ScatheZombie
Member
My point exactly.
Ok, now I'm trying to figure out at what income level $400 is cheap but $800 is too expensive ... for "the most revolutionary tech product ever made".
My point exactly.
I wonder if you understand what "niche" means. Protip: it doesn't indicate a product's reach, but its mass appeal or lack or thereof.
Second protip: using "protip" doesn't make your post sound more realistic.
Thirdly, the buzzwords you used could be (and have been) applied to a ton of fizzled/niche experiences, second life for instance.
In order for a product not to be niche, it needs to be affordable. At the moment Oculus isn't, because it requires equipment that goes well beyond the simple headset, that already isn't cheap on its own.
But hey, you're free to count yourself in the congregation of the faithful. I enjoy VR, but that doesn't mean I believe it'll suddenly conquer the world.
What? No one is saying it will sell gangbusters early on. People are just saying VR will be the future.
I can't wait for the crow-eating thread in a few years. People comparing VR to 3D televisions or half-assed motion controls have no vision whatsoever.
Theres not a sane person walking that doesnt realize that once VR becomes practical, fleshed out and affordable that its going to be a big deal.
because it will flop like motion controls
The stop saying it. Because every damn body knows that. Theres not a sane person walking that doesnt realize that once VR becomes practical, fleshed out and affordable that its going to be a big deal.
The point of contention in these threads is ABSOLUTELY ALWAYS WHEN that point will be reached. NOT IF.
You are not some sage for being able to realize that people will like fully developed cheap and affordable Virtual Reality when it arrives. Stop patting yourself on the back so hard for foreseeing that, its bad for your joints.
And it was probably big, clunky, uncomfortable, poor resolution, not nearly fast enough and couldn't be powered by off the shelf home hardware am I right?The actual headset they used was about $800.
this industry underestimates how many people acutally want extra peripherals on their body to enjoy their entertainment, 3d glasses never worked twice. they made 3d tv's to try and counter that which flopped again. myself and many others just want to pick a normal controller/ mouse and keyboard and fuck shit up, not have some bullshit motion/touch involed or experience it like im really in room (that shit will do nothing for me to be quite frank)
Give it a shot before you say it won't do anything for you. Its really hard to understand how impactful it is til you try it.this industry underestimates how many people acutally want extra peripherals on their body to enjoy their entertainment, 3d glasses never worked twice. they made 3d tv's to try and counter that which flopped again. myself and many others just want to pick a normal controller/ mouse and keyboard and fuck shit up, not have some bullshit motion/touch involed or experience it like im really in room (that shit will do nothing for me to be quite frank)
because it will flop like motion controls
"The industry" aren't the only ones trying to push VR. They're only just hopping aboard now.
Modern consumer VR pretty much came from the ground up and word of mouth through internet channels. 3D displays/glasses on the other hand were a push from the top that no one really wanted that much and it shows.
There's not a sane person walking that doesn't realize that once VR becomes practical, fleshed out and affordable that its going to be a big deal.
The point of contention in these threads is ABSOLUTELY ALWAYS WHEN that point will be reached. NOT IF.
Smartphones and tablets are relatively cheap. VR isn't. Smartphones and tablets don't require you to wear a cumbersome headset that makes you blind to all else. Smartphones and tablets are used in every moment of your life, and that's very unlikely to apply to VR as well.
So I'm sorry, but the comparison really doesn't even get close to fit.
You forgot the very simple fact that a VR headset does absolutely nothing, zero, nada, by itself.
can you imagine playing gta in virtual reality ? people moan now how much the media links x killing to gta or other games, lets see how that comes down when virutal reality comes along ?
this could change things for the worse if certain games pick up it
but you don't need a AAA looking game to be wowed by VR.
media always harps on what they don't understand.
All the more reason it will be the biggest tech story of 2015.can you imagine playing gta in virtual reality ? people moan now how much the media links x killing to gta or other games, lets see how that comes down when virutal reality comes along ?
this could change things for the worse if certain games pick up it
In a way, he was right.
But that's a separate topic for another thread.
All the more reason it will be the biggest tech story of 2015.
What are you arguing here, exactly? It sounds like you're just jumping from point to point.
they are all valid points ? especially the last point ?
And it was probably big, clunky, uncomfortable, poor resolution, not nearly fast enough and couldn't be powered by off the shelf home hardware am I right?
Palmer built the Oculus Rift precisely because he had didn't feel even commercial ial level VR was good enough.
2. isolation aspect? so you don't play single player games I guess.
When does he steer Oculus into bankruptcy?
not really look how people on here reacted with first person gta on ps4/one.
virtual reality shooting games just sounds like a really fucked up idea
Which is and will remain an extremely limited niche for years to come.
VR is cool. It could even be game-changing for some. Big, it is not.
I can't wait for the crow-eating thread in a few years. People comparing VR to 3D televisions or half-assed motion controls have no vision whatsoever.
this industry underestimates how many people acutally want extra peripherals on their body to enjoy their entertainment, 3d glasses never worked twice. they made 3d tv's to try and counter that which flopped again. myself and many others just want to pick a normal controller/ mouse and keyboard and fuck shit up, not have some bullshit motion/touch involed or experience it like im really in room (that shit will do nothing for me to be quite frank)
VR requires a high framerate/refresh rate and very quick and precise motion tracking, but you are enveloped in another reality. You're not viewing a 2D image of another reality, you're not viewing a dim diorama-esque static 3D representation through a small and unmoving window into another reality, you're there. Because of the high framerate/refresh rate, your eyes don't immediately peg what you're seeing as a refreshing screen. Because of the headset and curved lenses, you're entirely surrounded by an image with quality, comfortable depth. Because you're not viewing the depth through a 'window', it is capable of displaying a true-to-life range of depth, from right up close to your face to miles off into the distance. And because of the motion tracking, your perspective in the virtual reality changes with your head movements. All of these things combined contribute to a sense of 'presence' - you don't feel like you're looking at a video on a nifty panel with simulated depth, you feel like you're there. You're a part of the world in a very real and visceral sense - it's not just 'wow this image looks awesome with some depth', your brain, your subconscious actually feels like you're there because the world responds to your movement and envelops your key senses entirely. Presence. 3D televisions versus Virtual Reality is like watching a 3D video of a landmark or a museum as opposed to actually being there. The concepts aren't anywhere near the same and you should read up on VR to get a good picture of how totally different these technologies are in concept, practice, and potential application. VR is in another league, another galaxy
-educational purposes; being able to allow people to view, manipulate, and experience computer generated instances of real life objects, creatures, phenomena, directly without having to produce it physically. this alone -mark my words- will be the technology's biggest driver, with enormous potential in the classroom, for military purposes, engineering, machine control simulation, construction and design, etc.
-medical purposes abound, including training, practice, and therapy
-exploring building plans (such as homes or hotels), real life landmarks, prospective travel locations, theme park attractions, etc. or even fictional landscapes described in other media
-media consumption, enabling new takes on traditional forms of media by placing the viewer inside as a passive participant, putting them that much closer to depicted scenes and situations and strengthening their impact and intention, or as an active participant, like in the oft-repeated 'movie theater' example (analogous to a Netflix party) which for example would place you and a group of (online) friends in front of a simulated screen, free to interact in a manner that allows for human touches in ways voice communication don't allow for. also porno
-telecommunications in general, enabling people to convene and interact with one another in a virtual environment that allows for the concepts I've outlined above to be utilized and discussed together - a video conference among businessmen around the world becomes a virtual conference room in which concepts and data can be represented freely, without limitation, and with interactivity, for example
I outlined in a previous post a myriad of potential applications for the technology whose usefulness or novelty can outweigh the implications of tethering oneself to a piece of technology... something I've got a feeling many of you posting right now, and around the world, are actively engaged in doing anyway...
i'm imagining a future in which a school science lab has twenty headsets on deck and can lead a class on a field trip every week without leaving the building, a field trip to the Taj Mahal, a field trip to a room with animal cadavers or volatile chemical compounds/ultramagnified molecular structures ready to be dissected or experimented with, a field trip out to fucking Olympus Mons and far beyond. Medical courses and training in which everything from bacteria to the human anatomy can be explored in-depth with interactivity as required. Flight and military simulations that approximate these situations far more closely and intuitively. Business/creative meetings wherein a man can demonstrate to another around the world concepts/designs/data that the other man can interact with and inspect from every angle, seemingly with their own two eyes, and even manipulate in collaboration. Viewing, exploring, and experiencing a 3D design of a potential home, or hotel, or travel destination, or amusement park ride, or god damn Helms Deep, who knows, without having to leave your home. Shopping for clothes, furniture, and devices in the same vein. I don't think this is the sort of thing that will replace television at all but I sure as heck believe it has its place in modern society as an alternate form of consuming and experiencing all sorts of forms of media that can allow for so much more than what we can do now with traditional means.
But it is like 3D televisions. 3D didn't fail because it wasn't nice, it failed because of the glasses, and the "social experience" of watching TV. The effort of using it, (i.e. not wearing an eye covering helmet) needs to be almost zero for this to take off.
Unless it gets banned.if the worst problem VR has is that it's too real, I think the technology will do pretty well.
You underestimate the application and utility (and therefore relevancy) of VR and marginalize it as an entertainment peripheral in the same breath. You're making judgements about a technology you don't seem to entirely understand.
3DTV was rejected because it offers little value to many people relative to the experience of engaging in 3D enabled content on a standard panel, and does little to offer its own style of unique content. It's just faked depth (easily percieved as such due to the low framerate and static nature of most 3D content) viewed through a panel from a distance.
VR is nothing like 3D. It is a less expensive investment that opens up far more possibilities. It is not a static, unmoving 'window' into another world, it is as though you are present in another world, with an appropriate level of depth and a sense of place to your surroundings.
Comparisons are erroneous at best and just plain ignorant at worst. VR offers up a host of applications that no other medium for entertainment, education, or functionality can, while improving and offering fresh perspectives on existing mediums like film or games. Here's a few examples I've reposted time and time again
There's a lot more to this tech than you think there is and I hope you're willing to look into it more and better understand what it is and what it's capable of before you determine whether or not this technology is capable of success
But it is like 3D televisions. 3D didn't fail because it wasn't nice, it failed because of the glasses, and the "social experience" of watching TV. The effort of using it, (i.e. not wearing an eye covering helmet) needs to be almost zero for this to take off.
Unless it gets banned.
im concerned about how its going to take the industry forward in a way that is for the worse, i dont think virtual reality is a good idea for games like shooters where yourself in a virtual world is going to be shooting other human beings.
some people cannot handle playing gta in first person and hitting a human with a baseball bat or other weapons.
i already said some games it could work really well with but others i can see it being a really bad idea.
yes the tech is great but i dont want it being attached to games it isnt suited too. we had that with motion controls and it killied some big games due to that.
One of the first internships I was offered was working for a "game" company that exclusively made training simulations for the US Military. One of their biggest products was VR ... in 2005. VR tech isn't new and many of the applications that Oculus (and others) have been espousing that will "revolutionize" everything are already being done, in fact, have been for over 10 years.
Oculus is just one company working on 3 decade old tech that hasn't broken into the mass market in 30 years. And, unfortunately, they really aren't doing anything differently than their predecessors that would suggest they will have more success.
It will indeed be the biggest story, and not only for gaming.
Naysayers can already go hide in a corner.
Hopefully it releases soon but ready. No need to rush it out.
I'm ok with a fall 2015 release.
Everybody is playing catch up to Oculus in the consumer vr realm. Its not even close, they have so much infrastructure set up.
With the open sourced DK1, it reminds me of a story I heard in management class talking about Toyota opening up their plants to competitors. "Sure, come check out our operations, we'll be further ahead of you by the time you catch up to that".
One of the first internships I was offered was working for a "game" company that exclusively made training simulations for the US Military. One of their biggest products was VR ... in 2005. VR tech isn't new and many of the applications that Oculus (and others) have been espousing that will "revolutionize" everything are already being done, in fact, have been for over 10 years.
Oculus is just one company working on 3 decade old tech that hasn't broken into the mass market in 30 years. And, unfortunately, they really aren't doing anything differently than their predecessors that would suggest they will have more success.