Immersed.com (second computer screen): I wish the Quest 2 had 4000x4000 per eye to make this work beautifully but I suppose that will be the future.
Eleven Table Tennis: I practice smashing in this game, the skill transferred. Now I am beating all my friends with real actual table tennis (at an amateur level).
Thrill of the Fight: awesome shadowboxing on steroids workout.
Walkabout minigolf: feels like actual minigolf, except the courses are more fun [1].
Space Pirate Trainer DX: I haven’t played it yet but seems like an enhanced laser tag [1].
What I would like to be solved:
- Excellent passthrough: I want to interior design my rooms with VR
- Excellent screens (i.e. 4000x4000 per eye), it opens up applications/games that are mediocre at the moment
- omnidirectional treadmills fully solved (super hard to do): I want to be able to strafe in place, jump, side jump, duck, crouch, make almost any movement in place IRL and for it to be translated to actual movement in VR. I sometimes muse about how to solve this but I wouldn’t know how.
[1] The biggest benefit that VR/AR has are two things: one, you can make virtual hardware, and in some cases that is about as good as real hardware (e.g. virtual screens). Two, you can make experiences that are as almost as good in real life (e.g. table tennis) but then you can enhance them since a developer has much more control to bend physics than any other engineer does in the real world. The coolest application I saw for that is this model train game, you could scale down and be inside of the train, you could construct train tracks on very small orbs, etc. If I’d be a fan of trains, I’d buy it.
This is a tangent, but i wish this was a thing now, even without VR. The last few years of iphone and ipad have lidar, which has led to pretty solid 3d scanner apps. In five minutes, i have a whole 3d model of the interior of my house. I wish there were good consumer apps to use that and design in.
I don't know how the US is.
Or Elite Dangerous is quite the experience in VR too. Less so than Robo Recall, but it works out extremely well if you have a HOTAS. You work as if you were sitting in a cockpit.
Or Subnautica, which in VR gets even more terrifying.
Or VR Chat and similar, where you get to interact far more personally than you would just looking at an avatar on a screen.
Now of course it's not like it solves world hunger or anything, but the tech works extremely well within the right scenarios.
I get the physical games like table tenis and beat saber, but how is this not a fad? The wii was cool at the time too. Nintendo didn’t retain the ideas in later hardware.
VR chat is about as interesting as second life, and any metaverse that follows will follow the same path.
Consumer VR of course involves a disconnect between what you feel and what you see, and that makes people sick when it gets bad enough, but most people can enjoy at least some VR experiences.
By my account, I've managed to spend days of real time within Subnautica exclusively in VR.
If you get sick, what I'd recommend is something like Beat Saber, where you're never moved without physically moving in reality. If that doesn't work something is definitely wrong. The next easiest experience is cockpit simulations. I'd say Subnautica comes somewhere after that, being in the intermediate range.
The worst I've personally tried is Half Life 2 in VR (as in, HL2 just rendering to VR without further changes), and that is indeed not a nice experience because the FPS mechanics just don't work in VR. The acceleration, the need to constantly rotate your view without moving in reality, the need to make very quick and frequent changes in direction are all very hard to tolerate.
> I get the physical games like table tenis and beat saber, but how is this not a fad?
Who cares? What matters if it's fun or not. I enjoy the exercise, I don't do it to fit in. And it's surprisingly good exercise. I lift weights, and Racket NX still is capable of making my arms sore. Then I suppose I have a rather violent play style.
Also I love VR and have no major issues with games like Beat Saber, Thrill of Fight, The Climb, Eleven, The Plank Experience, etc.
Whenever there is something that might cause nausea like falling, I just close my eyes.
However If you enjoy it, that’s all that matters.
I have almost 3,000 hours clocked in VR according to Steam and there are still a few games that can make me nauseous (mostly those with poor locomotion and/or bad frame drops). Weirdly enough, chewing gum seems to help a ton; in some games, I feel like I'm less nauseous next time I play, too. Not sure how scientific this is, but friends say the trick generally works for them too.
Quest 2 sales over the last few weeks would hint this might not be a fad, though.
If this was 2016-2019 I'd agree it was very touch and go in terms of where it was going. But the investment and interest building around VR now has that here-to-stay feel to it - at least on my sometimes accurate vibe-ometer.
I was just trying to say that different people have different amounts of tolerance for VR, and it could just be that your isn't that high for whatever reason. Nothing wrong with that, but that it doesn't work for you specifically doesn't really mean much for VR as a technology.
Now we gotta take anti nausea drugs just to play games? Is that reasonable? I don’t think so.
For what it's worth, I don't think this is unique to VR...I used to be a big FPS player back in the day (Quake 1-3 mostly), and I had a friend that got motion sick playing Quake 3, so he couldn't play in our matches. It's certainly the case that I've heard more reports of motion sickness in VR, though.
bruh, have you ever played a Nintendo Switch? It's essentially the culmination of Wii-era motion controls + the WiiU's console/handheld split.
Every fucking shooting game on the Switch is nowadays released with motion controls (for gyro aiming). The joycons are basically sleeker Wiimotes with better motion sensors. Saying that the Wii's revolution was just a passing fad for Nintendo is hella disingenuous.
It’s not the same as the wiimotes or the physical game gimmick ala wii sports. The physical movement was a big part, similar to what VR is trying to do now.
I think in generally the switch is awesome but it’s closer to a traditional console GBA or DS. Nintendo threw away what was a gimmick and what parts were making good gaming experiences.
Other games use Switch controllers in a very similar way to wiimotes.
I think what has happened is the platform has opened up to more non-Nintendo games and diluted the focus on movement that was in a lot of games for Wii/WiiU. Motion control has gone mainstream too, all controllers have tilt sensitivity, so that doesn't seem as big a thing. Maybe your right that people choose to use stick controls in preference to macro-movements of controllers.
I suffered with motion sickness too it gets better over time.
I will say I'm not a generally all-around likeable cool guy either so you do have to vibe/give something (be interesting). Ultimately as far as making friends or something... that's hard. I'll get invited to discord servers and then it dies off in a few days.
There is one thing I have to try still Fo4 VR.
[0] https://store.steampowered.com/app/1047640/Helios/ [1] https://www.helios-vr.com/
I will give it a shot, the game seems too cheap (cost to own) just my opinion.
Hand tracking (via controllers or cameras) isn’t comparable at all to the Nintendo waggle/point/swing tech.
For me the problem is that the resolution was always lacking. With my glasses I have "better than 20/20"-vision (visus of 1.2-1.6, 120-160 visual acuity). I have not tried the newer HMDs, but with the older Oculus Rift and HTC Vive I could clearly see the individual pixels distracting me from the experience.
I personally find the best Beat Saber levels are 90 degree and 360 degree, where you have to spin your body around and which wouldn't be possible in such cabinets.
Also the immersion of VR is where it's at - the fact that you feel like a Jedi with your light sabers and you're cutting blocks in time with the music, while the controllers vibrate as well giving you feedback that makes your brain believe you are a Jedi.
I googled them and yeah they have an official arcade version, which are basically a HTC Vive headset with the Vive controllers. Apparently according to several reviews, the tracking is horrible, the headset can't be tightened properly, and the choice of songs is miserable, and they don't seem to support 90 or 360 degrees. And yes of course you are right, you could just render it on a screen, in fact, if you are playing PC VR, it always renders to your monitor anyways. When I have friends over, I always have the view mirrored to a projector for "party mode" - just like in the arcade - which allows spectators to enjoy the show as well.
The real question is, have you played it in VR? You don't "need" VR to play but it's absolutely a different experience than just looking at a screen, for the reasons I stated in my previous comment. It's not even comparable when your brain _believes_ (to some degree) that you are actually inside the Beat Saber world.
But you realize this is a you problem, right? Outside the handful of people who get motion sick with VR, the tech is rock solid. Everyone who tries an Index is blown away by how immersive the experience is.
> VR chat is about as interesting as second life, and any metaverse that follows will follow the same path.
You couldn't be more wrong. There's a reason Facebook rebranded to Meta, and Microsoft just purchased Activision with designs on their own metaverse. Big players are putting serious money behind this, and I like those odds.
There is a very small minority of people who put on the headset and immediately can't stand it. I've seen maybe 2 or 3 people in the last 6 years, so it's definitely less than 1%.
Depending on content, I've seen about 50% of women and 25% of men experience mild discomfort after using the headset for about 30 minutes. Studies on simulator sickness include that in "feeling sick".
My current project is not able to use every single sim-sickness mitigating strategy available, due to the sort of source data we're using (a lot of flat, 360 imagery in a multi-user tour-like scenario), but even there, we've only had 1 out of 100 people express actual feelings of nausea after using the headset. If people report any discomfort at all, it's on their first time, after they've not heeded our warning to limit their first interaction to 30 minutes, and then they only mention feeling a little light headed.
People report feelings of nausea after playing 1st-person shooter video games on large screen monitors or watching shaky action movies at movie theaters. This is not a problem unique to VR.
There is a problem though with a lot of crap games not implemented with comfort in mind and badly optimised. Stuttering will get you feel bad fast.
OTOH, considering how many people keep having motion sickness in cars (especially when not driving and reading and whatnot), perhaps for some people the issues remain.
I don’t think we will be seeing competitive esports in VR, as we don’t see competitive Wii Bowling as an esport.
https://store.steampowered.com/app/967490/Microsoft_Maquette...
https://docs.microsoft.com/en-us/windows/mixed-reality/altsp...
Half Life Alyx is arguably the best Half Life experience to date. No Man's Sky is amazing in VR but zero interest outside of VR. In VR I'm actually in a spaceship or actually on another planet. Outside VR I'm just looking at someone else's travel photos. Seeing vista's in VR is like the difference between looking at a picture of the Grand Canyon and actually being at the Grand Canyon. The first is a pretty picture. The second you actually feel it's 20 miles the other side and a mile deep. Seeing a smoking volcano in Farpoint, again outside vR is just a picture, inside VR the mountain actually feels 1-2 miles high with 7-10 mile plum of smoke. So now non-VR games that don't get then sense of presence fill like something is missing.
Further, well made VR games (which is definitely not all) are often way more intuitive than non. The 19 buttons on a dualshock or a mouse and 101 buttons of a keyboard, a good VR game you should reach out and touch stuff in the game.
There are also experiences like Jet Island or Eye of the Temple you just can't have outside VR.
VR Rhythm games actually force me to dance, vr non-VR rhythm games which rarely do that.
As for AR, I used to be more excited, but I suspect reality will be tracking, constant ads, and distractions. And further, it's kind of hard to turn reality into any setting, something VR can do easily. In AR, in my living room, maybe I could have an AR pet that runs around my furniture. In VR I can escape my living room for another planet, an underwater adventure, a dragon's lair, a space station, a secret lab, a zombie infested factory, etc...
The biggest problem with VR is just lack of great content. Looking forward to Horizon Forbidden West as the next true AAA VR title.
What you're experiencing with disorientation does tend to go away for most people if they're careful about it. And for me, I literally can't remember the last time I've felt disoriented in VR. Even considering that I've had shunts that have caused me to roll 20 times or more.
I agree, there is waste involved (as with anything), but as a comparison to racing it's much more friendly for the world than burning fuel. I'm in full agreement that Facebook on our faces sounds terrible, and concerns me, but VR can be a very good thing.
It depends on what your brain is used to. If you've never felt the acceleration, you don't know what you're missing. But I've done a lot of skiing in my life, and my brain will not accept VR skiing as the real thing. I feel queasy and have to stop.
The feelings you had with nausea is common for people, and it's possible to get over it if you are methodical. Lots of people I knew couldn't do more than 1 minute when they started, and slowly worked up to it. Trick is to stop the moment your stomach feels unsettled, and try it every day. Don't push though it.
As a trivial example - when designing our new office, some people reviewed the auditorium design in VR and figured out the screen was too high for comfort, and it was lowered.
Extreme examples go into virtualized surgical training where physics and graphics engine specialized to tissue simulation is used to teach surgeons new procedures.
AR displays such as hololens can be used in construction yards to compare the as built with a digital model for quick review.
Etc etc.
I don't know how good toy VR or AR will ever become, but it already is an indispensable expert tool.
I think young surgeons would get a trauma moving from this nonsense to real surgery. Or maybe they will try to press a button in the patient's stomach.
I've bought a Vive when Half Life: Alyx came out and was completely blown away by the first impressions and immersions of that game.
Since then however and after the first "whoa!"-effects faded, every game was exactly what you've just described: Pure disappointment, and my body completely stressed out/sick after half an hour, at best. The only exception is beat-saber, which is a lot of fun for quite some time, but not the kind of game I'd want to play for hours on end.
So far, VR seems gimmicky, and quite frankly is way too much of a hassle to set up to enjoy it often (so many cables!, and I don't have the space for a permanent setup).
Air Link solves this, but boy is it annoying in practice. Setting down the headset always pushes the floor just out of reach when you come back to it. Which is frustrating in a game that makes you pick things up, like shooters.
I've had some good fun playing it.
Valve did a good job working with the constraints they had, but my takeaway is that the constraints are just too vast to make a game that isn't clearly hand holding you because your controls and situational awareness are just kind of bad.
I played on an index and would do multiple hours at a time, with no sickness.
Calling it a fad though seems incorrect. We’ve already passed the point of Quest 2 headsets being in over 10million homes and that’s up from 5 million a few months earlier. At this rate it’s following the same trajectory as consoles and because of the headsets general availability a whole generation of kids are getting a Quest 2 instead of an Xbox or pS5.
With the Covid situation being what it is and sports halls are closed, I’ve replaced live table tennis trainings with Valve Index and Eleven Table Tennis VR game. It has stunningly realistic physics and the immersion is so good that I don’t miss the real thing much. This wouldn’t be possible in front of a flat screen.
In both cases one of the most interesting experiences was the movie theater. It somehow works. The social aspect was creepy, i'm an old guy and all i could hear was voices of young children...i felt like i shouldn't be there haha.
The problem for me is the games on it. A few are really cool, but even then I get bored. And to buy another game, sure, but then you get to spend 20 dollars again, way to pricey for just a few hours of gaming.
SuperHot and Half Life Alyx are the games that I like the most.
I wrapped a couple portable batteries (they're dense) in a bag and tied it to the back of my basic strap, and I don't even need to tighten the strap anymore, the weight is mostly pushing down on the top of my head now. It's an incredible difference, to the point that I'm offended they don't include a counterweight by default. From memory my counterweight is around 350g.
Maybe you can try it out by loosening the strap and using a finger to tug down on the back of the strap, and see if it balances on the top of your head and feels good.
Maybe a dumb question, but how would I even make a counterweight for it? I guess I’ll try tying random things to the back of the headset..
You can try another headset in a few years.
Lower headset weight, better audio, larger field of view, >= 120 hz refresh rates, frame interpolation, eye/face tracking - not all of these are possible right now, but I think we can expect them in 2024 - 2026.
I find that right now many games are not optimized for VR, which brings FPS drops that kill the immersion and give me a headache after a few minutes. The weight of the headset doesn't help too.
I agree that for business VR may be not as useful as the companies would like us to think. If you jump in and out of meetings, respond in chats etc. the UX should be on par or better than on traditional platforms, otherwise everyone would fallback to their laptops.
But for a casual moviegoers or gamers this may be a good product
VR was key to my son making it through the pandemic with his sanity intact. But he does seem to be a rarity - he has a couple of friends that have VR and they just play Beat Saber, if that.
If there was an updated Garry's Mod for VR - we'd never get him out of there!
Also, the headset must basically be “glued to your face”, so it does not sway when moving the head. A high-performance PC is also very important, every FPS drop will induce nausea.
I can play HL Alyx for hours on end but still get dizzy when I become dehydrated or hungry. I only have first-hand experience with an HTC Vive (1st gen) though, which uses room-scale laser tracking. I also only ever played room-scale.
Creating content for these empty rooms is actually a problem as there are no open standards, the tools are complicated, there are lots of hurdles, and a lot of gate keepers with dollar signs in their eyes trying to tap into any value you might create that are actively frustrating each other's attempts to do so. You end up with these exclusives for some proprietary hardware. And that hardware changes all the time so it is time limited as well.
The only people that bother with going through the trouble for this so far are game studios.
Even 3D movies are largely not accessible via VR because that's a different proprietary content silo with misaligned financial incentives. So, even though there is a lot of 3D content in the form of a decade plus of 3D action movies that were released by movie studios, exactly none of that can be enjoyed via VR goggles. That's how hard it is to target these things. I guess movie studios could do it but then they'd be haggling with the likes of Steam about just how large of a cut they would take. Likewise, Netflix is not a Steam VR experience. They are not producing material in 3D and you can't sign up for a 3D Amazon Prime either. If there were open standards, this would be a no-brainer thing for them but there aren't.
IMHO, any content that works in VR should be trivially accessible using a normal 2D screen as well. There is no technical need for any content to be exclusive to VR/AR goggles and if you are the owner of that content, you'd actually want to maximize your audience rather than artificially limit it. You lose a bit of immersiveness but we've been playing 3D FPS games on 2D screens for decades so that does not seem to be that big of a deal. In other words, there's nothing stopping us from building a metaverse right now. You'd buy the VR goggles to enhance the experience in the same way you might invest in a bigger TV or better sound system.
So, why don't we? Well very simply put, it doesn't solve a problem we actually have. We can already immerse ourselves in game worlds (with or without goggles) and we can already communicate with people. And more importantly, 2D UIs are actually pretty nice for a lot of things; especially when it involves text. And in so far some things might actually work, excluding most of the planet that does not own any goggles yet is not a great plan for creating a mass market.
30-40 years ago UI were quite terrible.
Its natural that we are trying to implement analogous 2D interfaces in 3D as we were train to use those hyper optimised approaches.
What is clear to me is that the VR is new medium for new content. Trying to ram 2D mediums into it and expect it being better is not a way to go.
I have to disagree, most 3D models can be used in VR. There are millions of assets out there that have been produced for the games industry. Both Unity and Unreal Engine have huge communities with lots of tutorials both official and independent on VR development. OpenXR is an open standard supported by many of the big players.
> The only people that bother with going through the trouble for this so far are game studios.
This is wrong, there are plenty of indie studios and individuals building VR experiences. It's actually the other way around, the big studios want to make games that essentially just have VR bolted on whereas the independents are the ones experimenting with the medium.
> 3D movies
I don't see how 3D movies would be compelling in VR. They are still fixed POV so you'd have to watch them on a screen like any other movie. You wouldn't want to have it replace the feed going to your headset since you'd have to keep your head still or risk disorientation and motion sickness. Netflix and Prime are on Oculus btw.
> IMHO, any content that works in VR should be trivially accessible using a normal 2D screen as well.
I'm sorry but that's not feasible unless you use VR controllers with the display set to your monitor. Even then having to control the look direction with a joystick would be terrible compared to just moving naturally and you'd be lacking the ability to dodge, duck, aim, etc. Sure you could make those actions trigger from button presses but then you've just got a bog standard FPS which is not a good VR experience. VR is a new medium, saying that all VR content should be accessible via 2D is like saying all movies should just be filmed stage productions. It doesn't work. Great VR games make use of the full 6DOF, they have you physically push buttons, throw switches, dodge bullets and swords, punch your enemies, walk across narrow ledges. Having these be real physical movements is a radical difference from tapping buttons on a keyboard or controller. It'll only get better as things like full body tracking and haptics improve and come down in price to the point that they are part of the purchase of a headset.
> there's nothing stopping us from building a metaverse right now
Also disagree, I've played Second Life and other 3D chat programs and they can't hold a candle to VR Chat (and VR Chat is put together with bailing twine and bubblegum so I'm not a big fan of it). Presence is a real thing in VR. Our brains really are that dumb (or that adaptive) where chunky polygons presented stereoscopically with a few other tricks really does make you feel like you're in a room with other people. It's weird but also fun. The VR goggles are necessary for any version of the metaverse to get off the ground.
I don't think that our current media will go away any time soon but I do think that VR is here to stay. 10 years down the road I think most households will have more than 1 VR headset. I think it will probably compliment our current UIs, you can put 2D UIs in VR after all and probably make better use of them by having them laid out in virtual space the same way you arrange things in a physical office. Speaking of offices, I'm pretty sure VR will be the default for work from home folks, at the very least for meetings if not for the whole work day. VR is just better than video calls for talking to people and as time goes on we will have a lot more social VR experiences and there will be a lot of people that exclusively socialize in VR.
In a few generations I'd say it might be worthwhile, but for now it's a pretty expensive gimmick.
I can totally see VR be the future of tv. Not the 360 vr video, but more like 100-180 degree VR video.
The best I’ve seen on there are the “Ecosphere” videos (best quality by watching through the actual app). It’s sort of otherworldly feeling like you are standing next to an actual elephant. Awesome use of the medium and totally convinced me of its viability.
Really think those are the benchmarks for me, vr isn’t about the headset or 3d it’s about rich hand tracking/interactions.
Still, the idea of working in VR is actually good, not the 3d or VR part, but the efficient use of physical space and replacement for multiple monitors.
But I highly doubt it's there yet, FOV and resolution.
Agree that Facebook being involved is a very bad thing, but don’t overestimate their ability to build something entirely new.
No doubt in my mind that VR will change everything - it’s simply a matter of “when”, but I’m willing to bet that we are now on a slow and steady path of improvement, but that path may be far longer than Zuck imagines.
Your distaste for VR is due to genetics. I’m sorry you got the short end of the stick with the motion sickness.
It may make sense for some games, but desktop will be the king of work for a long time - until we get brain-computer interface with some AR glasses, then maybe that would be an improvement.
Is it? All I have ever seen is floating stuff lagging behind or jumping around. A "proof of concept" level experience, at best.
It could provide real time info without needing to look at a watch or phone, without distraction. I hope the slab of glass phase ends soon. Too many people looking at their hands and ignoring reality.
But I think that technology is still way far off.
$399 price point for a standalone unit. I didn't experience any motion sickness even though it was my first time with a real VR device.
Games like Superhot VR + Beatsabre + thrill of the fight, are awesome. and can't be made without VR.
Also, it has a passthrough mode - which I'd love to see improved - because it basically trumps AR. By adding high quality cameras in front of the headset you hit 2 birds with 1 stone.
What was the last headset you picked up? I can see this critique being valid for early headsets, but a lot of the issues you mentioned are less pronounced/eliminated in recent headsets.
I think we see that as "just fine" partly because boating, driving, and flying are seen as "normal". But maybe it's also because if none of those are normally happening that often, so taking the drug is a special event, in some sense. VR might be an everyday thing, so that starts looking pretty dicey - who wants to take a pill before every gaming session, forever I wonder if folks that are trying to gain their "sea legs" could take it as a stop-gap until their body adjusts. I certainly saw this with folks that had extreme sea sickness when they first joined the Navy.
Did the kickstarters get some juice when Facebook bought Oculus? Or just a big thank you?
I did feel shafted by Palmer when he took both my and zucks money, but looking back now, it was buying a devkit not equity.
Many people say that VR adult movies are fantastic, and one could find that non-VR ones are not even close.
If it isn't tethered to a computer with a 3090, is it really VR? You won't get motion sickness with a index running at 144hz
I’ve actively been encouraging friends and family to try it and my experience is that motion sickness hits about 18/20 people within 30 minutes of play, depending on the game.
However I’ve noticed that my friends who have played a lot of computer games (in particular fast paced FPS) tend to fare better, and also that the sickness goes away with practice. I used to get it too but now I can beatsaber for literal hours without discomfort.
The headset does make a difference, (my friend’s Vive was particularly bad), but it’s not as great as you suggest. Time and practice are far more important.
VR has been nothing but a complete disappointment to me. Motion Sickness, headaches, sweaty headsets and detachment. Never played a VR game that wasn’t better without it, somewhat like 3D movies. I have my doubts this will ever be anything other that a use once toy for most.
Seeing Facebook further latch onto our faces fills me with dread. I don’t think we will interact with each other in VR with business or pleasure outside of some fringe groups. More fads, more ewaste…
AR on the other hand, either as a small projector or special glasses — that is exciting.