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Comment by wpietri

6 years ago

Another dimension to consider: if it's good, how long is it good for?

I just got done writing a long thread on the history of 3D as a novelty: https://twitter.com/williampietri/status/1203074623232851970

But the basic summary is that since the 1850s, people keep coming up with exciting 3D innovations that sell lots of units for a while, but that never make much of a difference. Stereoscopic 3D is interesting and fun; we all loved our ViewMasters. But once the novelty wore off, we put it on a shelf and rarely picked it up again. The ViewMaster is basically a slinky for our eyeballs.

I've talked with quite a number of people who have bought VR systems, and I have yet to find one who uses it with the sort of frequency that people use their gaming consoles, PCs, laptops, or phones to play games. Maybe this wave of innovation will eventually take face-mounted VR from "novelty" to "daily driver", but it doesn't sound like it's here yet.

Well then you can come meet me and about 150 other friends.

I pretty much play VR only at this point. Any time I try a typical flat screen 3D game something is missing. The frustration of having a camera stick. The boringness of having to "press the action button" instead of just reaching out and touch the thing I'm supposed to interact it. And of course most of all the feeling of "presence". The Citadel on the horizon in HL2 (old reference sorry) is a pretty picture but nothing more. The volcano in Farpoint is 3 miles high with a 15 mile high plumb of smoke and I feel that as though I was there. It's like a picture of the grand canyon vs actually being at the grand canyon. They aren't comparable and I can't go back to not feeling like "being there".

This isn't a "gimmick" like 3D movies where they stick things in your face or throw stuff at you just show off the tech. It's qualitatively different.

If there was more content I was interested in I'd spent even more time in VR. Unfortunately there isn't that much AAA VR content and worse for me I can't take horror in VR, it's way to intense, so I probably won't be able to play the new VR Half Life coming out in March.

VR today is like an Apple Newton in 1993. Everyone laughed. Heck in 2007 PDAs where just for geeks. Then in 2008 Apple's PDA shipped, the iPhone, and now everyone has a PDA in their pocket to the point that's you'd be considered strange not to have one. It might be a while, it might even be another 15 years but VR will happen. It's just too compelling when it's good.

  • This reads like someone who has had VR for a limited time. Yes, it’s very impressive at first, and people write posts like these. After a few years, many realize that the resolution is low, the headsets are uncomfortable, and the experiences are limited. It still has a long way to go. I do agree that it can happen, but it needs to be much better, similar to the state of AR,

  • > The boringness of having to "press the action button" instead of just reaching out and touch the thing I'm supposed to interact it.

    but "reaching out" in VR equates to waving around a VR wand in space and pressing buttons on it, I'm not sure what's the difference?

    • Your hands are in the same physical location as the object you're interacting with. It removes one of the planks of artificiality and improves the chance your brain will stop signalling that experience isn't real.

      I don't entirely agree with OP. I enjoy VR even when it uses the gamepad. If the iteractions have a good "in-game" explanation - no matter how far-fetched - then your brain will stop raising the alarm. So if the game gives a good justification for pushing buttons in-world then that will do the trick.

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    • I feel like you probably haven't tried VR? The thing about VR is put someone who doesn't understand video games or any of the metaphors people who grow up with them understand, and in something like the HTC Vive they'll still just "get it". People almost immediately start walking around and trying to touch things, pick things up etc.

      The biggest problem with VR is headset bulk, and space. Lighter headsets will make a huge difference. Finding a way to give people more raw space to play in will make a huge difference.

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  • I'm glad to hear there are a few people happy with the current stuff. But I'll note that in the 1990s wave of VR there were people who would talk exactly like this. It was amazing; they loved it; the tech and content wasn't there yet, but surely in 10 or 20 years, we'd all be spending all our time immersed. And I'll note that James Cameron, director of Avatar, has essentially the same belief about 3D movies: https://www.cinemablend.com/news/2428530/the-problem-3d-has-...

    I'm still unconvinced. And I'll note that plenty of people get the feeling of presence from novels, from comic books, from movies, from games. Getting lost in a world isn't a property of technology. It's something humans have been doing since we were telling stories around a campfire.

    When we want that, that is. As you say, we just as often want distance from our experiences. And quite often we're indifferent to immersion; it's not material to the experience we seek. Movie tickets sales are down 25% since 2000. That might be in part because some people have fancy home theaters that are nearly as good, the at-home 100" screen with 7.1 sound. But I think it's mostly because people are happy watching things on laptops and tablets and phones. They mostly don't want to "be there", however much that horrifies the Martin Scorseses of the world.

    • Cameron made a great 3D movie that spawned a generation of shitty counterfeit imitations. That article is about how Cameron feels 3D cinema was poisoned by a glut of cheap fake 3D, and he wants real 3D tech to develop so people stop faking it, and he wants a no glasses solution. Is he wrong?

      People always had TV. Obviously home viewing is winning because it's getting better and it's much cheaper and more convenient.

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>I've talked with quite a number of people who have bought VR systems, and I have yet to find one who uses it with the sort of frequency that people use their gaming consoles, PCs, laptops, or phones to play games. Maybe this wave of innovation will eventually take face-mounted VR from "novelty" to "daily driver", but it doesn't sound like it's here yet.

I pretty much fully agree with your assessment, with the caveat that I've seen a lot of folks really getting in to their Oculus Quests in a way that never happened for the tethered unit. I'm certain many would spend even more time using it if there was a larger software library.

(And yes, the success of the Quest genuinely surprised me, too. Having now gotten to play with one, I have to say tetherless with good controllers is the biggest single improvement in VR since the first modern headset.)

  • Yeah, I got to try the Quest as well, and it's what the experience should be like. No cables, no beacons, no markers, no nothing.

    But the resolution and framerate is too weak right now. Needs 8K in 60fps, so it's just a matter of time.

    • As someone else pointed out the framerate is already way past 60Hz.

      But is resolution that important? If had to list the areas where VR needed improvement it would be fairly low down my list. I'd put comfort and FOV higher and improving the screen door effect would also probably trump resolution.

      But I think none of these things are deal-breakers. Content is king as they say. Previous new media have not been held back by quality issues. Early consoles didn't suddenly leap into mass adoption when the graphics improved. Cinema didn't mature when film stock got better. It was content and people's awareness that changed.

    • Hopefully more than 60fps :) It's currently 72fps, and the Index is 120/144, which sounds close to ideal. I've been pretty happy with the Quest's 72 for now though.

> I have yet to find one who uses it with the sort of frequency that people use their gaming consoles, PCs, laptops, or phones to play games.

Part of the problem the industry has with VR is unrealistic measures of success.

Does VR really have to be used with the same frequency we use consoles and have sales as high as smart phones to be considered not a novelty?

There's a huge gap between "another duffer like 3D TV" and "the new iPhone"

  • Is there a gap there? I mean, sure, I see it conceptually, but I don't see a market gap.

    Look at movies as an example. When sound came along, it basically destroyed the market for silent film. Same deal for color film. But 3D has come and gone at least twice, bumping along as a novelty in between.

    I think it's going to be even more true of VR, in that doing good VR content is a) difficult, and b) a pretty different process than most non-VR content. One of the VR fans in this thread was bemoaning the lack of AAA VR content in particular. But nobody's going to be making that content unless the market is large enough to support it.

    • I think there is a market gap. Even without AAA games, even without a mass-market presence, VR is a genuinely new medium and there will always be enough people fascinated by it to for content to keep producing.

      Even if it's arty or niche content (which is fine by me) VR fills a unique role and people will want to keep experimenting with it.

      Between education, arts, B2B, training etc the gaming side of VR could disappear entirely and there would still be enough usage to maintain an ecosystem. It doesn't take a huge company to design and make the hardware.

      Maybe VR going underground for another decade wouldn't be such a bad thing. The tech industry might be slightly less unicorn-obsessed next time round.

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You are confusing tech deficiency for the lack of interest. Imagine if the tech was available so you can see 3D content covering the entire human FOV in 8K resolution that with almost no weight on the head just for $500, would you not buy it and use it full time? Things have came long way and still long way to go but our biological construction demands 3D tech and it's not going to change anytime soon.

  • I don't think I would. I already have the experience of immersion with current screens. I don't think strapping screens to my face will improve anything. And given the metaphorical and literal headaches of trying to fool the human vision system, I don't expect that I'd enjoy anything in the facehugger category.

    This might change for me if we could bypass the eyeballs and the limbs, of course.

    • Although VR is technically "strapping screens to your face" that description doesn't do justice to the actual experience. I sense from your jocular put-downs the scepticism of someone that hasn't tried modern VR. Would I be correct?

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A lot of people complain about it but I like the 3D effect on the (new) Nintendo 3DS a lot, even after using it for quite a while.

FWIW, I left the 3D turned on with my 3DS, but I recognize that I was in the minority. I liked the 3D well enough, but OTOH I don’t really miss it on the Switch.