• Ten years later... Is VR "all that" or just hype

    From Spalls Hurgenson@21:1/5 to All on Fri Oct 7 16:28:16 2022
    There's an interesting article on Ars Technica* about the current "VR Revolution", asking if it's lived up to the hype or not, and where it
    is going from here.

    Because VR was supposed to be the next big thing, with some suggesting
    it would soon outsell televisions and completely revolutionize media consumption. But though this generation of VR - started in 2012 when
    the first Occulus was released - has had better fortunes than the one
    in the late 90s, it's still rather niche, especially on PCs (it's done
    a bit better as a stand-alone product).

    The article points out various reasons why this might be, listing
    things such as a lack of API support in major games engines, the
    "friction" of using it on PCs where hardware issues crop up a lot more
    than they should, and bad experiences people had in the early days
    that make them look askance at the modern tech.

    I never bought into the excitement about VR. There's a part of me that
    really wanted to - a fully immersive video game experience? Sign me
    up! - but even when taking all the hype at face value it was a hard
    sell. Admittedly, I haven't tried newer offerings - I definitely fall
    into the "used it in the past and was disappointed - but my biggest
    problem wasn't that the tech was uncomfortable or inconvenient: it was
    that it didn't live up to its promise. It never felt immersive to me;
    it was just a bigger screen. It didn't make me feel any more 'in the
    game' than watching it on a big TV. Neat? Sure. Worth the price and
    hassle? Definitely not.

    And - of course - when Facebook became the primary pusher of the tech,
    I lost all interest. There are alternatives, of course (PSVR, Valve
    Index), but they are -sadly- also rans. A lot of my negativity over
    the tech stems from Facebook's involvement; that killed my interest in
    it more than anything else.

    But I accept that while VR is never going to be a big part of my
    gaming life, I'm hardly representative of the market. And -knowing
    that a number of people here have invested in the technology - I
    thought I'd ask them:

    (finally getting around to the point of this post!)

    What do you think of VR's future. Has it fumbled the ball? Are we
    still on the precipice of VR greatness? How often do you pull on the
    headset? And what do you think is keeping VR from taking over the way
    it was supposed to?

    Or should we all just wait for the neural jacks and/or holodecks?





    ===================
    *read it here https://arstechnica.com/gaming/2022/10/what-happened-to-the-virtual-reality-gaming-revolution

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From rms@21:1/5 to All on Fri Oct 7 15:46:10 2022
    https://arstechnica.com/gaming/2022/10/what-happened-to-the-virtual-reality-gaming-revolution

    This strikes me as a pretty balanced article, with a reasonably positive future outlook. I've had the original Vive, and still have the Index. Have
    I taken it out to try something in a long while? No. The article talks of
    the need to lower 'friction' in setup and initialization, and this is very
    much a factor for me, as each time a desire to try a VR experience occurs to me, I know I'll have to get the headset and controllers out from underneath
    the shelf, plug the headset into the computer, turn on the power for the
    laser trackers, push my chair back to have some movement room, start up
    SteamVR and wait for it to find all the devices, then put on and adjust the headset for comfort -- all before ever starting the game up. 99% of the
    time I'll just say naw and start a normal pc or console game, which takes seconds.

    But these devices are getting better incrementally. I haven't tried Quest2, but others enjoy it quite a bit; PSVR2 will be here very soon; this device https://www.nreal.ai/air/ is a fascinating initial effort at a super-lightweight headset for e.g., the Steamdeck: This Nreal headset I wouldn't say is ready for primetime, but a more polished design with a bit faster hardware to drive it could be pretty fantastic, and lower that 'friction' dramatically -- note that this is not primarily a VR headset but just for presenting a virtual huge screen before your eyes, or for AR.

    Software is another matter entirely.

    rms

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Dimensional Traveler@21:1/5 to Spalls Hurgenson on Fri Oct 7 19:11:53 2022
    On 10/7/2022 1:28 PM, Spalls Hurgenson wrote:

    There's an interesting article on Ars Technica* about the current "VR Revolution", asking if it's lived up to the hype or not, and where it
    is going from here.

    Because VR was supposed to be the next big thing, with some suggesting
    it would soon outsell televisions and completely revolutionize media consumption. But though this generation of VR - started in 2012 when
    the first Occulus was released - has had better fortunes than the one
    in the late 90s, it's still rather niche, especially on PCs (it's done
    a bit better as a stand-alone product).

    The article points out various reasons why this might be, listing
    things such as a lack of API support in major games engines, the
    "friction" of using it on PCs where hardware issues crop up a lot more
    than they should, and bad experiences people had in the early days
    that make them look askance at the modern tech.

    I never bought into the excitement about VR. There's a part of me that
    really wanted to - a fully immersive video game experience? Sign me
    up! - but even when taking all the hype at face value it was a hard
    sell. Admittedly, I haven't tried newer offerings - I definitely fall
    into the "used it in the past and was disappointed - but my biggest
    problem wasn't that the tech was uncomfortable or inconvenient: it was
    that it didn't live up to its promise. It never felt immersive to me;
    it was just a bigger screen. It didn't make me feel any more 'in the
    game' than watching it on a big TV. Neat? Sure. Worth the price and
    hassle? Definitely not.

    And - of course - when Facebook became the primary pusher of the tech,
    I lost all interest. There are alternatives, of course (PSVR, Valve
    Index), but they are -sadly- also rans. A lot of my negativity over
    the tech stems from Facebook's involvement; that killed my interest in
    it more than anything else.

    But I accept that while VR is never going to be a big part of my
    gaming life, I'm hardly representative of the market. And -knowing
    that a number of people here have invested in the technology - I
    thought I'd ask them:

    (finally getting around to the point of this post!)

    What do you think of VR's future. Has it fumbled the ball? Are we
    still on the precipice of VR greatness? How often do you pull on the
    headset? And what do you think is keeping VR from taking over the way
    it was supposed to?

    Or should we all just wait for the neural jacks and/or holodecks?

    I don't think we (as in "we the human race") have to wait that long.
    (And even if we do get neural jacks someday, one word. Hackers. O_O )
    Just to the point where its a pair of dark glasses and ear buds. But
    then the issue would be the interface with a properly immersive virtual reality. Hmmm, okay, a full body tactile feedback suit. Hmmm, okay, I
    can see that leading to porn killing off the human race in a generation.
    With the help of hacked VR porn.

    ...

    Ya know, maybe this whole thing is a bad idea....

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Spalls Hurgenson on Sat Oct 8 11:18:01 2022
    On 07/10/2022 21:28, Spalls Hurgenson wrote:

    What do you think of VR's future. Has it fumbled the ball? Are we
    still on the precipice of VR greatness? How often do you pull on the
    headset? And what do you think is keeping VR from taking over the way
    it was supposed to?

    Or should we all just wait for the neural jacks and/or holodecks?


    To me it still seems like a tech demo and not a mass market product.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zaghadka@21:1/5 to Spalls Hurgenson on Sat Oct 8 10:43:55 2022
    On Fri, 07 Oct 2022 16:28:16 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    What do you think of VR's future. Has it fumbled the ball? Are we
    still on the precipice of VR greatness? How often do you pull on the
    headset? And what do you think is keeping VR from taking over the way
    it was supposed to?

    VR still lacks a "killer app." Something that is unique to VR and is a
    "must have" experience of high value. Most everything is just the same experience... but virtual. Either that or what amounts to a tech demo.

    FPS is not the killer app. The Metaverse is not the killer app.
    Simulation is a niche product (that VR does really well).

    As long as there's no "killer app," it will be a novelty.

    I see a lot more promise in AR rather than VR. Nothing beats RR (real
    reality), and adding tech to it, rather than using tech to get away from
    it, seems a more useful -- and less potentially destructive -- endeavor.

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Pr. Mandrake@21:1/5 to Zaghadka on Sat Oct 8 11:30:42 2022
    On Saturday, October 8, 2022 at 10:43:59 AM UTC-5, Zaghadka wrote:
    On Fri, 07 Oct 2022 16:28:16 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    What do you think of VR's future. Has it fumbled the ball? Are we
    still on the precipice of VR greatness? How often do you pull on the >headset? And what do you think is keeping VR from taking over the way
    it was supposed to?
    VR still lacks a "killer app." Something that is unique to VR and is a
    "must have" experience of high value. Most everything is just the same experience... but virtual. Either that or what amounts to a tech demo.

    FPS is not the killer app. The Metaverse is not the killer app.
    Simulation is a niche product (that VR does really well).

    As long as there's no "killer app," it will be a novelty.

    I see a lot more promise in AR rather than VR. Nothing beats RR (real reality), and adding tech to it, rather than using tech to get away from
    it, seems a more useful -- and less potentially destructive -- endeavor.

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

    I'd like to see System Shock rebooted for VR. That would be killer.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Zaghadka on Sun Oct 9 11:09:08 2022
    On 08/10/2022 16:43, Zaghadka wrote:
    On Fri, 07 Oct 2022 16:28:16 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    What do you think of VR's future. Has it fumbled the ball? Are we
    still on the precipice of VR greatness? How often do you pull on the
    headset? And what do you think is keeping VR from taking over the way
    it was supposed to?

    VR still lacks a "killer app." Something that is unique to VR and is a
    "must have" experience of high value. Most everything is just the same experience... but virtual. Either that or what amounts to a tech demo.

    FPS is not the killer app. The Metaverse is not the killer app.
    Simulation is a niche product (that VR does really well).

    As long as there's no "killer app," it will be a novelty.

    I see a lot more promise in AR rather than VR. Nothing beats RR (real reality), and adding tech to it, rather than using tech to get away from
    it, seems a more useful -- and less potentially destructive -- endeavor.


    Yep that's pretty much my position. I wouldn't mind trying it just to
    see what it's like but I'm not going to spend several hundred pounds
    just for that.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Justisaur@21:1/5 to Spalls Hurgenson on Sun Oct 9 07:57:37 2022
    On Friday, October 7, 2022 at 1:28:34 PM UTC-7, Spalls Hurgenson wrote:
    There's an interesting article on Ars Technica* about the current "VR Revolution", asking if it's lived up to the hype or not, and where it
    is going from here.

    Because VR was supposed to be the next big thing, with some suggesting
    it would soon outsell televisions and completely revolutionize media consumption. But though this generation of VR - started in 2012 when
    the first Occulus was released - has had better fortunes than the one
    in the late 90s, it's still rather niche, especially on PCs (it's done
    a bit better as a stand-alone product).

    The article points out various reasons why this might be, listing
    things such as a lack of API support in major games engines, the
    "friction" of using it on PCs where hardware issues crop up a lot more
    than they should, and bad experiences people had in the early days
    that make them look askance at the modern tech.

    I never bought into the excitement about VR. There's a part of me that
    really wanted to - a fully immersive video game experience? Sign me
    up! - but even when taking all the hype at face value it was a hard
    sell. Admittedly, I haven't tried newer offerings - I definitely fall
    into the "used it in the past and was disappointed - but my biggest
    problem wasn't that the tech was uncomfortable or inconvenient: it was
    that it didn't live up to its promise. It never felt immersive to me;
    it was just a bigger screen. It didn't make me feel any more 'in the
    game' than watching it on a big TV. Neat? Sure. Worth the price and
    hassle? Definitely not.

    And - of course - when Facebook became the primary pusher of the tech,
    I lost all interest. There are alternatives, of course (PSVR, Valve
    Index), but they are -sadly- also rans. A lot of my negativity over
    the tech stems from Facebook's involvement; that killed my interest in
    it more than anything else.

    But I accept that while VR is never going to be a big part of my
    gaming life, I'm hardly representative of the market. And -knowing
    that a number of people here have invested in the technology - I
    thought I'd ask them:

    (finally getting around to the point of this post!)

    What do you think of VR's future. Has it fumbled the ball? Are we
    still on the precipice of VR greatness? How often do you pull on the
    headset? And what do you think is keeping VR from taking over the way
    it was supposed to?

    Or should we all just wait for the neural jacks and/or holodecks?

    My response appears to have been eaten by the series of connected
    tubes.

    I'll try again, likely to be much shorter.

    Value wise, I'd put the Oculus 2 above the Wii, that's pretty impressive
    to me for VR. I haven't played it that much recently, though my daughter
    still does off and on, and ironically was playing yesterday when I made
    my post.

    I still have yet to try to hook it up to the PC again and play something
    more up my alley. I briefly looked into getting Fallout 4 or Skyrim VR
    to play with it, but it looks like an arduous series of steps, that I'm
    not excited enough to bother with.

    It's still got a lot of issues - nausea when moving in game, vertigo
    for drop offs, which seem far too overused in native games to
    'show off' that it's VR (much like many old movies made for 3d
    where they overdid showing things coming at you,) and fatigue.
    I'd count battery life, but really that only comes into play if you've
    got multiple people sharing one as fatigue gets you first.

    The only game that I've played that seems to overcome those first
    two is Beat Saber, as you don't have to move, and vertigo can be
    avoided by overriding the drop off game space with one that doesn't
    have that. Unfortunately you can't play online with the game space
    overridden, and I still get vertigo if I try to play that way.

    The games made for it seem more like gimmicks, toys, or tech
    demos for the most part, I'd agree. It still is worth the cost just
    for the novelty at this point though, especially if you aren't
    affected by heights or movement.

    - Justisaur

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to JAB on Sun Oct 9 11:32:46 2022
    On Sun, 9 Oct 2022 11:09:08 +0100, JAB <noway@nochance.com> wrote:
    On 08/10/2022 16:43, Zaghadka wrote:
    On Fri, 07 Oct 2022 16:28:16 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    What do you think of VR's future. Has it fumbled the ball? Are we
    still on the precipice of VR greatness? How often do you pull on the
    headset? And what do you think is keeping VR from taking over the way
    it was supposed to?

    VR still lacks a "killer app." Something that is unique to VR and is a
    "must have" experience of high value. Most everything is just the same
    experience... but virtual. Either that or what amounts to a tech demo.

    FPS is not the killer app. The Metaverse is not the killer app.
    Simulation is a niche product (that VR does really well).

    As long as there's no "killer app," it will be a novelty.

    I see a lot more promise in AR rather than VR. Nothing beats RR (real
    reality), and adding tech to it, rather than using tech to get away from
    it, seems a more useful -- and less potentially destructive -- endeavor.

    Yep that's pretty much my position. I wouldn't mind trying it just to
    see what it's like but I'm not going to spend several hundred pounds
    just for that.

    So, doesn't that raise the question: CAN there be a killer app for VR? Something so awesome that people will have flock to it like moths to a
    flame?

    I agree FPS games aren't the solution, largely because of the nausea
    problem (and the less-than-exciting solution of changing movement to
    teleport jumps). Sit-down games ("Elite Dangerous", or a racing sim)
    seem a better fit... except they either lack mass market appeal, and
    ultimately just end up being used as super-giant screens rather than
    being part of an immersive world.

    (Part of the problem may be the clumsy controls too. Maybe VR will
    have a better chance with fully body tracking and/or some sort of
    tactile feedback? Nintendo Power Glove 2.0, your time has come?)

    For me it's less the price and 'friction'* of use and more that - at
    the end of the day - I don't find the experience to be all that's
    promised; it's just a big, expensive screen that's an unconvincing
    attempt at making me think I'm actually in the gameworld. It all feels
    rather clumsy and artificial. And I'm not sure that higher resolutions
    and lighter, cooler headsets will change that.

    (But, again, my experiences are years old; I haven't tried the newest
    devices)

    Still, given the option of spending money on VR or putting it
    something - anything else - gaming related, anything else wins hands
    down. VR isn't giving me bang for the buck.

    Is it possible that there /isn't/ a killer app for VR, something that
    only it can do, and so well that people just have to buy it? Because
    right now it seems that - while it it is nifty tech - it is so
    compromised in its experience that it isn't worth the effort, much
    less the price.

    What would convince people it's worth making the plunge, if they've
    already looked at what's on offer and found it lacking?


    =======================
    * a term listed from the Ars Technica article in the original post,
    meaning the difficulties involved with actually using the tech,
    whether that has to do with installation problems, software
    compatibility/bugs, or even just the annoyance of all those cables

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From rms@21:1/5 to All on Sun Oct 9 17:31:06 2022
    The games made for it seem more like gimmicks, toys, or tech
    demos for the most part, I'd agree.

    If this Universal Unreal Engine VR mod lives up to the hype, could open
    up many more games for playing
    https://www.youtube.com/watch?v=oEchqL0gMOE

    rms

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Zaghadka@21:1/5 to Spalls Hurgenson on Sun Oct 9 20:34:01 2022
    On Sun, 09 Oct 2022 11:32:46 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    Is it possible that there /isn't/ a killer app for VR, something that
    only it can do, and so well that people just have to buy it? Because
    right now it seems that - while it it is nifty tech - it is so
    compromised in its experience that it isn't worth the effort, much
    less the price.

    What would convince people it's worth making the plunge, if they've
    already looked at what's on offer and found it lacking?

    WARNING: Spalls-like post length imminent. Run for your life.

    If sims were less niche, they are the killer app for VR. But sims are not mainstream gaming material. Stuff like training a batter with real
    historical pitchers, or a virtual experience at a firearms range, or a
    head tracking, interactive X-wing cockpit (in the XWVM engine over the
    original X-Wing) are all happening right now. They just don't bring the
    mass market. They could... but no big company wants a piece of it,
    because it also means taking a piece of serious, high-budget risk.

    VR is not a proven winner like CoD CXIV, and nobody who has the money
    wants to put serious money into VR sims because they are *hard*. That
    baseball swing sim costs a packet. So large companies opt for a graft-on process to current 3D engines instead of a sim built from the ground up
    for VR. There will be no killer app for VR if no company is willing to
    take the risk of making a serious, committed, and risky effort at a
    VR-only experience/game.

    To be more pointed, it _is_ _not_ _cheap_. Not for the consumer, not for
    the content producers. Cheap VR is simply not a thing. That's how the
    market is positioned though, and cheap will not bring the killer app.

    (As an aside, it also doesn't generalize well. Each sim likely needs
    different input hardware, not a generalized haptic suit. Stuff with
    weight and size that feels like what you can see is ideal here. Seeing
    isn't always believing.)

    The promise is there, if unrealized. But just as you and I would probably
    put money into a video card before a VR set, gaming companies will put
    money into the next FIFA or CoD, with proven ROI, rather than risk it on
    VR. Zuck is the only one who's attempted it, and to date it's a miserable failure, due to lack of imagination on his part, IMHO.

    So all VR lacks is vision and commitment. Specifically, the vision of
    people with the resources to bring a top-notch, simulation experience.
    You know, *actual* virtual reality. There's still so much money in The
    Ghost of Gaming Past that no one with the capital wants to roll the dice,
    or even be honest about how much the consumer will need to be charged for
    a piece of the future.

    The viewer hardware is not the cost-barrier. The R&D is. The data
    collection is. The software is. Possibly scenario-specific hardware is.
    The viewer can be cheap, but without the rest it's only ever going to be
    a novelty.

    The Wii had the same issues, and it was less complicated a challenge than
    VR. The only company that really bought into motion controls was
    Nintendo, and they were amazing at it. The tale was similar. The barriers
    to entry for the new concept was high, the models and procedures were new
    if not entirely uninvented, and nobody with the resources to do it was interested in starting from scratch. Not while there's so much easy money
    on the table with a traditional gamepad controller.

    Apparently, Revolution* does not pay enough.

    So in the interim we have XWVMVR, which is a hobby project that will
    never be finished, because only enthusiast hobbyists with no concept of profitability or delivery windows will touch a "killer" VR app with a 10-foot-pole.

    TL;DR: It's totally there. No one with the capital to achieve it wants a
    piece of it because it has a high degree of risk, and C-suite execs and
    MBAs absolutely hate risk when there's gobs of less-risky money on the
    table. It also requires some honesty about the real price of a compelling
    VR experience. It's also a coding time sink that needs to be written from scratch. VR needs a visionary who trusts the technology and its promise
    enough to take a significant economic risk. It ain't Zuck. He's down for
    the risk, but he's no visionary. I bet he sells Oculus within 5 years.

    There's no quick buck here, and I think that's what today's companies
    want. Even non-VR gaming languishes in the meantime.

    My 2 cents.

    --
    Zag

    West of House
    There is a small mailbox here.

    read leaflet
    "WELCOME TO USENET!

    USENET is a game of adventure, danger,
    and low cunning. In it you will
    explore some of the most amazing
    territory ever seen by mortals. No
    computer should be without it!"

    --FOOTNOTES--

    * The Wii prototype was dubbed the "Revolution."

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Ross Ridge@21:1/5 to spallshurgenson@gmail.com on Mon Oct 10 14:24:56 2022
    [Like Justisaur my first attempt to post this seems to have failed.
    Sorry, if you're seeing this twice.]

    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    The article points out various reasons why this might be, listing
    things such as a lack of API support in major games engines, the
    "friction" of using it on PCs where hardware issues crop up a lot more
    than they should, and bad experiences people had in the early days
    that make them look askance at the modern tech.

    I think that friction and the other things the article blames are just
    meant to distract you from the elephant in the room: VR can never be
    more than an expensive niche product. Imagine if instead of VR we were
    talking a console or PC controller that only worked with first person perspective games. How many people would pay $400 for that? But the expectation is that people will pay $400 or more to play an even more
    limitted selection of games.

    Honestly, it's amazing how well VR has done. A VR only game, Bonelab,
    came in 10th place on Steam's Global Weekly Top Sellers last week,
    generating more revenue on that platform that week than 11th place
    Destiny 2. I think people are still willing to give VR the benefit of
    the doubt, more people are still dreaming of what it could be than are
    put off by previous experiences with it. People expect friction with
    VR, just like someone with a full set of racing wheel, pedal and shifter controllers expects friction when playing a racing game.

    Even if you could buy a VR headset and controllers for the same price
    as an Xbox or PlayStation controller it still would be a niche product.
    But it's never going to be that cheap. As discussed here earlier,
    Moore's Law is dead and with it any reasonable expectation of technology continuously getting better and cheaper. I have to imagine that Facebook, sorry, Meta, is selling their $400 VR headset at a loss, in order to help
    feul their boss's dream of controlling the metaverse one day. As long
    term viable product, I'd expect VR headsets to have a similar price as
    a mid- to high-end smartphone, which are also not getting cheaper.

    Maybe eventually people's tastes will shift dramatically and the "2D"
    games that we're playing today will become niche and VR games the norm
    but that's what needs to change for VR to become mainstream. This really should be obivious, but too many people in the VR business are wearing rose-coloured VR headsets. They're still dreaming of the VR future
    that was predicted in cyberpunk novels and various effects-laden movies.
    They take for granted this is what everyone wants, and blame their lack
    of mainstream success on the hardware not delivering what these works
    of fiction promised. They don't seem to realise that people might not
    share that same dream.

    You don't need VR to play a match-3 game on your phone while riding
    the bus. You don't need VR to feel like a badass killing hordes of
    aliens in some shooter. You don't need VR to attend a virtual meeting
    while working at home. There's no real reason for VR to become mainstream other than it's what some futurists and science-fiction authors predicted decades ago.

    (I should point out I'm saying this as someone who's never drank the
    kool-aid. The closest thing to a cyberpunk novel that I've read is
    "Do Androids Dream of Electric Sheep?" and the only VR film I've seen is "Tron". I've never tried any form VR, I'm pretty sure they wouldn't work
    with my glasses and even if they did there's countless other things I'd
    spend my money on first. I'd like to think this makes my view of VR
    less biased, though I realise anyone who has drank the kool-aid would disagree.)

    --
    l/ // Ross Ridge -- The Great HTMU
    [oo][oo] rridge@csclub.uwaterloo.ca
    -()-/()/ http://www.csclub.uwaterloo.ca:11068/
    db //

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Ross Ridge@21:1/5 to spallshurgenson@gmail.com on Mon Oct 10 15:42:08 2022
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    So, doesn't that raise the question: CAN there be a killer app for VR? >Something so awesome that people will have flock to it like moths to a
    flame?

    No, and to go further, no single application could make VR more than
    niche product. For VR to gain widespread and lasting appeal there needs
    to be a wide range of games or other applications that need or benefit significantly from VR. There's no killer app for PC gaming, there's no
    killer app for the winged gamepad controllers that are ubiquitous today.
    Even the Wii would have been a flop if it's killer app, Wii Sports,
    was the only game people bought it for. Even then the whole motion
    control thing didn't really go anywhere.

    For VR to become mainstream there needs to be competetive online shooters
    where not using VR puts you at a disadvantage. There's needs to be a
    popular social app where not having VR makes you look bad. There needs
    to be some entirely new genre of game that could only exist with VR.
    And not just any one of these things, but all of them along with other
    reasons for a wide range people with different likes and dislikes to
    want to spend $400+ on a VR headset.

    I think ultimately VR is going to prove to be a niche option for certain
    kinds of games and a few limited applications. Probably more popular
    than flight sticks and steering wheels, but nowhere near as well as
    supported as console controllers in PC games are. Maybe there will be
    some revolutionary sea change for reasons that aren't obvious today, but
    it's not something improving existing technlogy alone is going to cause.

    --
    l/ // Ross Ridge -- The Great HTMU
    [oo][oo] rridge@csclub.uwaterloo.ca
    -()-/()/ http://www.csclub.uwaterloo.ca:11068/
    db //

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to Ross Ridge on Mon Oct 10 12:35:20 2022
    On Mon, 10 Oct 2022 14:24:56 -0000 (UTC), rridge@csclub.uwaterloo.ca
    (Ross Ridge) wrote:

    [Like Justisaur my first attempt to post this seems to have failed.
    Sorry, if you're seeing this twice.]

    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    The article points out various reasons why this might be, listing
    things such as a lack of API support in major games engines, the
    "friction" of using it on PCs where hardware issues crop up a lot more
    than they should, and bad experiences people had in the early days
    that make them look askance at the modern tech.

    I think that friction and the other things the article blames are just
    meant to distract you from the elephant in the room: VR can never be
    more than an expensive niche product. Imagine if instead of VR we were >talking a console or PC controller that only worked with first person >perspective games. How many people would pay $400 for that? But the >expectation is that people will pay $400 or more to play an even more >limitted selection of games.


    Both you and Zaghadka bring up a similar point, that a - perhaps the-
    major stumbling point for VR is its price, not just for the device but
    for supporting hardware and then software. I'm not sure I agree.

    Certainly the price is a significant hurdle. Valve Index costs $500
    USD for just the headset (double that for the full set-up), and you'll
    need a hefty PC on top of that to get best results. And the Vive2 is
    almost a third more than that. The Occulus sets are cheaper (and don't
    require a stand-alone PC) but they're still $300 USD. So the gear
    isn't cheap, undeniably. But neither are they so expensive that they
    are outside the range of the average hobbiest. The lower-end models
    are well within the same price range as GPUs and consoles.

    I think more than the price is the /value/. If VR lived up to its hype
    - if it even came near to it - the things would probably be flying off
    the shelves. But they're not, because people - for whatever reason -
    see them as gimmicks; something that won't get much use past the
    initial 'wowie-zowie' period after you first buy it.

    Similarly, - were nothing else to change but the price - I wonder if
    VR uptake would be any better even if the cost were half what they are
    today. More people would buy the things, certainly... but would they
    see more consistent use?

    I can't answer this. I'm not sure I amt the market for these things.
    But, at least in my case, it's not really the price of the things
    that is keeping me from buying a VR set. It's that - in the end - a VR
    set is just a bigger screen that requires me to don an uncomfortable
    headset with clumsier controls, the potential for nausea, whilst being completely cut-off from the world. Whether it was something I bought
    for $50 or $200 or $1000 dollars, it's just not an experience I'd be comfortable engaging with for any long period of time.

    (In fact, a higher price might make me more forgiving of the thing's
    faults - trying to justify the purchase - and I might use it more
    readily than a cheaper device).

    So I don't think VR's big problem is the price; it's convincing them
    that they'll still be using it regularly enough to make the purchase
    worth it. The lack of a 'killer app' - something you can only do in VR
    and do it so well as to make non-VR look obsolete - is a far more
    significant problem.



    (I should point out I'm saying this as someone who's never drank the >kool-aid. The closest thing to a cyberpunk novel that I've read is
    "Do Androids Dream of Electric Sheep?" and the only VR film I've seen is >"Tron". I've never tried any form VR, I'm pretty sure they wouldn't work >with my glasses and even if they did there's countless other things I'd
    spend my money on first. I'd like to think this makes my view of VR
    less biased, though I realise anyone who has drank the kool-aid would >disagree.)

    Ditto. I mean, I've tried the things but I don't own one and my
    experiences - a few hours here and there some years back - weren't
    convincing enough for me to make the plunge into actually buying one.
    Still, I'm willing to admit that I'm possibly 'out of date' when it
    comes to my judgments and maybe I should give them another go. But
    nothing I've seen about the tech indicates that it's solved its core
    problem: answering /why/ I should invest in a VR headset? It seems
    more focused on the superficials: higher-resolution screens and
    lighter equipment.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to All on Mon Oct 10 13:03:19 2022
    On Sun, 09 Oct 2022 20:34:01 -0500, Zaghadka <zaghadka@hotmail.com>
    wrote:

    On Sun, 09 Oct 2022 11:32:46 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    Is it possible that there /isn't/ a killer app for VR, something that
    only it can do, and so well that people just have to buy it? Because
    right now it seems that - while it it is nifty tech - it is so
    compromised in its experience that it isn't worth the effort, much
    less the price.

    What would convince people it's worth making the plunge, if they've
    already looked at what's on offer and found it lacking?

    WARNING: Spalls-like post length imminent. Run for your life.

    Hey, don't expect ME to complain about somebody else engaging in
    long-form discussions on Usenet. I love that this topic has prompted
    people to put so much energy and thought into talking about it

    (I mean, I sort of wish it was about a topic I cared more about, but
    beggars can't be choosers ;-)

    If sims were less niche, they are the killer app for VR. But sims are not >mainstream gaming material. Stuff like training a batter with real
    historical pitchers, or a virtual experience at a firearms range, or a
    head tracking, interactive X-wing cockpit (in the XWVM engine over the >original X-Wing) are all happening right now. They just don't bring the
    mass market. They could... but no big company wants a piece of it,
    because it also means taking a piece of serious, high-budget risk.

    You have to wonder if VR might have fared better had it been released
    back in the mid-90s, when hardcore sims had a more prominent place in
    the video-game (and especially the PC game) industry. It seems like
    FPS games /should/ be the killer-app for VR, but evidence has shown
    otherwise. VR benefits from that sim-style of gaming in that you're
    sitting down (so reduced nausea) and - generally - you don't need to
    fiddle around with clumsy "VR hands" control-schemes. Just grab your
    joystick (or wheel, for driving games) and off you go.

    VR is not a proven winner like CoD CXIV, and nobody who has the money
    wants to put serious money into VR sims because they are *hard*. That >baseball swing sim costs a packet. So large companies opt for a graft-on >process to current 3D engines instead of a sim built from the ground up
    for VR. There will be no killer app for VR if no company is willing to
    take the risk of making a serious, committed, and risky effort at a
    VR-only experience/game.

    I'm not sure I agree. I think a lot of companies have invested heavily
    into VR - and Facebook continues to chase the dream - but the
    audience has not appeared.

    The promise is there, if unrealized. But just as you and I would probably
    put money into a video card before a VR set, gaming companies will put
    money into the next FIFA or CoD, with proven ROI, rather than risk it on
    VR. Zuck is the only one who's attempted it, and to date it's a miserable >failure, due to lack of imagination on his part, IMHO.

    Again, I'm not sure I agree

    (I mean, not the bit about Zuckerberg. 1st gen androids don't do
    creative stuff very well, after all ;-).

    I think the bigger problem is that there's nothing VR really offers
    that traditional screens can't... at least, not in any meaningful way,
    and not without as many compromises as benefits. It's not that
    publishers aren't trying, it's that - ultimately - the promise of VR
    (at least in the form it exists today) just isn't up to the task. It's
    the lack of good haptic feedback, or the inability to move freely mean
    that you're still almost as distanced from the action in VR as you
    are playing in front of a TV. Saddle that with comfort issues (heavy,
    hot, binding headsets, motion sickness, too many wires), compatibility problems, and limited software and you have to start wondering if the
    whole thing is worth the bother.

    Customers seem to be saying it's not. And video-game publishers - many
    of whom have poured millions into VR projects - can't help but wonder
    why they should continue to pursue the technology if there isn't a
    reward at the end. It's not that companies are being shortsighted and
    tied to the past; it's that the promised future is impossible with the
    hardware of the day.

    I mean, I joke about things like the holodeck (impossible) or
    neurolinks (possible, but - given my knowledge of how shoddy most
    software really is - is nothing I'd ever want to hook up directly to
    my brain), but I think that's the sort of tech you'd need to live up
    to what VR is offering.

    (Well, maybe full haptic body-suits and immersion pods, but I can't
    imagine many would want those in their living rooms ;-)

    Until then, flat-screens and gamepads offer as good (in some respects
    better) experience with much less hassle and price.


    (see also the continuing attempt to replace the keyboard with new
    fangled interfaces - such as virtual displays - that look flashy and
    /seem/ like they should be better, but ultimately are inferior
    versions. We may one day get a better way to input data into a
    computer but we haven't found it yet. Similarly, VR seems like it
    should be a better way to output data... but it's not. Sometimes the
    old tech is just superior for actual use)

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Dimensional Traveler@21:1/5 to Spalls Hurgenson on Mon Oct 10 13:17:31 2022
    On 10/10/2022 10:03 AM, Spalls Hurgenson wrote:

    (see also the continuing attempt to replace the keyboard with new
    fangled interfaces - such as virtual displays - that look flashy and
    /seem/ like they should be better, but ultimately are inferior
    versions. We may one day get a better way to input data into a
    computer but we haven't found it yet. Similarly, VR seems like it
    should be a better way to output data... but it's not. Sometimes the
    old tech is just superior for actual use)

    Frequently because the older tech was designed to actually be used and
    has evolved to be used better. :P

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Spalls Hurgenson on Tue Oct 11 10:39:06 2022
    On 10/10/2022 17:35, Spalls Hurgenson wrote:
    So I don't think VR's big problem is the price; it's convincing them
    that they'll still be using it regularly enough to make the purchase
    worth it. The lack of a 'killer app' - something you can only do in VR
    and do it so well as to make non-VR look obsolete - is a far more
    significant problem.

    Lot's of interesting thoughts but one to chuck into the mix. Maybe there
    is a 'killer app' but it's just no one is looking in the right place for
    it. Technology can be funny like that, once it gets into customers'
    hands what it may be used for can be quite different to what companies
    thought!

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to All on Wed Oct 12 12:29:18 2022
    I was just reading some of the release blurb for the Meta Quest Pro and
    I found the interesting part is that games don't even get a mention (I'm
    not even sure it's suitable for games due to being able to see reality
    in your peripheral view) but instead it majors of real life work and the metaverse.

    Oh and at £1500 I think I'll give it a miss.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to JAB on Wed Oct 12 10:04:10 2022
    On Wed, 12 Oct 2022 12:29:18 +0100, JAB <noway@nochance.com> wrote:


    I was just reading some of the release blurb for the Meta Quest Pro and
    I found the interesting part is that games don't even get a mention (I'm
    not even sure it's suitable for games due to being able to see reality
    in your peripheral view) but instead it majors of real life work and the >metaverse.

    Oh and at £1500 I think I'll give it a miss.

    The Meta^h^h^h^h Facebook Quest is in a league of its own when it
    comes to "why not", at least for me. It's a shame too, since it's
    based on the Occulus tech.

    But... it's Facebook, and I will have nothing to do with that company.
    Aside from the skeevy data-harvesting, their blatant disinterest in
    anything but how to maximize profits (even if it means purposefully
    amplifying the worst of society) is not something I can support. That
    they demand a "Meta" account to use the device - something I have a
    problem with for /any/ hardware device, not just Facebook's offerings
    - is yet another problem. And while you can use Quest 2 with PC games,
    it's designed for use as a stand-along device (where you buy the
    software from Facebook's app store) and thus gets less support from PC
    games.

    Plus, buying into Facebook's VR would be taken as 'support' for their ridiculous "metaverse".

    The Quest2 could be the world's best VR device and sell at $20 and I
    still wouldn't touch it.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Dimensional Traveler@21:1/5 to JAB on Wed Oct 12 07:42:43 2022
    On 10/12/2022 4:29 AM, JAB wrote:

    I was just reading some of the release blurb for the Meta Quest Pro and
    I found the interesting part is that games don't even get a mention (I'm
    not even sure it's suitable for games due to being able to see reality
    in your peripheral view) but instead it majors of real life work and the metaverse.

    Oh and at £1500 I think I'll give it a miss.

    What kind of "real life work" requires VR?

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to dtravel@sonic.net on Wed Oct 12 11:39:06 2022
    On Wed, 12 Oct 2022 07:42:43 -0700, Dimensional Traveler
    <dtravel@sonic.net> wrote:

    On 10/12/2022 4:29 AM, JAB wrote:


    What kind of "real life work" requires VR?

    If Facebook has its way, everything will be done in VR. The 'obvious'
    is business meetings but - somehow - they hope to extend this to
    "real" work. Put on a heavy VR headset and sit at a virtual desk in
    front of a virtual computer to type on a virtual keyboard. Does it
    make sense? No. But would it let Facebook suck down even more of that
    valuable user data? Hell yes, so that's the narrative their pushing.
    We're gonna do everything in the Metaverse!

    (Honestly, I could see some employers getting behind this. If you're
    in a VR world, they can control what you see - no distractions! - and
    better track what your doing to 'maximize employee output'. No popping
    out the phone to check your messages or quick games of Solitaire. Even
    staring out the window is out. You put on the headset at 9AM and take
    it off at 5PM and in the 8 hours between, it's all work. I've had
    bosses who would DROOL at that sort of control.)

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Dimensional Traveler@21:1/5 to Spalls Hurgenson on Wed Oct 12 12:45:55 2022
    On 10/12/2022 8:39 AM, Spalls Hurgenson wrote:
    On Wed, 12 Oct 2022 07:42:43 -0700, Dimensional Traveler
    <dtravel@sonic.net> wrote:

    On 10/12/2022 4:29 AM, JAB wrote:


    What kind of "real life work" requires VR?

    If Facebook has its way, everything will be done in VR. The 'obvious'
    is business meetings but - somehow - they hope to extend this to
    "real" work. Put on a heavy VR headset and sit at a virtual desk in
    front of a virtual computer to type on a virtual keyboard. Does it
    make sense? No. But would it let Facebook suck down even more of that valuable user data? Hell yes, so that's the narrative their pushing.
    We're gonna do everything in the Metaverse!

    (Honestly, I could see some employers getting behind this. If you're
    in a VR world, they can control what you see - no distractions! - and
    better track what your doing to 'maximize employee output'. No popping
    out the phone to check your messages or quick games of Solitaire. Even staring out the window is out. You put on the headset at 9AM and take
    it off at 5PM and in the 8 hours between, it's all work. I've had
    bosses who would DROOL at that sort of control.)

    I've walked from jobs better than that while struggling to pay the rent.

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Ross Ridge@21:1/5 to spallshurgenson@gmail.com on Thu Oct 13 15:55:28 2022
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    The Occulus sets are cheaper (and don't
    require a stand-alone PC) but they're still $300 USD. So the gear
    isn't cheap, undeniably. But neither are they so expensive that they
    are outside the range of the average hobbiest. The lower-end models
    are well within the same price range as GPUs and consoles.

    The Occulus 2 had its price raised to $400 because of increasing costs.
    Even then its probably being made at a loss as Mark Zuckerbeg recently confirmed that they're pricing their hardware at a "break-even point
    and in some cases, maybe even slightly at a loss". Which I read as
    "we're not even trying to recoup are development costs at this point,
    we're just selling them at a slightly lower price than the component
    and assembly costs."

    Sure at $400 they cheap enough that some people can afford to buy them
    just to pay around with for while and then toss in a closet. However my
    point is that for VR to be more than a niche product then they're going
    to have to provide a level of utility to a wide range of people that's
    similar to $400 consoles. A console that ended up in the closets of
    the few people willing to give it a try would be considered a huge flop.
    VR headsets have a utility closer to flightsticks and steering wheels,
    which are niche products because few people like the few games they work
    with enough to consider them worth buying.

    As I said before, even if VR headsets cost the same as standard console
    gamepad controllers they'd still remain a niche product. There's just
    not enough applications for them for most people to justify buying
    one. Compare that to the wide range of PC games that support console controllers and make them a relatively mainstream product even outside
    the console market.

    But VR costs a lot more and is always going to cost a lot more. Even at
    $400 it will need to provide a much greater value than buying a console controller does for a PC gamer. That's not something a single killer
    app can do. It's not something incrementally better hardware will do.
    It's going to require a huge change in how people interact with computers, whether PCs, consoles or phones, across a wide range of applicaitons.

    Despite the the poor value of VR, the VR market is doing suprisingly well.
    The real problem here is that VR is being kept alive by people buying
    them for what they could maybe one day be. They have a similar utility
    to specialized games controllers, a similar limited selection of games
    that require or are improved significantly by them, but much less value
    because VR costs so much more. If people were buying VR headsets for
    the games they actually play with them, and not to just collect dust
    in their closets, then the market would've been declared dead years ago
    and even Zuckerberg would have to admit defeat.

    --
    l/ // Ross Ridge -- The Great HTMU
    [oo][oo] rridge@csclub.uwaterloo.ca
    -()-/()/ http://www.csclub.uwaterloo.ca:11068/
    db //

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Justisaur@21:1/5 to Ross Ridge on Thu Oct 13 09:43:20 2022
    On Thursday, October 13, 2022 at 8:55:30 AM UTC-7, Ross Ridge wrote:
    Spalls Hurgenson <spallsh...@gmail.com> wrote:
    The Occulus sets are cheaper (and don't
    require a stand-alone PC) but they're still $300 USD. So the gear
    isn't cheap, undeniably. But neither are they so expensive that they
    are outside the range of the average hobbiest. The lower-end models
    are well within the same price range as GPUs and consoles.
    The Occulus 2 had its price raised to $400 because of increasing costs.
    Even then its probably being made at a loss as Mark Zuckerbeg recently confirmed that they're pricing their hardware at a "break-even point
    and in some cases, maybe even slightly at a loss". Which I read as
    "we're not even trying to recoup are development costs at this point,
    we're just selling them at a slightly lower price than the component
    and assembly costs."

    Sure at $400 they cheap enough that some people can afford to buy them
    just to pay around with for while and then toss in a closet. However my
    point is that for VR to be more than a niche product then they're going
    to have to provide a level of utility to a wide range of people that's similar to $400 consoles. A console that ended up in the closets of
    the few people willing to give it a try would be considered a huge flop.
    VR headsets have a utility closer to flightsticks and steering wheels,
    which are niche products because few people like the few games they work
    with enough to consider them worth buying.

    As I said before, even if VR headsets cost the same as standard console gamepad controllers they'd still remain a niche product. There's just
    not enough applications for them for most people to justify buying
    one. Compare that to the wide range of PC games that support console controllers and make them a relatively mainstream product even outside
    the console market.

    But VR costs a lot more and is always going to cost a lot more. Even at
    $400 it will need to provide a much greater value than buying a console controller does for a PC gamer. That's not something a single killer
    app can do. It's not something incrementally better hardware will do.
    It's going to require a huge change in how people interact with computers, whether PCs, consoles or phones, across a wide range of applicaitons.

    Despite the the poor value of VR, the VR market is doing suprisingly well. The real problem here is that VR is being kept alive by people buying
    them for what they could maybe one day be. They have a similar utility
    to specialized games controllers, a similar limited selection of games
    that require or are improved significantly by them, but much less value because VR costs so much more. If people were buying VR headsets for
    the games they actually play with them, and not to just collect dust
    in their closets, then the market would've been declared dead years ago
    and even Zuckerberg would have to admit defeat.

    Consoles are typically sold at a loss, and make it back on game
    licenses, and selling their own in-house games. It seems Meta is missing
    out on both those. Though I presume they get a % of selling games on
    their store much like Steam, Apple, etc. So there's that.

    I think if one of the console makers came out with a stand alone VR like
    Oculus and it had a number of exclusive games it would be a hit.

    I do see a lot of very popular vids on VR games, so I'm thinking the usenet folks are just old and set in their non-VR ways.

    - Justisaur

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From rms@21:1/5 to All on Thu Oct 13 12:18:32 2022
    What kind of "real life work" requires VR?
    https://arstechnica.com/gaming/2022/10/carmack-wants-a-250-vr-headset-to-counterpoint-the-1499-quest-pro/
    He definitely sees a use for it, just not in its present incarnation.

    rms

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Dimensional Traveler@21:1/5 to rms on Thu Oct 13 13:02:41 2022
    On 10/13/2022 11:18 AM, rms wrote:
    What kind of "real life work" requires VR?

    https://arstechnica.com/gaming/2022/10/carmack-wants-a-250-vr-headset-to-counterpoint-the-1499-quest-pro/
    He definitely sees a use for it, just not in its present incarnation.

    I'm not sure his idea will fly. A lot of the point of conventions and
    trade shows is to get together with people in person, have drinks, have
    a meal, exchange papers and such. Basically engage in primate social
    behavior. I don't see VR at anything near our current tech replacing that.

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Dimensional Traveler on Fri Oct 14 10:03:02 2022
    On 13/10/2022 21:02, Dimensional Traveler wrote:
    On 10/13/2022 11:18 AM, rms wrote:
    What kind of "real life work" requires VR?
    https://arstechnica.com/gaming/2022/10/carmack-wants-a-250-vr-headset-to-counterpoint-the-1499-quest-pro/
    He definitely sees a use for it, just not in its present incarnation.

    I'm not sure his idea will fly.  A lot of the point of conventions and
    trade shows is to get together with people in person, have drinks, have
    a meal, exchange papers and such.  Basically engage in primate social behavior.  I don't see VR at anything near our current tech replacing that.


    I agree, I don't go to gaming shows but I do go to other ones and
    although you do of course look around the various stands a large
    proportion of it is the social side and I just don't see how VR can in
    anyway replicate that.

    --- SoupGate-Win32 v1.05
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  • From Spalls Hurgenson@21:1/5 to rsquiresMOO@MOOflashMOO.net on Fri Oct 14 12:18:54 2022
    On Thu, 13 Oct 2022 12:18:32 -0600, "rms"
    <rsquiresMOO@MOOflashMOO.net> wrote:

    What kind of "real life work" requires VR?
    https://arstechnica.com/gaming/2022/10/carmack-wants-a-250-vr-headset-to-counterpoint-the-1499-quest-pro/
    He definitely sees a use for it, just not in its present incarnation.

    But he's also happy to reduce image complexity to get more people in
    there, which I think is the opposite of what most people want.
    Mii-Avatars isn't what most people expect when you suggest meeting up
    in virtual offices (or conventions). What's the point of that? Why
    settle for an interface which offers even /less/ information (in the
    sense of human reactions) than video meetings already provide? There's
    no sense of 'being there' when everyone you see is a stiffly animated
    virtual doll.

    And even if you were able to stuff hundreds of lifelike avatars into a
    single room - which won't happen until you have face-tracking and
    body-tracking cameras festooned around the user watching their every
    move and reaction so it can be duplicated online* - what exactly is
    the benefit? There are times when being part of an immense crowd is a
    desirous thing (sporting events, for example) but most of the time
    those crowds are more annoyance than anything else. I don't /really/
    want to be shoving through hordes of people just to look at some new
    product or hear a lecture.

    It's great that Carmack is enthusiastic about the tech, but he still
    hasn't provided a /reason/ to use it beyond, "Hey, isn't this neat!"






    ====================
    * Zuckerberg, stop drooling

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Werner P.@21:1/5 to All on Wed Oct 19 18:04:01 2022
    Am 07.10.22 um 23:46 schrieb rms:
    But these devices are getting better incrementally.  I haven't tried
    Quest2, but others enjoy it quite a bit; PSVR2 will be here very soon;
    this device https://www.nreal.ai/air/  is a fascinating initial effort
    at a super-lightweight headset for e.g., the Steamdeck:  This Nreal
    headset I wouldn't say is ready for primetime, but a more polished
    design with a bit faster hardware to drive it could be pretty fantastic,
    and lower that 'friction' dramatically -- note that this is not
    primarily a VR headset but just for presenting a virtual huge screen
    before your eyes, or for AR.
    I have an Air, yes I am a hardware junkie (as long is it is in the sub
    400 Euro range, I would never shell out 1000+ Euros for a GPU so in that
    area i am out totally now)
    it is not VR but a lovely device, I cannot use it in AR mode yet,
    because I do not have a suitable phone which can do DP Alternate mode.
    But I use it on the dec and my mac. Basically what you get is a 120 inch
    oled display 3 meters away from you floating straight in front of your face. The resolution is way better than any vr headset I have used so far
    given it has a higher pixel density than the average headset.

    Would love to use AR mode, I can see the merits of having some kind of
    hud during driving etc, but the main use really is monitor mode.
    If fixed the small display annoyance on the Steam deck for me.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Ross Ridge@21:1/5 to justisaur@gmail.com on Fri Oct 21 19:11:54 2022
    Justisaur <justisaur@gmail.com> wrote:
    I do see a lot of very popular vids on VR games, so I'm thinking the usenet >folks are just old and set in their non-VR ways.

    You mean Beat Saber? That's another reason why I think a single killer
    app isn't turn VR mainstream, it already has one.

    But this isn't a case of old people shaking their fits at the sky, young
    adults aren't buying into VR either. The same kids that will spend on
    $400+ on consoles and even more on phones don't see the value in VR.

    --
    l/ // Ross Ridge -- The Great HTMU
    [oo][oo] rridge@csclub.uwaterloo.ca
    -()-/()/ http://www.csclub.uwaterloo.ca:11068/
    db //

    --- SoupGate-Win32 v1.05
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  • From rms@21:1/5 to All on Fri Oct 21 14:40:02 2022
    The resolution is way better than any vr headset I have used so far given
    it has a higher pixel density than the average headset.

    The future for this style of superlight sunglasses display is very
    bright. With an iteration or two on the ergonomics, I'll buy in (I've seen complaints about poor fit around the ears, and other quibbles).

    rms

    --- SoupGate-Win32 v1.05
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  • From Spalls Hurgenson@21:1/5 to justisaur@gmail.com on Fri Oct 21 21:12:58 2022
    On Thu, 13 Oct 2022 09:43:20 -0700 (PDT), Justisaur
    <justisaur@gmail.com> wrote:

    I do see a lot of very popular vids on VR games, so I'm thinking the usenet >folks are just old and set in their non-VR ways.


    I'll be the first to admit I may be stuck in my ways, especially with
    regards to VR. In fact, to some degree that was the point of my
    original post: even accepting that I was /not/ the market for the
    things, was there really a market for the devices at all? Because
    despite all the hype - despite a decade of development - VR still
    hasn't come anywhere close to what people originally expected of the technology. It still remains a "hey, that's neat" tech rather than an must-have peripheral.

    A whole console generation has come and despite significant investment
    - from Facebook, from Sony, from Valve - and VR still isn't more than
    a novelty. The younger set are quite happy to invest $€500 in a
    Playstation 5, but VR? Not so much.

    So I don't think it's a generational thing. Certainly the younger set
    are more likely to waste their money on the tech because... well,
    that's what the younger set does. At least based on the numbers
    available - they don't seem any more likely to really use it than
    their crankier, more cynical elders... at least not beyond the
    initial, "Hey, lookit this neat thing I bought" stage. It remains more
    fad than necessity; kit that's bought more because it's 'cool' than
    because it fills any need. And - increasingly - VR's chic seems to be
    on the wane, especially as people like Zuckerberg keep trying to prop
    it up. I mean, who wants to be like Zuck?

    --- SoupGate-Win32 v1.05
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