This is the FIRST consumer release! This is the Palm Pilot 1 of VR.
Yes most of the content right now is mediocre but there are some mindblowing experiences too.
For instance Elite Dangerous + DK2 + Motion Sim.
It literally feels like you are piloting a craft in outer space.
Here's a demo - https://www.youtube.com/watch?v=pqr8ee7GORY
I have a similar rig and I literally have to fight off the skeptics / marginally interested after they try it.
The "strap on a clumsy" headset part is going to go away quickly. Every sensor in there is being miniaturized by the day. Magic Leap (and others) are using tricks to project imagery directly onto your retina. The form factor will wind up wireless, probably look similar to google glass.
Oculus + 3D audio + input + eventual tactical is going to completely blur the lines of reality in ways we can't yet imagine - gaming, training, social interaction, SEX, therapy, etc, etc - it's all going to be different in 10 years because of VR.
I believe that being a student of VR at this point, which I believe will be the top mechanism to consume content in the future, is akin to being an early iphone dev.
Plus gave me a good excuse to order the CV1 :)
The actual experience is great despite enormous product flaws. I'm thrilled there's so many options coming down the pipe, as that will make the
I was backer 513 for the oculus kickstarter and am beyond pumped for my free cv1.
Actually, there were multiple VR technologies released in the 90s and 2000s. This isn't like being on the groundfloor of some new concept, its like a revival of something old. I wish Oculus all the luck in the world, but this technology has failed in the market many times. Yes, maybe more FPS and higher resolutions is what was needed, but I guess we'll see. Some 90's products:
http://www.cheatsheet.com/technology/a-trip-down-virtual-rea...
Its funny how there's this "everything old is new again and we all suddenly have amnesia" attitude with VR advocates. They talk about the headsets which are pricey and annoying to use(and no one has solved the motion sickness problem perfectly yet). They talk about the metaverse, yet we've had Second Life for a decade and it didn't revolutionize anything and is largely an online joke.
Whether people think the social and economic cost of strapping a tissue size box to your face is worth it, is worthy of being skeptical about. 3D TV's came at a zero premium over regular TV's not too long ago, and no one wanted to wear those dorky glasses. Many people I know, myself included, avoid the 3D showings at theaters because of how gimmicky it is and how those glasses wash out the colors (not a concern with the Rift).
>It literally feels like you are piloting a craft in outer space.
You have no idea what its like to be in outer space. You're getting this manufactured and fake experience by game devs who also don't know what its like to be in outer space. That's what really bugs me about this platform, how incredibly fake everything is, yet somehow the marketing is all about it being 'real.' I would love a hardnosed simulator with all the tactile feedback and such involved, instead we're just getting Unity3D shovelware with basic 3D tropes like moving starfields and everyone suddenly thinks this is amazing. Its not. Its just a lot of hype from gamers obsessed with fake experiences and general gamer fanboyism, which is almost always unadulterated hype. Remember the Kinect and all the hype behind it? Its now a dead peripheral:
http://www.techradar.com/us/news/gaming/consoles/5-ways-xbox...
Hell, even the crowd friendly Wii motion controls have been put on the "gimmick" shelf after a, maybe, 2 or 3 year period where everyone was raving it was the future of gaming.
>t's all going to be different in 10 years because of VR.
According to HN/Reddit/Slashdot we'd have jetpacks, space hotels, 500 year lifespans, cancer cures, and robot servants by now. I'd be very careful with the old "just wait 10 years guys, then you'll see my questionable premise was actually right" trope. Ironically, its an antique.
A better comparison might be the first iPhone. There were smartphones before the iPhone, but the iPhone is the one we think of today as being the first REAL smartphone.
Gee, maybe we should stop pretending we can all spot the next iphone from this far out?
Now, if we were talking about neural interfaces, that would be a more interesting discussion.
But I fundamentally disaggree that it's less interesting. I'm going to assume you're just jaded by the awesome we're constantly surrounded by instead of just taking the easy, boring interpretation. Even 2D animation is advancing where you wouldn't expect (I found the technical work giving the artists better control on The Paperman surprising [0]). New rendering philosophies, networking algorithms, AI/bots, social integration, all of this leads to a refinement that's well worth the effort.
It took a long, long time to get from oscilloscopes [1] to the Occulus, and hopefully in a couple generations we'll have even cooler stuff. Expect to see demos and then have to wait a while for the hard, brutal engineering work to make it actually usable [2].
For the Occulus, the real win is getting the feedback loop between a just-good-enough-monitor and the accelerometer down to few enough milliseconds the brain can kinda fall for it. Like a cartoon, but for motion feedback. Expect other companies to say "I can do better" and let the races begin. The Occulus is a big deal, and better stuff is just a little bit away.
Don't be jaded! Real cool stuff is in the pipe!
[0] https://www.youtube.com/watch?v=TZJLtujW6FY [1] https://en.wikipedia.org/wiki/Tennis_for_Two [2] http://dougengelbart.org/events/1968-demo-highlights.html
Carmack and Newell are going back to producing quality games. Those two have been in semi-retirement for years now, and VR is the thing that finally got them excited to make things again. Those two have been dreaming about VR gaming since the day multiplayer was added to Doom.
Also, the trolls still haven't figured out how to downvote here. Don't tip them off.
Case in point - Google Glass. I think Glass could have found viability in specific uses, but they marketed as "people are going to wear this everywhere!" and the resulting backlash completely destroyed the concept in the mind of the consumer.
Not everything has to be an overnight success, or requires every person on the planet using it to be successful. HDTV took years and years to gain traction, during which time the technology improved and became cheaper by leaps and bounds.
I think the current Oculus marketing message - "we know it's expensive; the technology is still improving; we don't really know exactly what the killer apps and best uses cases are for VR yet; this is targeted at hobbyists and people who want to push the envelope and set the stage for the next phase of VR" - is right on. They should stick with that and make sure they don't drift into "VR will revolutionize your life and your social network" territory. Let the early adopters figure out what to do with it.
The same will unfold with VR over coming years. Affordable options with great content and applications can make this a common place gadget.
I currently live in a living room, disturbance and lack of privacy are the biggest annoyances. Something like this looks like an ideal way to create a wall of privacy regardless of who is around. The use cases for such a device are uncountable.
You're looking at the Palm Pilot of VR. VR, and mixed reality, is going to get more compelling.
3D TV was very similar in that it worked great for one person, but once you got more than that, you had to make sure everyone had their own pair of glasses, everyone was sitting at an appropriate angle, etc. You couldn't just walk in and out and have a casual social TV experience, because for people without the glasses or sitting at the wrong angle, the image is blurry and unwatchable.
I think there is a market for VR, but I don't think it's the mass market. That doesn't mean VR won't eventually get there, but it's not there now.
People need to believe in the medium and pioneer content in spite of lack of interest, in hope to generate that interest, or it will remain an unsolved chicken-and-egg problem.
I believe Newell and Carmack do want to make high quality "games" in the sense of interactive experiences, and they see VR as an opportunity for that. What's required is patience and dedicated resources, fuelled by early adopters/aspirers.
Maybe it's one of those technologies that needs a breakthrough moment, or to reach critical mass to where mainstream adoption starts occurring. Because right now it feels very "really? We're trying to make this happen again?" to me.
The best, is piloting a machine - car, plane, etc. You're in a seat, like your real body is.
You're waiting for the: experiencing a X-Wing in motion while in a dog fight destroying TIE fighters over Jakku, R2-D2 beeping in your ears demo.
If you get the chance try Eve Valkyrie on a DK2. It is one of the closest, currently existing, demos to the one I described above.
Gaming will be about as important to mixed reality as gaming is to all of computing today.
It's shaping up to be one of the most revolutionary technologies of our generation.
Also, is it good to have your eyes focusing on something that close to your face for a long period of time?
(not a doctor)
The converse thought about the differences between viewing a VR screen vs a 2D monitor.
VR Screens you have the capability of your eyes needing to adjust to different depths. That is, the muscles that dictate the position of your eyes will need to be recalibrated slightly when you start viewing entities at different depths.
With 2D monitors you're approximately at the same text tracking rate.
There's ergonomic software that will periodically instruct you to look away from your computer screen to focus on points in the distance for the health of your eyes.
That remains to be seen when VR headsets arrive in households. We just don't know that yet.
I got convinced by the tech after trying a Develover Kit, but the that people (inclduing me) will get sick from it is my big concern.
Sick doesn't mean cancer or tuberclosis.
I remember from my childhood watching TV was considered bad, because it was thought to be bad fore one's eyes. Ear phones were bad for the ears and reading on the smart phone in a bus makes me motion sick to date.
Like everything there is a middle ground.
If enough people can't use it because they get uncomfortable from it, because they puke on the floor, that would be a bad thing. I understand that there is a lot of work being done to prevent that. And still I think it is something to look out for.
I eventually became less sensitive to it. I imagine the same will happen with VR after we get our "VR legs".
Conversely, if someone has bad experiences and tries to power-through them anyway repeatedly, it can build up an aversion similar to a "bad tequila night" and ruin VR for that person permanently.
Thanks for making Doom! :)
I suppose VR has a higher hurdle-rate because the nausea thing has been pre-telegraphed by early adopters of suboptimal beta tech. But I have no doubt that immersive technology is the future.
Sometimes they were just curmudgeons who don't like change, sometimes they were right on all counts.
I get that VR is a fun tech, and has some potentially cool possibilities. But to me and seemingly many other people, it's just not that interesting. I don't know why, maybe I'm not geek enough, but I just have zero interest. And frankly it feels kind of like a gimmick. I'm especially averse to the idea of strapping on a clumsy headset every time I want to use it.
In fact, I wish Carmack and Newell would stop messing around with it and go back to producing quality games.
Downvote away