Comment by Analemma_

5 hours ago

HL:A is incredible, and I think it's still the best single-player VR game ever made, but it's almost seven years old now. It's pretty clear that this software ecosystem is dead.

The race/flight sim market is still going strong, but I guess it's the exception that proves the rule. It's extremely difficult to make a non-vehicle-based game that actually plays well in VR.

  • Incidentally I made a vehicle based game in VR (https://roguestargun.com), but currently I have no idea how to upload the APK to Steam to run on-device for the steam frame.

    • SteamOS doesn't use APK files afaik, it's just desktop linux. Probably an AppImage executable? Ought to be explained in Steamworks somewhere.

I suspect that the current design of VR/AR is not likely to get cheap enough and light/small enough to catch on in a big way. Kind of seems like diminishing returns on headset improvements at this point.

  • The first VR system that many of us used was the W Industries / Virtuality system in the early 1990's. Those were $60k in 1991 which is $140k today.

    If the price of leading edge VR price drops two orders of magnitude every 35 years or so, it's probably only going to be another 10-15 years for $200 headsets.

    So it's not here yet, but will be soon.

    • The computer powering the Virtuality was an Amiga, which I've always found mindblowing.

  • The Xreal augmented reality sunglasses type designs look a lot more interesting. I’m sure they sacrifice a lot of visual quality compared to a full gaming headset, but the general pitch makes more sense.

    • Those are the ones I am keeping an eye on most closely. In a few generations they might be where they need to be for a "floating monitors" experience in AR.

Until the hardware is ubiquitous it will remain so. But low profile AR/VR glasses that actually look exactly like normal glasses or goggles could bring it back from the dead

I had the Oculus DK1, and now have a Meta Quest 2. I haven't had reason to boot it in the past... year?

I love the idea of the Apple Vision Pro 2, but its wildly expensive and it sounds too heavy to wear for very long throughout the day unless you're reclined. I'd just use it for virtual screens for development and in my workshop ideally - but that requires me moving around, and the weight makes that a no-go.

I'm into these things, but they still just aren't there yet- and the ecosystem is still lacking geniune investment beyond HL:A and some cool tech demos.

  • For what it's worth, I use the Apple Vision Pro as my primary display for an average of 8+ hours a day without any issues. I have years of experience with previous headsets, but my wife has no issues with the AVP's weight either, despite having no prior experience.

I'm looking forward to the modding community finally having full, unfettered access to a single hardware deploy target that will allow them to do a lot of interesting work that may be technically possible right now, but is very hard in a complicated and heterogeneous ecosystem, both because it is technically difficult to set up, and because the technical difficulty of doing the set up prevents any community from getting over the activation energy to grow and become self-sustaining.

In particular, I don't know if the Steam Frame will have the power for this, but something like a native ARM build of Dolphin (so no FEX) that exposes the 3D nature of polygonal games is very interesting to me. If you can cross your eyes to get stereo you can see what that would look like for something like Super Mario 3D Galaxy here: https://www.youtube.com/watch?v=XmgdqCL2toE (I find a conventional, unfolding phone to be a pretty good size for that. On a big monitor getting it small enough to cross eyes can be a challenge.) In general any emulation target that has 3D polygons is really interesting to me. I'm also pretty interested in what full 3D does to Skies of Arcadia (could be a complete disappointment, could be absolutely amazing) and Sin & Punishment: Star Successor, where I feel like the game that was a bit crowded and struggling with being 2D in SD might just come alive. (Assuming they didn't play too many games with the distance that doesn't work if we see it in true 3D.)

I gather the modding community is already gearing up for modding more games to be true 3D in the VR space. That is, not necessarily VR (though there's a mod community for that as well), but having a visible screen floating in 3D VR space where the screen itself is fully 3D. There is also a wide variety of games from the past couple of decades that I suspect might be very difficult to "convert to VR" but might be relatively easy to trick into rendering full 3D instead of down to 2D.

Nothing really stops any of this from happening now, but I've tried to set it up before and I was unsuccessful with my current stack. Being able to give out instructions that say "Install the Dolphin3D Build from the Flatpak Store and load up your ROMs" rather than the current set of ad hoc complex instructions that I couldn't even get through successfully could be a game changer.

I will giggle like a schoolgirl if the reason why Steam Frames sell like hot cakes in six to twelve months is that they become recognized as the premier way to emulate 3D systems from the Playstation forward. Overclocking, texture packs, modding, all that's great, but how about all those things and true 3D for a lot of games?

TBH in terms of intensity it maybe the best single-player game for me. The experience is so different from non-VR games that I struggle to even put it into the same category.