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Re:VR by c0nfused on Friday January 13, 2017 @06:23PM (#13395692)
I thought the same thing until I tried it.

Seriously, try it out the level of immersion is insane, a more classic game feel can be amazing. But something where you move around is incredibly compelling. I watched a friend try to lean on a counter while cooking in Job simulator. I have hit basically every wall in my living room with a controller at this point as well as all the lights.

On the exercise front, Not every game is a workout but at the same time even something simple like the default valve bow game from the lab can wear people out. After all, you are holding a weight at arms length for a while and simulating pulling back an arrow. Its mot a motion that many people do regularly.

Go borrow one or go to some local game meetup and try some's roomscale handset. Its amazing. I'm thinking about taking mine to the bar up the street on a weeknight hooking it up and getting everyone to try it.

Re:VR by fooey on Friday January 13, 2017 @07:07PM (#13395921)
I have a hard time seeing anything you're pitching as much beyond what you could get with a Wii, and that's completely dead and abandoned. How many people bought Wii fitness? Is that enough of a demographic to expect there to be an entire new ecosystem supporting it?

I get that the technology is amazing, I just don't see it getting much mass market penetration.

Re:VR by c0nfused on Friday January 13, 2017 @11:50PM (#13396944)
The big issue on the adoption front is cost.

Basically everyone who has ever tried the vive I own wants to buy one, it's just throwing 800$ after a 1500$ box is a bit steep for most people.

I equate it to using an NES back in the day. Right now it's expensive and imperfect but In The mid to long term it's a clear winner.

I have done the 15 min demo to about 40 people so far and everyone wants one. Something that you can already get on a screen like Google Earth is astounding in VR.

As an example, for most people I start with them wearing the display and hand them the controllers with them already wearing the headset. That is the first thing most people think is cool.they can see the controller as it floats into their hand perfectly. That's enough suddenly they can literally touch their computer. It seems really dumb until it happens and then holy crap is it cool.

That's sort of how VR is. In concept not that cool in execution it's amazing.

Re:VR by mozumder on Saturday January 14, 2017 @12:17AM (#13397032)
Who have you shown VR to was interested in it? My brother shows off his VR unit to everyone, but I've never seen anyone that tried VR that was interested in purchasing it. Even he doesn't use it anymore.

Using VR actually seems to cause less desire to buy it, including me. It actually turned out to be a worse experience than what I expected.

Re:VR by fragmede on Saturday January 14, 2017 @05:12PM (#13400875)
Better question is what is c0nfused showing that your brother isn't? The specific app between the two of them is important, but also everything else. From the headset hardware; at the extreme ends; Oculus vs Google Cardboard. Also important is what add-ons they both have - seeing your own hands inside the headset is remarkably important for immersion, which is kind of the point. Also important is the level of preconfiguration - if the number of times the presenter says "wait hold on", and then goes to futz with the settings for 5 minutes isn't zero, then VR is a total turn off and, eugh, I don't want one. The cables going to the headset are critical as well - wireless isn't here for VR yet, but if there are multiple tangled cable messes rather than a single zip tied set of cables, I'm not going to want one in my living room if it's too complicated to put on and is just gonna be a mess in my living room.

It's entirely possible the two crowds being presented to differs by that much, but there are so many other variables in play too.

Re:VR by andybak on Friday January 13, 2017 @09:42PM (#13396541)
> I have a hard time seeing anything you're pitching as much beyond what you could get with a Wii

Try it. It's much more compelling than a Wii.

I think the Wii had part of the jigsaw. Imagine Wii/Kinect interactions, a really vibrant indie-dev culture plus that really hard to explain thing - "presence". It's a fascinating time to be part of a technology. I can only think of a few things that came close - the original home computing and video game boom (I was a child - so everything was wonderful), the early days of my time on the internet and the early iPhone/Android days ("I've got a proper computer in my pocket!").

I haven't been this excited about tech for a long time.

Re:VR by kayoone on Saturday January 14, 2017 @01:53PM (#13399886)
I think the same as someone who has waited for it a long time and purchasing a Rift with Touch, but looking at it rationally the sum of everything is a bit underwhelming if you consider a price of 2k to get started.

Many people i showed it to think its really cool, but out of maybe 15 people, only one has expressed serious interested to actually buy one and he already owns the required PC. Most were also not completely blown away, more like "yeah this is pretty cool and fun" but the expectations were higher than what actually can be experienced today.

There are cool games and experiences, but the tech needs to get a lot better (mainly resolution for me because i enjoy racing games most) and it needs to be a lot cheaper. I am still skeptical about mass market adoption beyond the same people that were interested in Kinect/PS Move.

Re:VR by nl on Friday January 13, 2017 @10:23PM (#13396649)
Err, most people I know who bought a Wii bought it because of Wii Fit. Perhaps I'm a different demographic to you but it was pretty big when it came out.

The balance board sold 32 million units, so it was a pretty major success. That is as many units as Nintendo64 consoles sold. See http://www.gamesradar.com/holy-crap-look-how-many-wii-balanc...

Re:VR by archon810 on Friday January 13, 2017 @09:03PM (#13396396)
At this point, I have to assume you haven't tried VR, and your point is void until you do. It blows minds. Wii was a gimmick (especially with its accuracy).
Re:VR by rwmj on Saturday January 14, 2017 @03:01AM (#13397456)
Wii was great multiplayer fun. We literally spent half days playing Wii tennis with 2 or 3 people. I assume that VR will be much better (only used DR1 and cardboard and of course they aren't too compelling), but does meaningful multiplayer VR exist yet?

Edit: And by multiplayer, I mean everyone in the same room multiplayer. Social multiplayer?

Re:VR by archon810 on Saturday January 14, 2017 @04:54PM (#13400778)
You're right - Wii's strength was local multiplayer, whereas Vive is more of a conventional online multiplayer, considering you need a separate Vive for each person. If you happen to have 2 Vives nearby with enough space, I imagine it's fun, but you're still inside your own world, so a mic+speakers/headphones is all you really need.

There are some games where another person can participate outside VR (Keep Talking and Nobody Explodes), but it's not really the same at all.

Re:VR by mahyarm on Friday January 13, 2017 @07:49PM (#13396108)
Wii fitness was not fitness. It didn't approach anything of a challenge other possibly pushups, planks and a couple of other bodyweight exercises.

In VR you have to move a lot more for things to work and the the games are not fitness specific. It definitely gets your heart beating because you often have to hop around like your boxing or doing burpees. Burpees don't look that exhausting, but the constant floor to standing movement makes it challenging. I think this is what makes VR more physical.

Re:VR by rco8786 on Saturday January 14, 2017 @01:00PM (#13399599)
Dude. Just. Go. Try. It.
Re:VR by mozumder on Friday January 13, 2017 @06:48PM (#13395812)
When I tried all I noticed was the pixelation and had to take it off. It was such a terrible user experience. It reminded me of some student science project, instead of a marketable product.

VR isn't going to be popular until we have 8K or 16K headsets doing 120fps, and then we have to deal with the fact that it removes you from your environment.

The first generation of VR died off because they couldn't figure out how to solve the product liability issues. That problem still exists, which is why VR isn't going to be usable and is a dead-end.

Re:VR by nojvek on Friday January 13, 2017 @06:58PM (#13395875)
I agree. I own a occipital bridge. The resolution needs to get 5x better than retina to be believable.

Also 6dof tracking with hand gesture tracking under 10ms is still a challenge. I think it's possible but needs serious hardware advancements.

I love my bridge though. No hanging cables is definitely a good thing

Re:VR by AlphaSite on Saturday January 14, 2017 @05:48AM (#13397857)
It's not perfect, Valves new controller prototype is probably the closest we have to noninteusive, low latency gesture tracking with some form of feedback (the oculus Half moon prototypes were also fairly close, but iirc the gesture recognitation was neutred for what ever reason).

http://www.roadtovr.com/wp-content/uploads/2016/10/valve-vr-...

Re:VR by mhenr18 on Friday January 13, 2017 @08:37PM (#13396303)
The definition of Retina varies based on viewing distance. The DPI needed for Retina in VR is a heck of a lot higher than what's needed for a smartphone.

IMO we need to go through at least two resolution quadruplings on the Vive to get it to be crisp enough for the screen-dooring to not be noticeable.

Re:VR by kobeya on Friday January 13, 2017 @08:07PM (#13396182)
Why 5x?
Re:VR by kalleboo on Saturday January 14, 2017 @08:15AM (#13398238)
I let my wife, who has zero interest in games outside of Candy Crush, try on Google Cardboard (minimal immersion) on an iPhone (horrible display for VR) with the demo apps (can't even call them games really) and she was so engaged she ended up walking into one of our shoji/paper doors tearing a hole in it.

Once Vive-level VR comes down to wireless/portable size and down in cost to the $300 range it's going to be MASSIVE. Maybe the first generation ("until we get 16K 120fps headsets") will not appeal to productivity or hardcore gaming buffs, but 100 million Wiis were sold, and there was nothing technically impressive about that thing.

Re:VR by mahyarm on Friday January 13, 2017 @07:51PM (#13396113)
All the VR goggles are 1440p max, so we haven't seen "4K" yet to see how good it is.
Re:VR by foobarbecue on Saturday January 14, 2017 @03:57AM (#13397588)
I tried Oculus, expecting to be amazed. I found it annoying and not immersive at all. I can see every single pixel. Doesn't feel real at all. Possibly because I"ve been using high-resolution 3D displays for point cloud editing for the science I do for years. (Nvidia 3D Vision 2 -- probably the 3rd major attempt at consumer 3D that never really caught on)
Re:VR by jackmodern on Saturday January 14, 2017 @07:12PM (#13401445)
this, I work at Facebook and try out all of the demo devices over at Oculus. I keep hoping that they are going to advance the pixel density, but have gotten so disappointed by it that I've stopped testing their new equipment at all in the last few months. That and the team of folks that work on it are outrageously arrogant. Looking at you Charmaine/pedoguy.
Re:VR by SeoxyS on Sunday January 15, 2017 @12:10PM (#13404937)
If you actually work at Facebook, this maybe isn't something you should share on a public forum…
Re:VR by jackmodern on Monday January 16, 2017 @12:23AM (#13408362)
put in my 2 weeks not long ago.