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Re:VR by pera on Friday January 13, 2017 @02:25PM (#13393878)
This is so different from my experience with the HTC Vive: while I obviously perceived the poor resolution, screen door effect, etc., after the first minute I started feeling more and more immersed, and then something in my brain clicked, pretty much like when you are falling asleep. That's when everything started feeling almost like a lucid dream. My heartbeat was noticeable faster and I felt strangely happy/exited, like if my brain was pumping serotonin. It was so weird and fantastic. The only reason why I still didn't buy one is because it currently is a relatively big investment (ie gaming desktop+vive) for an entertainment technology.
Re:VR by westoncb on Friday January 13, 2017 @02:59PM (#13394198)
I think you nailed it: you have to relax a certain amount and let your brain do it's own thing—like falling asleep. Some people have more of a tendency to latch on to the fact they're looking through a device and don't 'let go' and the magic doesn't happen. It's also probably situation dependent; your mind is less likely to let go of your actual environment and focus on the virtual if there are distractions or anything you're concerned about in your surroundings (e.g. it will be less likely for some people while in stores and at conferences etc.).
Re:VR by schnelle on Friday January 13, 2017 @03:24PM (#13394387)
I have a Vive and agree. I personally don't see the SDE but I think I need glasses. The visual issue for me is not being able to look away from dead-center where it's the sharpest.

I read once that in VR "geometry matters more than textures" and I totally agree with that. Some of the most immersive moments I've had in VR are when I was peeking around a corner. The graphics were all simple, but the geometry of the corner and connecting corridor are what gave me such a great sense of presence.

I've written software for nearly 20 years now and I don't want to do anything other than VR development. It's the new frontier.

Re:VR by dilap on Saturday January 14, 2017 @11:11AM (#13399006)
are you doing vr dev?
Re:VR by mwseibel on Friday January 13, 2017 @03:02PM (#13394220)
100% agree - this is how I am going to explain it from now on
Re:VR by throwaway_374 on Sunday January 15, 2017 @05:41AM (#13403415)
I think the closest I experienced to this was when I first discovered Second Life. My dreams after an evening on Second Life were insanely realistic. That thrill of addiction sounds familiar, almost like a dopamine chasing rat.
Re:VR by MorePowerToYou on Friday January 13, 2017 @02:57PM (#13394178)
I found the initial experience very compelling, too. Unfortunately, that initial thrill wears off fast. I challenge you to buy a Vive and report back in a few months with your daily usage level.
Re:VR by nsxwolf on Friday January 13, 2017 @04:04PM (#13394693)
My daily usage level has dropped, but mostly it is due to the lack of new interesting software. When you read this thread, or /r/Vive or anywhere else, it's always the same story: people talking enthusiastically about games that came out months ago. The same ones, over and over. Space Pirate Trainer. Holopoint. H3VR. Job Simulator.

I'm really bored of those.

Re:VR by andybak on Friday January 13, 2017 @11:14PM (#13396832)
Easy - as that time period includes the Oculus Touch launch titles.

That gives me:

1. SuperHot

2. Arizona Sunshine

3. The Unspoken

4. Dead and Buried

Looking through Steam sorted by user reviews: http://store.steampowered.com/search/?sort_by=Reviews_DESC&t...

Gives me another easy set. I'll stick to things I own or I've heard almost universally good things about:

5. Smashbox Arena

6. Sairento

7. QuivR

8. Distance

9. Bullet Sorrow

10. Vertigo

11. Serious Sam: TFE

12: Bullet Sorrow

13: Werewolves Within

14: ROM Extraction

There's more but I got bored. I can personally vouch for the excellence of at least 5 of those.

Re:VR by nsxwolf on Saturday January 14, 2017 @06:06PM (#13401156)
Thanks for this reply. Did not know SuperHot had a VR version. I definitely will check that out at least.
Re:VR by andybak on Sunday January 15, 2017 @09:20PM (#13407845)
It's short but it's astonishing. Totally worth it.

I can't imagine how the game works not in VR.

Re:VR by thegeomaster on Saturday January 14, 2017 @09:21AM (#13398470)
I hear that Keep Talking and Nobody Explodes is very immersive in its VR incarnation, if you're into that sort of thing.
Re:VR by andybak on Friday January 13, 2017 @06:45PM (#13395794)
Define 'months'. I can name half a dozen games of equal quality that came out in the last 6 weeks.
Re:VR by nsxwolf on Friday January 13, 2017 @10:36PM (#13396705)
Please do! Really! Because I'm looking for great new experiences and not finding much.
Re:VR by andybak on Saturday January 14, 2017 @06:14AM (#13397935)
(Sorry - I did but accidentally replied to your original comment by mistake: https://news.ycombinator.com/item?id=13396832 )
Re:VR by tpolischuk on Friday January 13, 2017 @07:04PM (#13395909)
Elite dangerous (if you're into realistic space sims) could easily eat 1000+ hours of gameplay.
Re:VR by jibjibman on Monday January 16, 2017 @01:39PM (#13411910)
Have had the Vive since 1 month after launch, use it almost every day for a few hours. Just got Elite Dangerous set up as well so I expect to be using it even more. Other games I usually play are smashbox arena, and Onward, as well as Holopoint, Space Pirate Trainer, Audio Shield and Audio Beats. Tilt brush is also amazing for drawing in. There is so much content to play its great.
Re:VR by problems on Friday January 13, 2017 @04:11PM (#13394738)
Interesting. I've got a 4k setup with a GTX 1080 at home right now. I'm sort of debating about a Vive or another 1080 when I've got some extra cash to blow.

The Vive seems harder to rationalize because it seems like a really expensive toy with only a few crappy games for it. Am I wrong about this? Is the VR really worth it? I keep reading awful things about the resolution and about motion sickness issues - I care very much about those things.

I'd have an easier time with it if the resolution was doubled and it was closer to a $500 price point. But as is it just seems crazy to pay that much to have a way lower resolution screen than my current monitor strapped an inch from my eyes.

Re:VR by romaniv on Friday January 13, 2017 @04:39PM (#13394934)
The coolest thing about VR right now isn't the visuals, it's the controllers. Being able to move around and interact with things in virtual space is a very powerful experience/concept. I can actually see some future apps/games using controllers without the goggles.
Re:VR by glitch003 on Friday January 13, 2017 @06:19PM (#13395663)
> I can actually see some future apps/games using controllers without the goggles

This reminds me of the Nintendo Wii and Wii Tennis and all those other Wii sports games that were really fun.

Re:VR by specialist on Saturday January 14, 2017 @08:24AM (#13398268)
"...after the first minute I started feeling more and more immersed..."

VR = immersion.

The gear, resolution, tech is all details.

Given my loose definition, we've had VR for years. Dr Dan Bricklin once asked me (rhetorically): where are you during a (deep) phone conversation? Here? There? Both?

AR is when the gear matters as much as than the story.

Source: Gadfly during the first VR hype cycle.