It's like a web-based VRChat, so it will work on any device with a browser. If Apple ships WebXR when they release their headset next year, it will work by default there too. Universal, decentralized, and free of walled gardens. That's the definition of the metaverse! Our team is on a mission to build a immersive version of the web in 3D and VR.
Check it out here:
Would have thought after 25-years we would have developed the value proposition better, and not the client.
1. https://activeworlds.com/ 2. https://en.wikipedia.org/wiki/Active_Worlds
Is there a way to sit? I got a hang of the controls within a minute which is pretty impressive for touchscreen on mobile, but FYI it was pretty easy to back up to a wall such that my camera was behind the wall while I was still in front of it, so I couldn’t see anything.
I wonder if it would be any easy fix to make the wall surfaces one-sided.
Yes there is, if you're on mobile. I will join now and walk you through
On using Safari on an iPhone SE (v. 2020) I gave access to microphone but it wasn’t clear if it was muted by default, when I tapped to mute, all of the audio cut out, which was unexpected, I was just trying to mute myself to be polite.
And when I open the chat, and click in the text field, it highlights with blue edge and my keyboard opens, but nothing I type is reflected in the text box, and I see no way to submit.
Best of luck, it’s an ambitious project.
I've read that it's also possible, at least for some headsets and levels of correction, to purchase custom lenses such that you don't need glasses at all while wearing the headset.
Now I can use my Quest 2 without glasses :)
Not only watching videos but even reading text is much easier in the latest headsets. Unfortunately many people have only tried the older or commodity VR solutions and think that's the limit of the technology. This is largely due to the price and physical setup required for some of the better headsets, but already there are some great setups out there.
My headset had a sweet-spot where the image was clear on maybe 5% of the screen, making it potato-vr for video and text. Others (on reddit) had the same complaints.
If you're considering buying one, make sure you're also able to return it in case the lens-quality of the batch is sub-par.
I like the VHS comparison, but I would argue it's worse than that because you get a weird screen door effect if you're on any kind of angle that tends to distort things weirdly. I think Netflix had a decent tradeoff where the "screen" was rather large, but it feels like sitting in the front row of an IMAX where you're moving your head to see everything.
I use mine to watch 3D movies and it's pretty great. I missed out on seeing Avatar in theaters so being able to watching it in 3D without waiting for a re-release or anything is convenient.
https://en.m.wikipedia.org/wiki/Comparison_of_virtual_realit...
This essentially means the quality is up to you. I usually re-encode 1080p+ files to 720p to add volume gain and burn-in subtitles. It looks great, imo.
This was on quest 1
I still think the content isn’t nearly as mature as say, the traditional PC gaming or PS/Xbox games, but it’s slowly getting there. Hopefully as more people adopt VR, bigger and bigger publishers will see it as a profitable domain.
If you’re a Skyrim fan, check out some recent Skyrim VR (with mods) videos… It’s a truly mind blowing experience!
So any game where you're not moving besides when you're actually walking around in meatspace generally doesn't seem to trigger that "oh god you ate the bad mushrooms abort abort" reflex.
The other area this can kind of sneak up on you is if you're trying to use a device/PC that isn't really up to par and the frame rate is dropping. You cross a threshold where it's not quite keeping up with your movements and get the same mismatch between your movement and what your eyes are seeing and it makes you sick.
So to that end, stuff like SUPERHOT VR or Beat Saber you can generally play comfortably for hours. I've thrown my 85 year old grandmother who gets horribly car sick into Job Simulator for an hour without any problems.
It's a pretty short easy leap to any games that provide "blink" movement where you just kinda point at a new spot and suddenly you're there. Literally "blink" and when you open your eyes you're in a different place. A lot of great games support this style of movement and it's usually pretty comfortable--there's no actual motion to the movement. Something like Half Life Alyx has been pretty comfortable and fun (besides being absolutely terrifying waiting for headcrabs or zombies to get me) with this movement method.
Any racing or flight simulators where there's constant motion are generally the stuff that even still get me. I've acclimatized a bit and can actually play them now for an hour or two at a time, but certainly not indefinitely.
EDIT: This is all with an old HTC Vive. I did used to own a Oculus DK2. The extra 15Hz or so refresh rate and a more powerful PC made a _huge_ difference in how sick the simple stuff made me.
It seems totally individual. What I have heard is that if you do experience motion sickness, it eventually acclimates. Most games have a plethora of "comfort" settings designed to help reduce motion sickness (snap turning, vignette, teleport motin, etc.)...
Wow, I couldn't disagree more with that statement. I'm very very aware I'm playing a game in VR bacause I have to be constantly aware of the space limitations, which often isn't handled well by games that expect a larger space than I have. Not to mention trying not to trip on the cables (which Quest[0] doesn't have I guess, so there's that), and the relatively uncomfortable headset...
In fact, so far I'd say I've played a total of two games that I thought did well with VR: SUPERHOT and Beat Saber.
[0] Because Facebook is involved, I will never own one.
Participants only need the headset and app.
I feel as though most people think about VR for its novelty use cases, like putting grandma on a roller coaster, or doing some exercises or whatever. Swing a lightsaber at Darth Vader!
I don't think we've even scratched the surface on the possibilities of just creating fun environments for friends to goof around in. That's going to be the future of this technology.