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[-] mindbleach@sh.itjust.works 2 points 1 hour ago

Wildly overpriced, except for the options owned by the devil. For fuck's sake, "even with this Apple's hilariously expensive flop" underlines how hard companies refuse to get it. To reach a wider audience - charge less. Reduce cost. Simplify and add lightness. the only company even trying is god-damned Facebook, and they're still fumbling it.

You need low-latency 6DOF. Everything else is negotiable. Everything.

And for god's sake, have an intermediate format. Ship a VR gizmo that only renders ten million floating dots... and guarantees it can show them at 200 Hz, with up-to-the-millisecond tracking. Disconnect that performance from computing power. And latency. Let an absolute potato, on the other side of the world, be capable of producing the magical dreamscape you're standing in, without making you throw up.

[-] Blackmist@feddit.uk 23 points 6 hours ago

It needs to either become a generic commodity like a TV, or it will die.

We can't have this fragmented system. Imagine if you needed a Sony TV for PS, one for Xbox, one for PC, a standalone one that could run it's own exclusive content...

It's good tech, and the immersion is unparalleled, but greedy company are going to burn it to the ground it so they can rule the ashes.

It's fucking madness that you can't even use it to watch 3D movies on Netflix etc. There needs to be a generic box that accepts USB or HDMI input from all devices so you can at least use it for things other than gaming, even if it just puts it all in a big virtual screen.

[-] Flocklesscrow@lemm.ee 3 points 1 hour ago

Yep. The Corporate demand for siloed ecosystems is self-defeating. There are other examples of the same paradigm with VHS v Beta, DVD Audio vs SACD, Dvd vs LaserDisc etc.

Frankly, I don't really care if the tech dies- the companies that "support" it are too flimsy to be counted on as going-concerns, they're just fighting their own downward spirals.

[-] Vespair@lemm.ee 19 points 7 hours ago

I blame Meta. My Oculus Rift CV1 was working great until some random software update and now for some reason it won't read my sensors as being connected via USB3.0 cable despite them being so, instantly rendering my expensive VR device a giant paper weight.

I'm still salty about Oculus starting out crowdfunded then selling to Facebook. What a fucking betrayal.

I loved my original oculus. I thought it was very well built. I loved it right up until having a Facebook account became mandatory... now I love my value index.

[-] ClassifiedPancake@discuss.tchncs.de 14 points 8 hours ago* (last edited 7 hours ago)

Sony gave up on the VR2 before it was even released. No promotion, hard to even find the games in the store, no free VR games in PS+, barely any investment in developers and exclusives. I don't understand why anyone would expect a better outcome.

[-] mindbleach@sh.itjust.works 3 points 4 hours ago

Sony gave up on VR when the PS5 launched without it.

[-] angstylittlecatboy@reddthat.com 3 points 6 hours ago

PSVR2 died because it's not backwards compatible with PSVR1.

That’s another reason, yes

[-] angstylittlecatboy@reddthat.com 26 points 9 hours ago

Half Life Alyx is like if we got Super Mario 64, and then four years later the games influenced by it just didn't come.

[-] HawlSera@lemm.ee 12 points 9 hours ago

I imagine when you treat VIRTUAL REALITY BEING REAL NOW as a fad, develop like two or three games for it, then never do anything with it again.. yeah I imagine the market would decline...

[-] JokeDeity@lemm.ee 2 points 6 hours ago

Everyone complaining about intense sweating... I have to wonder if you guys are on the bigger side. Playing very active games on the Vive never made me sweat like you guys are saying.

[-] taladar@sh.itjust.works 7 points 5 hours ago

Maybe you are just a naturally less sweaty person, that can vary a lot by genetics too, not to mention temperature and humidity around you.

[-] JokeDeity@lemm.ee 2 points 6 hours ago

It's still pretty much gate kept to rich people. The affordable ones will make you sick if you're not in the small lucky group that is unaffected. I've wanted to get into VR for years but never have the excess money to do it. I have noticed an uptick in YouTubers playing VR lately. I think this article and the developers polled are missing a lot of reality.

[-] Chaosppe@thelemmy.club 3 points 8 hours ago

As other have said, it's extremely expensive to pc/vr and for those that can afford it, there isn't enough content. For video browsing I find that I have a better monitor than the quest 3. (led vs qoled) so why would I bother? Plus I have a fiancé around me when I'm at home so it makes no sense to close myself off. I enjoy the product and maybe if it had better integration for multiple people, I might use it more often. The fix for the sweating is to use a bobovr s3 pro strap and to remove the headface. It also comes with a fan so it's honestly very comfortable. But that's another £100.

I wish it could take off more, but I know it's still just a gimmick.

[-] yamanii@lemmy.world 1 points 6 hours ago

Antis have been killing VR for years already, Asgard Wrath 2 came out in December.

[-] JokeDeity@lemm.ee 2 points 6 hours ago

What do you mean by this?

[-] Sam_Bass@lemmy.world 2 points 8 hours ago

where are the vr holographs? i want a star trek holodeck in my house

[-] stringere@sh.itjust.works 3 points 3 hours ago

holograph - A document written wholly in the handwriting of the person whose signature it bears.

I think you meant hologram. In which case, check it out: https://axiomholographics.com/devices/hologram-room/

[-] JokeDeity@lemm.ee 2 points 6 hours ago

It's been difficult so far to make beams of light decide to stop middair, but maybe you have some ideas?

[-] stringere@sh.itjust.works 1 points 3 hours ago

The work these folks are doing is pretty cool. They utilize polarized light to allow for multiple viewing angles of holograms. https://axiomholographics.com/

[-] taladar@sh.itjust.works 2 points 5 hours ago

The force fields that allow you to walk in one direction without actually moving and hitting the wall also seem to still be missing in our RL tech tree.

[-] nickwitha_k@lemmy.sdf.org 15 points 15 hours ago

I think that the biggest problem is the lack of investment and willingness to take on risk. Every company just seems to want a quick cash grab "killer app" but doesn't want to sink in the years of development of practical things that aren't as flashy but solve real-world problems. Because that's hard and isn't likely to make the line go up every quarter.

[-] interurbain1er@sh.itjust.works 10 points 10 hours ago* (last edited 8 hours ago)

It's mostly the price. If you have 500 or even 1000 to invest to play games, first that puts you squarely in the top 1% worldwide but more importantly a VR headset is the worst choice in terms of breadth of games you can play. So the first choice will always be a PC or a console which leave the VR headset for the people who actually have 2k+ to spend for gaming and actually want one. A tiny tiny minority.

If you add on top of it that you still have a 50/50 chance of getting nausea each time you play and that it's a pain in the ass (or an additional expense) if you wear glasses, and the space requirement. It's not a surprise if the market is stalled.

As for useful implementation, my cousin is an orthopedic surgeon and they use VR headset and 3D x-ray scanner, 3d printers and a whole bunch of sci-fi stuff to prep for operation, but they are not using a meta quest2, we're talking 50k headset and million dollar equipment. None of that does anything to the gaming market.

My though is that the tech need to get a couple of order of magnitude better and be usable as a day to day computer for work. When I can code in one 10 hours a day without fucking up my eyes, vomiting myself, sweating like a pig and getting neck strain it will have the possibility to take over the computer market, until then, it's a gimmick.

[-] nickwitha_k@lemmy.sdf.org 1 points 44 minutes ago

As for useful implementation, my cousin is an orthopedic surgeon and they use VR headset and 3D x-ray scanner, 3d printers and a whole bunch of sci-fi stuff to prep for operation, but they are not using a meta quest2, we're talking 50k headset and million dollar equipment. None of that does anything to the gaming market.

That's really awesome and I love seeing that the tech is actually seeing good uses.

Yeah. A lot of what you're saying parallels my thoughts. The PC and console gaming market didn't exist until there were more practical, non-specialty uses for computing and, importantly, affordability. To me, it seems that the manufacturers are trying to skip that and just try to get to the lucrative software part, while also skipping the part where you pay people fair wages to develop (the games industry is super exploitative of devs) or, like The Company Formerly-known as Facebook, use VR devices as another tool to harvest personal information for profit (head tracking data can be used to identify people, similar to gait analysis), rather than having interest in actually developing VR long-term.

Much as I'm not a fan of Apple or the departed sociopath that headed it, a similar company to its early years is probably what's needed; people willing to actually take on some risk for the long-haul to develop the hardware and base software to make a practical "personal computer" of VR.

When I can code in one 10 hours a day without fucking up my eyes, vomiting myself, sweating like a pig and getting neck strain it will have the possibility to take over the computer market, until then, it's a gimmick.

Absolutely agreed. Though, I'd note that there is tech available for this use case. I've been using Xreal Airs for several years now as a full monitor replacement (Viture is more FOSS friendly at this time). Bird bath optics are superior for productivity uses, compared to waveguides and lensed optics used in VR. In order to have readable text that doesn't strain the eyes, higher pixels-per-degree are needed, not higher FOV.

The isolation of VR is also a negative in many cases as interacting and being aware of the real world is frequently necessary in productivity uses (both for interacting with people and mitigating eye strain). Apple was ALMOST there with their Vision Pro but tried to be clever, rather than practical. They should not have bothered with the camera and just let the real world in, unfiltered.

[-] taladar@sh.itjust.works 3 points 9 hours ago

Even your hypothetical perfect headset would be useless in so many situations where you can game today, can't use it in public, can't use it while watching children, can't use it while talking to other adults in your household,...

Also, I think the idea that you even need that first person perspective for immersion is deeply flawed, lots of games make you feel immersed without that. Not to mention that it severely limits possible UI elements if you don't want to break the immersion again.

[-] interurbain1er@sh.itjust.works 2 points 8 hours ago

Oh I agree. Once you already have a PC or a console the added experience of a VR headset isn't a great value proposition for the price.

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this post was submitted on 23 Oct 2024
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