Honestly, this picture sums up why the sales of VR this holiday season are going to be low:
It just costs too goddamn much. The primary consumer for these devices are going to be the children of the parents who are buying the presents. Ask the majority of kids if they want one $800 present for Pagan Winter Solstice Holiday, or whether they want 3-4 games and some other assorted stuff, and they'll pick the games nine times out of ten.
When Palmer Luckey (Is that a porn name, or his real name??) first got kickstarted, he said that they would sell these things for around $300-400. However, after they sold out to BookFace, good ole Zuckerberg saw cash register tills ringing out of control and bumped that price up by double. When he did that, a lot of people went from "Sure, that looks like fun!" to "My entire Christmas budget on one thing, or lots of cool things that don't cost a mortgage payment?"
interesting except that the average age of a gamer is 34 and rising
Which changes nothing. An 18 year old wants things, but their parents hold the purse strings. A 34 year old wants things, but has bills to pay. The sales are low, and they're low because of the extortionist pricing. P. E. R. I. O. D.
no what you do not understand is that I am not talking about xbox one controllers.
its pretty much universally understood even by you that the goal post for mega utlra AAA VR content is not with an xbox controller. we are talking about Oculus Touch and HTC Vive controllers and you know it.
Thats not what I'm arguing. I'm arguing interactivity between touch and motion controls in comparison to gamepad or M&K support.
...
is VERY different using contollers like Oculus touch.
case in point, hold out your hand flat, rotate your wrist so that your palm is facing up, now move your elbow in so that your palm is facing your chest but only 2" and at a 45 degree angle, now move your hands above your head.
now translate that movement with a xbox controller.
See that's again where you're misunderstanding... you're thinking of things in terms of actual 1 to 1 mimicry, but thats not how it works virtually.
You can create obtuse frameworks that give roughly the same results. For example, take Skyrim, you can pick up a cup, move it around like you're holding it in front of your face.
Translation via an IR controller or touch controller could easily work similarly, like with the WiiMote. Translation of input is irrespective of output.
For example you can play tennis on a wii by swinging the wiimote, and depending on how you hold that wiimote, and the angle, will determine the kind of hit you do. Now translate that into a control scheme usable by a gamepad. Thumbsticks can generally perform a similar function, so can particular button presses.
no what you do not understand is that I am not talking about xbox one controllers.
its pretty much universally understood even by you that the goal post for mega utlra AAA VR content is not with an xbox controller. we are talking about Oculus Touch and HTC Vive controllers and you know it.
Thats not what I'm arguing. I'm arguing interactivity between touch and motion controls in comparison to gamepad or M&K support.
...
is VERY different using contollers like Oculus touch.
case in point, hold out your hand flat, rotate your wrist so that your palm is facing up, now move your elbow in so that your palm is facing your chest but only 2" and at a 45 degree angle, now move your hands above your head.
now translate that movement with a xbox controller.
See that's again where you're misunderstanding... you're thinking of things in terms of actual 1 to 1 mimicry, but thats not how it works virtually.
You can create obtuse frameworks that give roughly the same results. For example, take Skyrim, you can pick up a cup, move it around like you're holding it in front of your face.
Translation via an IR controller or touch controller could easily work similarly, like with the WiiMote. Translation of input is irrespective of output.
For example you can play tennis on a wii by swinging the wiimote, and depending on how you hold that wiimote, and the angle, will determine the kind of hit you do. Now translate that into a control scheme usable by a gamepad. Thumbsticks can generally perform a similar function, so can particular button presses.
your position is this:
translation of VR movement controls are easily translated to an xbox controller.
I am telling you that for high end VR uses it is not. how you translate the example I gave you in an stereoscopic enviroment is not related to does the same stereoscopic translation work in an xbox controller as it would using an Oculus touch to pick up something and turn in 360 degrees.
and YOU KNOW IT
more over even if it did, if you do not have the API for the Oculus Touch controllers other than having faith in god how do you know the translation will be seemless once you do get the API?
Please do not respond to me, even if I ask you a question, its rhetorical.
no what you do not understand is that I am not talking about xbox one controllers.
its pretty much universally understood even by you that the goal post for mega utlra AAA VR content is not with an xbox controller. we are talking about Oculus Touch and HTC Vive controllers and you know it.
Thats not what I'm arguing. I'm arguing interactivity between touch and motion controls in comparison to gamepad or M&K support.
...
is VERY different using contollers like Oculus touch.
case in point, hold out your hand flat, rotate your wrist so that your palm is facing up, now move your elbow in so that your palm is facing your chest but only 2" and at a 45 degree angle, now move your hands above your head.
now translate that movement with a xbox controller.
See that's again where you're misunderstanding... you're thinking of things in terms of actual 1 to 1 mimicry, but thats not how it works virtually.
You can create obtuse frameworks that give roughly the same results. For example, take Skyrim, you can pick up a cup, move it around like you're holding it in front of your face.
Translation via an IR controller or touch controller could easily work similarly, like with the WiiMote. Translation of input is irrespective of output.
For example you can play tennis on a wii by swinging the wiimote, and depending on how you hold that wiimote, and the angle, will determine the kind of hit you do. Now translate that into a control scheme usable by a gamepad. Thumbsticks can generally perform a similar function, so can particular button presses.
your position is this:
translation of VR movement controls are easily translated to an xbox controller.
I am telling you that for high end VR uses it is not. how you translate the example I gave you in an stereoscopic enviroment is not related to does the same stereoscopic translation work in an xbox controller as it would using an Oculus touch to pick up something and turn in 360 degrees.
and YOU KNOW IT
okay we can compromise here..
Lets take your favorite game ever... ELITE DANGEROUS...
If they don't have touch control support for the Rift when the touch controls come out soon, then we'll know that you're right, if they do have touch controls then I'm right.
Since you can play Elite Dangrous with an XB1 controller, touch control support won't work, right? RIGHT?
Elite dangerous has been on the market foooorrr... oh.. hmmm.. Early 2015 at least....
I remember arguing at length on these very forums that VR wasn't going to be grand revolution they emphatically stated it was. Ah ... being right has never tasted so sour.
no what you do not understand is that I am not talking about xbox one controllers.
its pretty much universally understood even by you that the goal post for mega utlra AAA VR content is not with an xbox controller. we are talking about Oculus Touch and HTC Vive controllers and you know it.
Thats not what I'm arguing. I'm arguing interactivity between touch and motion controls in comparison to gamepad or M&K support.
...
is VERY different using contollers like Oculus touch.
case in point, hold out your hand flat, rotate your wrist so that your palm is facing up, now move your elbow in so that your palm is facing your chest but only 2" and at a 45 degree angle, now move your hands above your head.
now translate that movement with a xbox controller.
See that's again where you're misunderstanding... you're thinking of things in terms of actual 1 to 1 mimicry, but thats not how it works virtually.
You can create obtuse frameworks that give roughly the same results. For example, take Skyrim, you can pick up a cup, move it around like you're holding it in front of your face.
Translation via an IR controller or touch controller could easily work similarly, like with the WiiMote. Translation of input is irrespective of output.
For example you can play tennis on a wii by swinging the wiimote, and depending on how you hold that wiimote, and the angle, will determine the kind of hit you do. Now translate that into a control scheme usable by a gamepad. Thumbsticks can generally perform a similar function, so can particular button presses.
your position is this:
translation of VR movement controls are easily translated to an xbox controller.
I am telling you that for high end VR uses it is not. how you translate the example I gave you in an stereoscopic enviroment is not related to does the same stereoscopic translation work in an xbox controller as it would using an Oculus touch to pick up something and turn in 360 degrees.
and YOU KNOW IT
okay we can compromise here..
Lets take your favorite game ever... ELITE DANGEROUS...
If they don't have touch control support for the Rift when the touch controls come out soon, then we'll know that you're right, if they do have touch controls then I'm right.
Since you can play Elite Dangrous with an XB1 controller, touch control support won't work, right? RIGHT?
Elite dangerous has been on the market foooorrr... oh.. hmmm.. Early 2015 at least....
so then there isnt a problem with new content. right?
here is the proposition you and others are making -There isnt enough high end content
now here is what you are saying now -what about Elite Dangerous
I might suggest to you to think about what your saying....
now..would it be helpful if I took out some time and did some research for you to find all the titles that are known to be in current development and when they started? because this conversation is stupid.
Please do not respond to me, even if I ask you a question, its rhetorical.
Lets take your favorite game ever... ELITE DANGEROUS...
If they don't have touch control support for the Rift when the touch controls come out soon, then we'll know that you're right, if they do have touch controls then I'm right.
Since you can play Elite Dangrous with an XB1 controller, touch control support won't work, right? RIGHT?
Elite dangerous has been on the market foooorrr... oh.. hmmm.. Early 2015 at least....
so then there isnt a problem with new content. right?
here is the proposition you and others are making -There isnt enough high end content
now here is what you are saying now -what about Elite Dangerous
I might suggest to you to think about what your saying....
now..would it be helpful if I took out some time and did some research for you to find all the titles that are known to be in current development and when they started? because this conversation is stupid.
Now you're obfuscating. Elite dangerous release in 2015 before there was any mention of touch controls - but it does have xbox control support, according to you, they'd have to rewrite the whole game... thats what you said WORD FOR WORD.
Thats what you said SEAN. I'm giving you an out by stating if they HAVE Rift touch control support when they release then you are wrong. You realize you're wrong right?
And just for the record, I have a feeling you're going to be sad, because Elite Dangerous does use the Vive touch controllers just fine.....
Lets take your favorite game ever... ELITE DANGEROUS...
If they don't have touch control support for the Rift when the touch controls come out soon, then we'll know that you're right, if they do have touch controls then I'm right.
Since you can play Elite Dangrous with an XB1 controller, touch control support won't work, right? RIGHT?
Elite dangerous has been on the market foooorrr... oh.. hmmm.. Early 2015 at least....
so then there isnt a problem with new content. right?
here is the proposition you and others are making -There isnt enough high end content
now here is what you are saying now -what about Elite Dangerous
I might suggest to you to think about what your saying....
now..would it be helpful if I took out some time and did some research for you to find all the titles that are known to be in current development and when they started? because this conversation is stupid.
Now you're obfuscating. Elite dangerous release in 2015 before there was any mention of touch controls - but it does have xbox control support, according to you, they'd have to rewrite the whole game... thats what you said WORD FOR WORD.
Thats what you said SEAN. I'm giving you an out by stating if they HAVE Rift touch control support when they release then you are wrong. You realize you're wrong right?
And just for the record, I have a feeling you're going to be sad, because Elite Dangerous does use the Vive touch controllers just fine.....
here is my homework assignment for you.
Go find out how many games specifically designed for the Wii controller existed on the year the console was released. then look at how many games where specifically designed for those controllers 2 years after its released.
Do the same exercise for the original Xbox.
------------------------------------------- When SharePoint first came out no large enterprise was using it, now its nearly everywhere. I wonder why. actually no, I know why. ------------------------------------------- What is being suggested to me is that the existing content (which would include Elite Dangerous) is not good enough. so what is the detailed question put to me? where is the content that is better than elite dangerous or where is the content that is like elite dangerous? I am not sure which I am being asked.
------------------------------------------- there is something called 'early adpoters' that means when a product is out some developers take the risk and start developing against APIs that are known to be unstable. Most developers do not. In the area of Sharepoint and Siliverlight I LITERALLY did exactly that. i started developing on those platforms early, we knew it was a risk, the company I worked for didnt have assignements for that but were willing to take the risk to get ahead of the curve. As it turns out for Silverlight it didnt work out for them. So expecting 100% of all companies including Froniter to not be earlier adopters becuase of the forumla I have illustrated is being idotic. In short, Froniter is an early adpoter when it comes to VR
Please do not respond to me, even if I ask you a question, its rhetorical.
In an era in which I personally have seen my collection of LP records turn from one media form to another to eventually being on a thumbnail drive in my pocket while driving by an empty blockbuster video store all in less than my lifetime I have to say this whole fear of a lack of homogenization is WAY overblown.
Please do not respond to me, even if I ask you a question, its rhetorical.
I did not say too soon,i said we would need to wait at least another 10+ years.
What i don't like is a statement about "lack of big name titles".Does that mean the peripheral could still be sort of meaningless in games but sales would rocket skywards just because a big name title added it in?
Yes i know beating a dead horse but we NEED to continue to look at the industry leader to determine what will happen going forward.A game like Wow "Blizzard"the GIANT,has yet to add housing to it's most popular million dollar game.This little tidbit means the developer with the most resources/income will NOT put forth it's best effort>>>WITHOUT including VR.So how could anyone with any common sense figure if Blizzard "as an example" because they are the biggest would put forth much of an effort with VR?
Answer is obvious,they would not,so why would we believe other less fortunate developers are going to afford more cost and time to add anything meaningful with VR?They will not,instead we will get mickey mouse applications,basically might as well not even have VR capability the effort will be so poor.
When we start seeing developers put forth their best effort into game designs,then we MIGHT consider or ASSUME they will add in peripherals such as VR and do a good job with it.As of now developers are not giving us any hope for quality implementation.Too many gamer's are buying into marketing hype ,they need to stop with frantic wasteful spending and THINK before purchasing.
Never forget 3 mile Island and never trust a government official or company spokesman.
Even if this article came out and said sales were rocketing upwards,i still wouldn't care about VR because i know the implementation would be second rate at best.This reminds me way back with Nintendo and the guns and gloves,most just laughed it off but some actually thought it meant big things to come.it also reminds me of the cell phone industry right now,just keep whipping out new ones every few months and people will buy them no matter what,even if they don't need a new one.
"IT'S NEW" i need to have it...NOW....sigh.
Never forget 3 mile Island and never trust a government official or company spokesman.
I did not say too soon,i said we would need to wait at least another 10+ years.
What i don't like is a statement about "lack of big name titles".Does that mean the peripheral could still be sort of meaningless in games but sales would rocket skywards just because a big name title added it in?
Yes i know beating a dead horse but we NEED to continue to look at the industry leader to determine what will happen going forward.A game like Wow "Blizzard"the GIANT,has yet to add housing to it's most popular million dollar game.This little tidbit means the developer with the most resources/income will NOT put forth it's best effort>>>WITHOUT including VR.So how could anyone with any common sense figure if Blizzard "as an example" because they are the biggest would put forth much of an effort with VR?
Answer is obvious,they would not,so why would we believe other less fortunate developers are going to afford more cost and time to add anything meaningful with VR?They will not,instead we will get mickey mouse applications,basically might as well not even have VR capability the effort will be so poor.
When we start seeing developers put forth their best effort into game designs,then we MIGHT consider or ASSUME they will add in peripherals such as VR and do a good job with it.As of now developers are not giving us any hope for quality implementation.Too many gamer's are buying into marketing hype ,they need to stop with frantic wasteful spending and THINK before purchasing.
1. 10 years in technology is longer than the technology itself lasts, I think CDs only lasted about 10 years and they were a huge hit. 10 years aint going to work it will die if it takes 10 years.
2. I personally am not the one saying we need top uber AAA titles. Other people are. I am saying however that such titles are coming. For me personally there is a very specific type of content that I am waiting on. name games more like minecraft. Once building/stradegy games start coming around then i will be using it alot. am i most people? I doubt it so its not a metric worth watching for this converdsation other than my personal desires.
Please do not respond to me, even if I ask you a question, its rhetorical.
Lets take your favorite game ever... ELITE DANGEROUS...
If they don't have touch control support for the Rift when the touch controls come out soon, then we'll know that you're right, if they do have touch controls then I'm right.
Since you can play Elite Dangrous with an XB1 controller, touch control support won't work, right? RIGHT?
Elite dangerous has been on the market foooorrr... oh.. hmmm.. Early 2015 at least....
so then there isnt a problem with new content. right?
here is the proposition you and others are making -There isnt enough high end content
now here is what you are saying now -what about Elite Dangerous
I might suggest to you to think about what your saying....
now..would it be helpful if I took out some time and did some research for you to find all the titles that are known to be in current development and when they started? because this conversation is stupid.
Now you're obfuscating. Elite dangerous release in 2015 before there was any mention of touch controls - but it does have xbox control support, according to you, they'd have to rewrite the whole game... thats what you said WORD FOR WORD.
Thats what you said SEAN. I'm giving you an out by stating if they HAVE Rift touch control support when they release then you are wrong. You realize you're wrong right?
And just for the record, I have a feeling you're going to be sad, because Elite Dangerous does use the Vive touch controllers just fine.....
here is my homework assignment for you.
Go find out how many games specifically designed for the Wii controller existed on the year the console was released. then look at how many games where specifically designed for those controllers 2 years after its released.
Do the same exercise for the original Xbox.
------------------------------------------- When SharePoint first came out no large enterprise was using it, now its nearly everywhere. I wonder why. actually no, I know why. ------------------------------------------- What is being suggested to me is that the existing content (which would include Elite Dangerous) is not good enough. so what is the detailed question put to me? where is the content that is better than elite dangerous or where is the content that is like elite dangerous? I am not sure which I am being asked.
------------------------------------------- there is something called 'early adpoters' that means when a product is out some developers take the risk and start developing against APIs that are known to be unstable. Most developers do not. In the area of Sharepoint and Siliverlight I LITERALLY did exactly that. i started developing on those platforms early, we knew it was a risk, the company I worked for didnt have assignements for that but were willing to take the risk to get ahead of the curve. As it turns out for Silverlight it didnt work out for them. So expecting 100% of all companies including Froniter to not be earlier adopters becuase of the forumla I have illustrated is being idotic. In short, Froniter is an early adpoter when it comes to VR
Do your own homework.
And Elite Dangerous isn't good enough. I'm glad you see that too.
Aside from that though it's quite easy to see that you're changing your argument because you're full of it.
You said it couldn't be done. I easily and quite quickly proved you wrong WITH YOUR FAVORITE GAME LOL
VR really isn't anywhere nearly a mature market yet. We don't have low cost enough computers to run a proper VR experience and things like console VR are heavily going to be limited by processing power unless they add outside units to handle the processing for it... Ultimately people banking on VR just because of developments made in the area in recent years has been better than it was previously are sorely going to be disappointed. At the current market assuming costs can come down enough you'd be looking at around 2020 (give or take 1 -2 years) as being a viable spot for VR to be a bit more of a norm and PCs being able to handle the current tech well enough.
Any company banking on being profitable before that happens as well as having manufacturing costs come down enough on the hardware itself is really just living in a pipe dream of unrealistic expectations
gervaise1 said:
Phaserlight said:
. It's also worth it to note that these are end-of-year projections:
“SuperData’s approach to the market for consumer-centered virtual reality includes retail checks, executive interviews with decision-makers from all of relevant firms in the marketplace, pricing data, our survey-based consumer tracking panel, and digital content purchases collected from our data providers. We combine both proprietary and public data sources to arrive at an objective reading of the market, including financial information obtained through our client network. Analysts are expressly forbidden to buy, sell, hedge or otherwise deal in the securities of any of the following public companies whose primary revenues come from the creation, selling, or distribution of video games.”
And here is one they did earlier this year (there are others):
that begins: Superdata has lowered its expectations for virtual reality revenues in 2016 for the second time in as many months.
Note: this doesn't (necessarily) mean that the demand for VR has changed simply that Superdata hasn't been getting it "right". Which begs the question: "How right is this projection?"
As noted companies will have their own assessment of the market. And their own targets. And stretched targets as well. They could be having a fine 2016.
What is certain is that if you are a company that claims to be ever so good at predicting market trends then you are having a crap year. Again.
Sadly we have yet another you get forum headline that misses the real story. The one that begins: EXTRA, EXTRA Superdata say that Superdata got it wrong. Again.
Which is why it is pointless using Superdata numbers to support any point of view - one way or the other. Expect another "prediction" around Christmas. Will it be reduction number 6 is it? for 2016 or will they raise their forecast? Either way it doesn't matter.
I don't have the least bit of interest in it. I don't have any friends who are either. Maybe another 5 yrs down the road it will be doing better, but right now it's nothing more than a expensive toy with more con's than pro's.
I'm not an IT Specialist, Game Developer, or Clairvoyant in real life, but like others on here, I play one on the internet.
Maybe it had more to do with the fact that there was absolutely no sales on the device for black Friday. I mean, even the Ps4 pro had discounts or games included. Whether new or not, people want a "deal" for black Friday/cyber Monday. Had they offered even $50 off they would have sold more units.
I was looking for a price reduction by this time. They have already milked their early adopters for the high price. The price has to come down to near the original promises for more people to be willing to take the plunge.
There was no discount sales here in the UK because there was none to sell. The only way of getting one before Christmas over here is to pay £500 - £600 from re-sellers.
Or more than that even and its just not worth it. As many have said reports of headaches, dizziness (wouldnt even be surprised for epileptic fits), and how would glass's users incorporate its use... they carnt without discomfort.
Price just does not warrant it and it will fail. Just like 3D, it will come out, a few will buy it and then it will linger around as it slowly dies off, just like a bad smell does.
I would of tried it, but my computer already cost 900 dollars, and I would have to dump another 600 into it for a 1080, and then 600 for the set, yep im good. Considering the specs say it needs the game to run at 70 fps at 2k resolutions. So yeah when a 900 dollar computer cant handle that, I don't see many people having one.
Comments
You can create obtuse frameworks that give roughly the same results. For example, take Skyrim, you can pick up a cup, move it around like you're holding it in front of your face.
Translation via an IR controller or touch controller could easily work similarly, like with the WiiMote. Translation of input is irrespective of output.
For example you can play tennis on a wii by swinging the wiimote, and depending on how you hold that wiimote, and the angle, will determine the kind of hit you do. Now translate that into a control scheme usable by a gamepad. Thumbsticks can generally perform a similar function, so can particular button presses.
translation of VR movement controls are easily translated to an xbox controller.
I am telling you that for high end VR uses it is not. how you translate the example I gave you in an stereoscopic enviroment is not related to does the same stereoscopic translation work in an xbox controller as it would using an Oculus touch to pick up something and turn in 360 degrees.
and YOU KNOW IT
more over even if it did, if you do not have the API for the Oculus Touch controllers other than having faith in god how do you know the translation will be seemless once you do get the API?
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
Lets take your favorite game ever... ELITE DANGEROUS...
If they don't have touch control support for the Rift when the touch controls come out soon, then we'll know that you're right, if they do have touch controls then I'm right.
Since you can play Elite Dangrous with an XB1 controller, touch control support won't work, right? RIGHT?
Elite dangerous has been on the market foooorrr... oh.. hmmm.. Early 2015 at least....
right?
here is the proposition you and others are making
-There isnt enough high end content
now here is what you are saying now
-what about Elite Dangerous
I might suggest to you to think about what your saying....
now..would it be helpful if I took out some time and did some research for you to find all the titles that are known to be in current development and when they started? because this conversation is stupid.
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
Thats what you said SEAN. I'm giving you an out by stating if they HAVE Rift touch control support when they release then you are wrong. You realize you're wrong right?
And just for the record, I have a feeling you're going to be sad, because Elite Dangerous does use the Vive touch controllers just fine.....
Go find out how many games specifically designed for the Wii controller existed on the year the console was released. then look at how many games where specifically designed for those controllers 2 years after its released.
Do the same exercise for the original Xbox.
-------------------------------------------
When SharePoint first came out no large enterprise was using it, now its nearly everywhere. I wonder why. actually no, I know why.
-------------------------------------------
What is being suggested to me is that the existing content (which would include Elite Dangerous) is not good enough. so what is the detailed question put to me? where is the content that is better than elite dangerous or where is the content that is like elite dangerous? I am not sure which I am being asked.
-------------------------------------------
there is something called 'early adpoters' that means when a product is out some developers take the risk and start developing against APIs that are known to be unstable. Most developers do not. In the area of Sharepoint and Siliverlight I LITERALLY did exactly that. i started developing on those platforms early, we knew it was a risk, the company I worked for didnt have assignements for that but were willing to take the risk to get ahead of the curve. As it turns out for Silverlight it didnt work out for them. So expecting 100% of all companies including Froniter to not be earlier adopters becuase of the forumla I have illustrated is being idotic. In short, Froniter is an early adpoter when it comes to VR
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
What i don't like is a statement about "lack of big name titles".Does that mean the peripheral could still be sort of meaningless in games but sales would rocket skywards just because a big name title added it in?
Yes i know beating a dead horse but we NEED to continue to look at the industry leader to determine what will happen going forward.A game like Wow "Blizzard"the GIANT,has yet to add housing to it's most popular million dollar game.This little tidbit means the developer with the most resources/income will NOT put forth it's best effort>>>WITHOUT including VR.So how could anyone with any common sense figure if Blizzard "as an example" because they are the biggest would put forth much of an effort with VR?
Answer is obvious,they would not,so why would we believe other less fortunate developers are going to afford more cost and time to add anything meaningful with VR?They will not,instead we will get mickey mouse applications,basically might as well not even have VR capability the effort will be so poor.
When we start seeing developers put forth their best effort into game designs,then we MIGHT consider or ASSUME they will add in peripherals such as VR and do a good job with it.As of now developers are not giving us any hope for quality implementation.Too many gamer's are buying into marketing hype ,they need to stop with frantic wasteful spending and THINK before purchasing.
Never forget 3 mile Island and never trust a government official or company spokesman.
"IT'S NEW" i need to have it...NOW....sigh.
Never forget 3 mile Island and never trust a government official or company spokesman.
2. I personally am not the one saying we need top uber AAA titles. Other people are. I am saying however that such titles are coming. For me personally there is a very specific type of content that I am waiting on. name games more like minecraft. Once building/stradegy games start coming around then i will be using it alot. am i most people? I doubt it so its not a metric worth watching for this converdsation other than my personal desires.
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
And Elite Dangerous isn't good enough. I'm glad you see that too.
Aside from that though it's quite easy to see that you're changing your argument because you're full of it.
You said it couldn't be done. I easily and quite quickly proved you wrong WITH YOUR FAVORITE GAME LOL
Any company banking on being profitable before that happens as well as having manufacturing costs come down enough on the hardware itself is really just living in a pipe dream of unrealistic expectations
http://forums.mmorpg.com/discussion/458219/vr-sales-analysis#latest
gervaise1 said:
Phaserlight said:
. It's also worth it to note that these are end-of-year projections:
“SuperData’s approach to the market for consumer-centered virtual reality includes retail checks, executive interviews with decision-makers from all of relevant firms in the marketplace, pricing data, our survey-based consumer tracking panel, and digital content purchases collected from our data providers. We combine both proprietary and public data sources to arrive at an objective reading of the market, including financial information obtained through our client network. Analysts are expressly forbidden to buy, sell, hedge or otherwise deal in the securities of any of the following public companies whose primary revenues come from the creation, selling, or distribution of video games.”
And here is one they did earlier this year (there are others):
http://www.gamesindustry.biz/articles/2016-04-20-superdata-downgrades-vr-forecast-again
that begins: Superdata has lowered its expectations for virtual reality revenues in 2016 for the second time in as many months.
Note: this doesn't (necessarily) mean that the demand for VR has changed simply that Superdata hasn't been getting it "right". Which begs the question: "How right is this projection?"
As noted companies will have their own assessment of the market. And their own targets. And stretched targets as well. They could be having a fine 2016.
What is certain is that if you are a company that claims to be ever so good at predicting market trends then you are having a crap year. Again.
Sadly we have yet another you get forum headline that misses the real story. The one that begins: EXTRA, EXTRA Superdata say that Superdata got it wrong. Again.
Which is why it is pointless using Superdata numbers to support any point of view - one way or the other. Expect another "prediction" around Christmas. Will it be reduction number 6 is it? for 2016 or will they raise their forecast? Either way it doesn't matter.
I'm not an IT Specialist, Game Developer, or Clairvoyant in real life, but like others on here, I play one on the internet.
As many have said reports of headaches, dizziness (wouldnt even be surprised for epileptic fits), and how would glass's users incorporate its use... they carnt without discomfort.
Price just does not warrant it and it will fail. Just like 3D, it will come out, a few will buy it and then it will linger around as it slowly dies off, just like a bad smell does.
Impractical gimmick probably describes VR best.