an issue either as you have pedals, wheel and throttle for a full tactile experience that doesn't require sight. Finally, the 3D vision and free look actually helps spot apexes and judge when to turn in, so whilst the gameplay itself isn't improved, your ability to play the game marginally improves (though, being stuck in cockpit view could be seen as a hinderance by some, but I feel the depth perception makes up for the loss of chase cam).
However, buying a VR headset, PC capable of running it, then seat and HOTAS setup is bloody expensive and I'm not a hardcore racing fan so would never bother.
I just wanted to highlight a few things from your post:
"This means no complex controls, typing in chat etc."
You most certainly can type while in VR. Using a controller (or your head) to point-and-select characters may not be as efficient as using a QWERTY keyboard, but it can be done; games with chat that use controllers have been doing this for a while.
More importantly, the VR headset I use has a voice-to-text option that is very good at understanding and transcribing natural language. Entering text is as easy as dictating a sentence.
Further, if you aren't satisfied with a gamepad, some companies are working on add-ons to current VR headsets that will read your hand positions in precise detail (i.e. Leap Motion Orion):
However, I can tell you right now just the experience of being in a virtual place is compelling enough to nearly obviate the need for a complex control scheme.
"if someone swings a sword at me in VR, my natural instinct is to duck, but ducking in RL isn't reflected in game."
No, incorrect! Vive and Rift do positional tracking, which means that if you duck in real life, this motion is transferred to the game world. Just watch how Cymatic Bruce moves around while playing Battledome VR:
Rift and Vive have cables, however. The GearVR is wireless, but doesn't have positional tracking.
You have a very conceptualized view of VR which is sometimes correct, but sometimes absolutely wrong. I think your view of the technology may change dramatically if you sat down and used a headset of your own, or at a friend's house, without any outside restriction (a.k.a. at a public demo) for a few hours.
There are several companies that are creating positional tracking and motion controls for gear VR systems.
"Sean (Murray) saying MP will be in the game is not remotely close to evidence that at the point of purchase people thought there was MP in the game." - SEANMCAD
you guys know what kind of computer you need for vr ?? a computer that probably only about 2-3 % of all the players base got in the first place... you need run 4k stable in decent games for run VR stable... if your fps drop in VR you feel like shit....
the VR expensive curently too... that the only reason not more people got it, and curently no real good games out too... everything will change with time, price drop, better pc part for more cheap.... more games...
give it time !!
to be fair the min requirements for PC based VR is the same as the Suggested Requirements for The Division and for Quantum Break. I would expect more AAA games next year to have the same or higher min. requirements all the while cost for same performance is dropping as it always does.
I think the main reason for so sales after early adopters is simply because people havent tried it, advertising has really gotten started.
the division requirement :
Recommended PC System Requirements:
OS: Windows 7, Windows 8.1, Windows 10 (64-bit versions only)
Processor: Intel Core i7-3770, AMD FX-8350, or better.
OS: Windows 7, Windows 8.1, Windows 10 (64-bit versions only)
Processor: Intel Core i5-2400, AMD FX-6100, or better.
Memory: 6 GB RAM
Graphics: NVIDIA GeForce GTX 560 with 2 GB VRAM (current equivalent NVIDIA GeForce GTX 760), AMD Radeon HD 7770 with 2 GB VRAM, or better
DirectX: Version 11
Storage: 40 GB available space
-------------------------------------------------------------------------------------------------------------------------------- you are right about the recommended requirements but many peoples got lower or near the recommended for the division and they can run the games by lowering some setting while for VR the recommended become the minimum and that kinda hight for starting. and people reported in good looking VR games the minimum realy the minimum you feel motion sickness.
here the oculus rift minimum requirement ( need higher probably )
Oculus Rift
Graphics Card: GeForce GTX 970 or AMD Radeon R9 290 or better.
CPU: Intel Core i5 4590 or greater.
RAM: 8GB or more.
Video port: HDMI 1.3.
USB port: 2 USB 3.0 ports.
Windows 7 SP1 or newer.
you easily need a better graphic card if you want play AAA games in VR with good graphic setting and not get motion sick.... also the ram required more like 16GB
so the requirement kinda high still just for enter into the VR
Case in point, many months ago StarVR said they want to work with Acer to build up some public use VR solutions. Now people are acting as if they are surprised to learn StarVR and Imax are creating VR stations....really?
Likely because they are surprised.
This may come as a surprise to you, but most people don't give enough shit to remember something like that.
I use a 2016 GearVR headset with a Samsung S6. There is an overheating problem, but I've found turning on airplane mode while enabling WiFi and Bluetooth and having brightness set to minimum is a good solution; if that isn't enough, I often have a cold gel pack standing by.
Overall I am very satisfied for the quality versus cost. It has truly exceeded my expectations.
"The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar Authored 139 missions in VendettaOnline and 6 tracks in Distance
you guys know what kind of computer you need for vr ?? a computer that probably only about 2-3 % of all the players base got in the first place... you need run 4k stable in decent games for run VR stable... if your fps drop in VR you feel like shit....
the VR expensive curently too... that the only reason not more people got it, and curently no real good games out too... everything will change with time, price drop, better pc part for more cheap.... more games...
give it time !!
to be fair the min requirements for PC based VR is the same as the Suggested Requirements for The Division and for Quantum Break. I would expect more AAA games next year to have the same or higher min. requirements all the while cost for same performance is dropping as it always does.
I think the main reason for so sales after early adopters is simply because people havent tried it, advertising has really gotten started.
the division requirement :
Recommended PC System Requirements:
OS: Windows 7, Windows 8.1, Windows 10 (64-bit versions only)
Processor: Intel Core i7-3770, AMD FX-8350, or better.
OS: Windows 7, Windows 8.1, Windows 10 (64-bit versions only)
Processor: Intel Core i5-2400, AMD FX-6100, or better.
Memory: 6 GB RAM
Graphics: NVIDIA GeForce GTX 560 with 2 GB VRAM (current equivalent NVIDIA GeForce GTX 760), AMD Radeon HD 7770 with 2 GB VRAM, or better
DirectX: Version 11
Storage: 40 GB available space
-------------------------------------------------------------------------------------------------------------------------------- you are right about the recommended requirements but many peoples got lower or near the recommended for the division and they can run the games by lowering some setting while for VR the recommended become the minimum and that kinda hight for starting. and people reported in good looking VR games the minimum realy the minimum you feel motion sickness.
here the oculus rift minimum requirement ( need higher probably )
Oculus Rift
Graphics Card: GeForce GTX 970 or AMD Radeon R9 290 or better.
CPU: Intel Core i5 4590 or greater.
RAM: 8GB or more.
Video port: HDMI 1.3.
USB port: 2 USB 3.0 ports.
Windows 7 SP1 or newer.
you easily need a better graphic card if you want play AAA games in VR with good graphic setting and not get motion sick.... also the ram required more like 16GB
so the requirement kinda high still just for enter into the VR
I have to say:
'yeah but the marketing target of The Divison and Quantum break is for min. specs not suggested specs'
is pretty lame.
more over for the billionith time.
MOORES LAW
Please do not respond to me, even if I ask you a question, its rhetorical.
Case in point, many months ago StarVR said they want to work with Acer to build up some public use VR solutions. Now people are acting as if they are surprised to learn StarVR and Imax are creating VR stations....really?
Likely because they are surprised.
This may come as a surprise to you, but most people don't give enough shit to remember something like that.
yes and given that people seem to have a 10 second memory and zero ability to conceptualize what forks feel like in their eyes before doing it is primarly why I feel 'VR' really hasnt started until people can physically try it out long enough to be able to remember what its like long enough to not forget before they drive home
Please do not respond to me, even if I ask you a question, its rhetorical.
I use a 2016 GearVR headset with a Samsung S6. There is an overheating problem, but I've found turning on airplane mode while enabling WiFi and Bluetooth and having brightness set to minimum is a good solution; if that isn't enough, I often have a cold gel pack standing by.
Overall I am very satisfied for the quality versus cost. It has truly exceeded my expectations.
I find this to be disappointing. I think overheating should be considered a major flaw in samsungs designs and it should be fixed. The Gear 360 camera also overheats as quickly as 5 minutes or as long as 40 minutes when recording on 4K depending on the environment. Nobody fixes is because ALL the 360 degree VR cameras do it, so because it's common place it's not considered a flaw.
But especially with the s6 it should be considered a major flaw... maybe just get it to catch on fire and they'll put together a recall like the note 7. (on a side note I'm not excited about exchanging my note7 as I just got it the way I want it).
I use a 2016 GearVR headset with a Samsung S6. There is an overheating problem, but I've found turning on airplane mode while enabling WiFi and Bluetooth and having brightness set to minimum is a good solution; if that isn't enough, I often have a cold gel pack standing by.
Overall I am very satisfied for the quality versus cost. It has truly exceeded my expectations.
Oddly enough this is probably a good sign that the Sony PSVR will do well, if people are happy enough with the 60 fps you can get with Gear VR, then the Sony version, likely also limited to 60 fps, it begs the question, do you really need 90 fps for VR to be 'good enough' ?
I use a 2016 GearVR headset with a Samsung S6. There is an overheating problem, but I've found turning on airplane mode while enabling WiFi and Bluetooth and having brightness set to minimum is a good solution; if that isn't enough, I often have a cold gel pack standing by.
Overall I am very satisfied for the quality versus cost. It has truly exceeded my expectations.
Oddly enough this is probably a good sign that the Sony PSVR will do well, if people are happy enough with the 60 fps you can get with Gear VR, then the Sony version, likely also limited to 60 fps, it begs the question, do you really need 90 fps for VR to be 'good enough' ?
very good question.
Please do not respond to me, even if I ask you a question, its rhetorical.
Gameplay is king, but so far VR adds nothing on the gameplay front. This may be due to lack of innovation from developers but I suspect it is just a limitation of the technology.
I think that's a "yet".
I had no intention of buying a VR set until I just recently tried the new Doom demo at Pax West.
"I'm in, I'm a convert". But not until games of interest and more importantly games that would benefit from VR, come out.
I strongly suspect the new Resident Evil will be amazing with VR and when they get a full version of doom for VR I will buy all the necessary bits and gadgets.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
I use a 2016 GearVR headset with a Samsung S6. There is an overheating problem, but I've found turning on airplane mode while enabling WiFi and Bluetooth and having brightness set to minimum is a good solution; if that isn't enough, I often have a cold gel pack standing by.
Overall I am very satisfied for the quality versus cost. It has truly exceeded my expectations.
Oddly enough this is probably a good sign that the Sony PSVR will do well, if people are happy enough with the 60 fps you can get with Gear VR, then the Sony version, likely also limited to 60 fps, it begs the question, do you really need 90 fps for VR to be 'good enough' ?
I don't think it's necessary no. I stream games from my PC using Vridge (Rift and Vive quality games) and through the network, it has about a 2 - 5 framerate drop, and I don't often get motion sickness from those games.
I have gotten motion sickness before, but it seems to be more apparent when I'm playing poorly executed games and videos. (mostly the google cardboard stuff or online made-for-vr videos not optimized for gear vr).
I did not have any issues playing Valkyrie on PSVR.
You do realize playstation VR is sold out everywhere and has a waiting list of over a million people? Just because people do not want to buy an overpriced VR headset that you also have to buy an overpriced video card to use does not mean people are not still planning to buy VR. Do not forget AMD has a VR headset coming soon that has a built in GPU and memory.
You do realize playstation VR is sold out everywhere and has a waiting list of over a million people? Just because people do not want to buy an overpriced VR headset that you also have to buy an overpriced video card to use does not mean people are not still planning to buy VR. Do not forget AMD has a VR headset coming soon that has a built in GPU and memory.
pull back a second.
Oculus Rift CV1 sold out, so did Oculus Gear VR so did Oculus DK2 so did Oculus Dk1 So did HTC Vive. lets not get ridiclously obvious on our bias there buddy.
I am curious though where the 1 million waiting list story is coming from would you happen to have I could not find quickly sorry. I have to say the level of fanboism toward Sony is off the charts hysterical at times
Please do not respond to me, even if I ask you a question, its rhetorical.
From what I've read, VR sales are 'ok' and expected to increase. Like most new technologies (or newly refined for the wordsmiths), it takes a bit of time for the price point/adoption rate to increase. Happened from everything from personal computers to 4k tvs.
Comments
1) New Input Systems
This is, by far, the biggest failing of VR headsets in my opinion. Being completely closed off from the outside world (sight-wise), you can't see your controller. This means no complex controls, typing in chat etc. So, games as they stand now are either awkward to play because you're playing blind, or the games are just too simple for my tastes.
Beyond that, VR headsets simulate your head, but the rest of your body is ignored. So, if someone swings a sword at me in VR, my natural instinct is to duck, but ducking in RL isn't reflected in game. That is a complete break in immersion and a really jarring experience. The result is a worse gaming experience, so I'm not about to spend £1000s for a lesser experience.
2) Better Hardware
Wireless is really key for me. Granted, I doubt they'll make a VR system in my lifetime that isn't a gimmick, but on the off-chance they do then it must be wireless.
Beyond that, completely get rid of nausea, eye soreness / damage and reduce the weight.
3) Killer Game
Gameplay is king, but so far VR adds nothing on the gameplay front. This may be due to lack of innovation from developers but I suspect it is just a limitation of the technology. The only games I've seen / played where VR has actually improved the experience is racing games with a full HOTAS setup.
For those games, your body never has to move in game so the limitation from the tech doesn't matter. Also, the controls aren't an issue either as you have pedals, wheel and throttle for a full tactile experience that doesn't require sight. Finally, the 3D vision and free look actually helps spot apexes and judge when to turn in, so whilst the gameplay itself isn't improved, your ability to play the game marginally improves (though, being stuck in cockpit view could be seen as a hinderance by some, but I feel the depth perception makes up for the loss of chase cam).
However, buying a VR headset, PC capable of running it, then seat and HOTAS setup is bloody expensive and I'm not a hardcore racing fan so would never bother.
They did however, keep their 2020 expectations. But you have to consider this in the grander scope of sales. Wearables in their 8 year forecast were supposed to be at an 8 BILLION dollar industry by 2018. and 6 BILLION by 2016. What are they now projected to do in 2016? 2.2 BILLION. AND THAT IS ON THE DECLINE.
When you look at 3D TVs, lets not even get started on their projected growth and how that turned out. It's almost a failed technology.
The point of this is, VR is headed for a similar wake up call from analysts and investors. It's been largely overestimated.
http://www.appliancedesign.com/articles/95129-cta-midyear-forecast-iot-adoption-emerging-tech-driving-technology-industry-to-revenue-growth
http://www.thestreetsweeper.org/undersurveillance/Why_The_Virtual_Reality_Biz_Likely_Won_t_Become_Himax_Technologies___HIMX_Reality
Now... as for expense.. it's still expensive even though I'm using my Gear VR to play PC VR games, it's a work around that isn't ideal. The most cost effective system the PSVR isn't yet on the market (and when it does, I'd say in a week or two you'll find people using it on the PC). It is essentially the headset to get this year if you're planning on getting a headet aside from Gear VR.
But costs are a big problem still. Games are a big problem. One person mentioned how great playing Doom was on VR recently -- but it isn't out yet. Not to mention there are still a lot of issues related to actual VR movement, and gameplay problems.
Also it isn't hard to find people with sets that have had nausea, had neck pain, or don't like to wear it for extended periods of time due to increased pressure on their nose. (It might not seem like a problem, but if after 10 minutes you're sniffling throughout the rest of your gameplay it indeed can become cumbersome).
VR has some merits, I think it's easier than ever for most people to try it with an updated phone and a headset. But no, as for actual sales, I agree with analysts that nobody should expect VR to be much more than a very specific niche that isn't going to cater to the majority anytime soon.
As for their 2020 prediction... it's been rare to see the 2020 prediction of VR to hit it's mark without them including AR in those predictions, and if they do, I anticipate them exceeding expectations. Even without a consumer set on the market currently, AR was set to surpass VR 4 to 1 in sales and saturation.
Marketing is going to increase, but it's not like marketing guys have been twiddling their thumbs up till now, and right now that marketing isn't being very effective.
This is one example though of why I am not as sold on VR YET. I say yet because there is still time to get VR off the ground as it should. My problem is that about 90% (my guess) of games being developed or modified for VR are using a type of point and click movement system. My understanding is that this is to minimize the motion sickness that traditional movement MIGHT bring. But my issue is that there are no games or few games either in development or actually out that are going to use a mouse/keyboard to play. At least that is what I am seeing on the Vive. My contention is that the whole moving around a "gaming space" in a room is fine but it is not what people really want. There is some wow factor when you first do it but it is not what I want to have to do all the time. I want the choice to do either one or the other.
I for one play games like Arma 3 and Battlefield and many open world games. In those games, I don't want to be standing in the middle of a room to play. I want to sit at may computer with keyboard and mouse in hand. And while I understand some people are working to bring what is needed to play Arma 3 on Vive and Occulus, they are not there yet. I have heard developers from Dice say they would like to support VR for Battlefield, but they are not there yet. Have not heard anything about other open world games going with a mouse/keyboard movement system. So, unless that happens, I won't be doing VR anytime soon.
Let's party like it is 1863!
I didnt know 191 where already online, that is news to me.
I keep telling people this and the news keeps tell people this as well but I dont think the context is understood despite me explaining it multiple times.
what is that? the fact that literally billions of dollars are currently being spent right now setting up studios and creating content. For reasons I do not understand people seem to lack the understanding that said spending does not have a 24 hour effect. it takes time to see all that money investment start to take shape.
Case in point, many months ago StarVR said they want to work with Acer to build up some public use VR solutions. Now people are acting as if they are surprised to learn StarVR and Imax are creating VR stations....really?
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
Some other VR games do use blink, or click to move, and those are generally made for systems that don't have other input controls.
I usually use a swivel chair in flight games, etc. that require that I look all around the room or move, and I'd say the BEST thing about phone VR is -- no cords, no cables - even when connected to a PC to play PC VR games (you can stream them directly through wifi). I have bluetooth headphones and controllers, and just about everything works without wires making it a much more freeing system than the Rift or Vive.
"This means no complex controls, typing in chat etc."
You most certainly can type while in VR. Using a controller (or your head) to point-and-select characters may not be as efficient as using a QWERTY keyboard, but it can be done; games with chat that use controllers have been doing this for a while.
More importantly, the VR headset I use has a voice-to-text option that is very good at understanding and transcribing natural language. Entering text is as easy as dictating a sentence.
Further, if you aren't satisfied with a gamepad, some companies are working on add-ons to current VR headsets that will read your hand positions in precise detail (i.e. Leap Motion Orion):
However, I can tell you right now just the experience of being in a virtual place is compelling enough to nearly obviate the need for a complex control scheme.
"if someone swings a sword at me in VR, my natural instinct is to duck, but ducking in RL isn't reflected in game."
No, incorrect! Vive and Rift do positional tracking, which means that if you duck in real life, this motion is transferred to the game world. Just watch how Cymatic Bruce moves around while playing Battledome VR:
Rift and Vive have cables, however. The GearVR is wireless, but doesn't have positional tracking.
You have a very conceptualized view of VR which is sometimes correct, but sometimes absolutely wrong. I think your view of the technology may change dramatically if you sat down and used a headset of your own, or at a friend's house, without any outside restriction (a.k.a. at a public demo) for a few hours.
"The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar
Authored 139 missions in Vendetta Online and 6 tracks in Distance
Google Cardboard was marketed from not just google but dozens of online news media. Rifts Demo Kits were on the forefront many times with several articles pushing these systems. The S6 and Note 5 Releases were all about the new VR features available. The latest VR set for the Note 7 is the 3rd, yes the 3rd VR system put out by Samsung.
Step into a best buy or microsoft store since April and they're pushing people to demo and test them. They have commercials now. They've plastered the vive all over Steam. Samsung gave away multiple headsets if people would buy their phone. Analysts have been pushing hard how big it's going to be, constantly, despite the decline.
They've had VR sets in for months, they aren't low on supply, and the supply was only temporarily "gone" from the manufacturers, but available on major resellers like Amazon. It was a manufactured demand similar to how gamestops "sold out" PSVR systems are manufactured.
They've been pushing marketing for a long long time.
Recommended PC System Requirements:
Minimum PC System Requirements:
- OS: Windows 7, Windows 8.1, Windows 10 (64-bit versions only)
- Processor: Intel Core i5-2400, AMD FX-6100, or better.
- Memory: 6 GB RAM
- Graphics: NVIDIA GeForce GTX 560 with 2 GB VRAM (current equivalent NVIDIA GeForce GTX 760), AMD Radeon HD 7770 with 2 GB VRAM, or better
- DirectX: Version 11
- Storage: 40 GB available space
--------------------------------------------------------------------------------------------------------------------------------you are right about the recommended requirements but many peoples got lower or near the recommended
for the division and they can run the games by lowering some setting while for VR the recommended become the minimum and that kinda hight for starting.
and people reported in good looking VR games the minimum realy the minimum you feel motion sickness.
here the oculus rift minimum requirement ( need higher probably )
- Graphics Card: GeForce GTX 970 or AMD Radeon R9 290 or better.
- CPU: Intel Core i5 4590 or greater.
- RAM: 8GB or more.
- Video port: HDMI 1.3.
- USB port: 2 USB 3.0 ports.
- Windows 7 SP1 or newer.
you easily need a better graphic card if you want play AAA games in VR with good graphic setting and not get motion sick.... also the ram required more like 16GBso the requirement kinda high still just for enter into the VR
This may come as a surprise to you, but most people don't give enough shit to remember something like that.
Overall I am very satisfied for the quality versus cost. It has truly exceeded my expectations.
"The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar
Authored 139 missions in Vendetta Online and 6 tracks in Distance
'yeah but the marketing target of The Divison and Quantum break is for min. specs not suggested specs'
is pretty lame.
more over for the billionith time.
MOORES LAW
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
But especially with the s6 it should be considered a major flaw... maybe just get it to catch on fire and they'll put together a recall like the note 7. (on a side note I'm not excited about exchanging my note7 as I just got it the way I want it).
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
I had no intention of buying a VR set until I just recently tried the new Doom demo at Pax West.
"I'm in, I'm a convert". But not until games of interest and more importantly games that would benefit from VR, come out.
I strongly suspect the new Resident Evil will be amazing with VR and when they get a full version of doom for VR I will buy all the necessary bits and gadgets.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
I have gotten motion sickness before, but it seems to be more apparent when I'm playing poorly executed games and videos. (mostly the google cardboard stuff or online made-for-vr videos not optimized for gear vr).
I did not have any issues playing Valkyrie on PSVR.
I have to say the level of fanboism toward Sony is off the charts hysterical at times
Please do not respond to me, even if I ask you a question, its rhetorical.
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Please do not respond to me, even if I ask you a question, its rhetorical.
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I self identify as a monkey.