Graphics can be tailored to achieve resolution/framerate targets.VR requires both high resolution and high frame rate to be believable and enjoyable.
MS should just stop now.
LOL
VR is going to change the fucking world and it'll never be the same, Kinect was a hilarious dead end in game design that burned bright for a few quick years and then nobody gave a shit after everyone experienced how awful it was. And is going to be used now as an accessory bitch to get VR doing its thing. It's a servant to VR at this point, that's how worthless Kinect is in the eyes of where VR is going.
"The sources also believe head-worn products will become a new focus of the gaming hardware developers for the next-generation gaming devices."
please no.
It's barf inducing because the first VR headsets have terrible resolution, are 60fps, and have sub-par head tracking.
Oculus will not fail... The other guys.. Well...
Kinect as it is now is worthless as a VR input device. As a depth camera, its a lot more interesting, though.An "accessory bitch" that can help to completely change how people experience VR is worthless in the eyes of VR?
No. Same resolution as DK2(1920x1080).Doesn't the Morpheus have a higher res than the Oculus?
The price of entry is going to be substantial, and as a byproduct of that barrier, the install base is going to be relatively slim. 3rd party developers always dictate the success, or lack thereof, of any piece of gaming hardware. In an industry that is anything but stable, publishers and developers have become less willing to take risks, and supporting VR in any meaningful way would be counter intuitive to that phenomenon. They're all about about the safe bet, and unfortunately for VR, the safe bet isn't developing games exclusively for an install base (owning a VR headset) of an install base (owning a Playstation 4 or Computer powerful enough to utilize VR) of an install base (gamers in general).
This is the fate of all peripheral add-ons. 3rd party developers are already reluctant to develop exclusively for a platform, due to the fact that it needlessly restricts the sales potential of their software. What makes people think they're going to be willing to inject considerable resources into an even smaller pot? Yes, they'll cover their bases to ensure that they don't completely miss the boat in the off chance that it ultimately does succeed, but this typically comes in the form of a publisher utilizing one of their lesser teams, or worse, simply tacking on VR support on an existing game that wasn't built from the ground up to utilize the technology.
It's kind of a vicious cycle. Peripherals require a constant stream of quality games to entice consumers, but publishers are unwilling to provide them until the install base is worth investing in. The Kinect had an install base exceeding 24 million, and 3rd party developers still failed to support it due to the fact that it made more sense to develop for the combined install base of 160+ million between the Xbox 360 and Playstation 3.
Peripherals of this sort require quality software built from the ground up to utilize the tech. Tacked on VR and throwaway games from lesser development teams is not going to push consumers to drop the kind of cash. There has to be original content that is unique to VR, and quality to boot. And there has to be a lot of it, considering the price of entry you're asking consumers to drop to opt into this style of gaming. Also, we need to differentiate the difference between success and long term success. Peripherals tend to overcome the former, but fall flat with the latter - due to the fact that the latter requires a constant injection of quality titles, which is difficult to do.
Also, one of 3D's biggest barriers was the fact that people had to wear something to achieve it. As people have said, if the mainstream are reluctant to wear a pair of glasses on their head, how are they going to feel about what basically amounts to a head mount?
"You won't understand until you try it." That's another HUGE issue. How do you advertise something that can't be explained without experiencing it? It's the same issue 3D has, and actually, more so. Unlike something like motion gaming, you can't present a 1:1 recreation of the experience to consumers. VR is a technology that is reliant on hands on experience to understand - as well as word of mouth, which makes marketing it on a large scale EXTREMELY difficult.
Just googled that.
Holy shit i had no idea, Kinect did so well....where are all the Kinect games....beyond The Gunstringer theres no games i really liked, and those which tacked on Kinect features i never used.
Doesn't the Morpheus have a higher res than the Oculus?
Not interested in any VR stuff, I hope they don't announce it at E3. Do a GDC thing for it like Sony did, I don't think it will demo well on a big stage like that and its a waste of show time to me personally.
Higher than the Oculus... What? Dev kits?
The consumer version when it launched in 2015 will no doubt be 1440p or more, and there's many many clues that it will be 90hz.
An "accessory bitch" that can help to completely change how people experience VR is worthless in the eyes of VR?
Nah VR has even more challenges to become successful than kinect did. Number one being you need a kinect type device to make it work.
Use even a single VR demo that has presence.
The world is changed forever. Nothing is the same. All doors open.
Kinect was like "oh...yet another wonky system for detecting my movement, sometimes accurately, and like... a billion shit mini-game compilations and party games flourished as a result. Hurray?" Now it'll just be relegated to making VR be central.
VR is like "holy fucking goddamn shit. I'm actually in outerspace. What in the great blue fuck! How is this possible!? What the hell... what the HELL!"
One of your concerns you note there is about content creators developing for a 'small pot' and that being unappealing from a financial perspective. That is a real concern.VR definitely has a TON of challenges, and it'll be interesting to see if it can overcome them. I posted this prior to Facebook purchasing Oculus, so my optimism has changed for the better, but I'm still reluctant to consider VR an automatic success:
No clues necessary. They've said quite directly that 90hz will be minimum.Higher than the Oculus... What? Dev kits?
The consumer version when it launched in 2015 will no doubt be 1440p or more, and there's many many clues that it will be 90hz.
A lot of people seem unable (Or unwilling) to understand this point. I have only used the DK1 of Rift once at a graduate recruitment event, going on the roller coaster ride around a castle and while the DK1 clearly had weaknesses it was clear how much this is gonna change things for everyone.VR will be changing the world; Kinect will just be giving it a helping hand. Nobody is going to be like "VR and Kinect changed the world", because all VR is going to come with generic tracking cameras after this (Morpheus uses PS Eye; Oculus comes with a camera). It'll be VR changed the world.
Use even a single VR demo that has presence.
The world is changed forever. Nothing is the same. All doors open.
Kinect was like "oh...yet another wonky camera motion system for detecting my movement, sometimes accurately, and like... a billion shit mini-game compilations and party games flourished as a result. Hurray?" Now it'll just be relegated to making VR be central.
VR is like "holy fucking goddamn shit. I'm actually in outerspace. What in the great blue fuck! How is this possible!? What the hell... what the HELL!"
They're really equally important in this situation.I feel like software is going to be more important than the tech. MS won't be the only ones coming out with VR technology. The question is who will be able to showcase it in a way that makes people actually want to use it and not just become another kinect.
and some people will simply get confused and barf up their lunch from playing VR.
You do know that the DK2 isnt the final version? Do you also know that many people claimed Morpheus was more comfortable than the DK2?All I know is that I tried the DK2 and its not enjoyable after a couple of minutes and is very uncomfortable. I don't how this is going to work on consoles.
The primary reason it's barf inducing is that your eyes are reporting movement to your brain, but your inner ear is reporting no movement or acceleration whatsoever. Resolution, tracking and fps won't change that in games where you're expected to move around freely.It's barf inducing because the first VR headsets have terrible resolution, are 60fps, and have sub-par head tracking.
Oculus will not fail... The other guys.. Well...
Some demos give people a sickly feeling in their stomach, but right now a lot of it is to do with game design -- with full head tracking, low persistence and high frame rate the majority of people are fine in a well designed demo (i.e. something that doesn't require fast first person running). I've demoed the DK2 to 50+ people, and nobody has had a problem with great demos such as Elite, Live For Speed, Sightline, Titans of Space etc. I don't think I've even seen or heard of someone actually be sick using a well calibrated DK2, and there are tens of thousands of YouTube videos of people using it. Just be sensible and don't throw people in the deep end by going "Hey, check out this VR device! I'm going to put you in a machine that spins around at 60mph".
You do know that the DK2 isnt the final version? Do you also know that many people claimed Morpheus was more comfortable than the DK2?
As for how it will work on consoles, you will plug it in, put your VR game in and then play! I know thats a hard concept to grasp for some but I assure you, it isnt pure fantasy.
This is your opinion, but some people felt and still feel that way about kinect, and some people will simply get confused and barf up their lunch from playing VR.
It's not as cut and dry as you are making it out to be.
Random story time:
In June 2014 I went to a VR meetup in Raleigh, NC at Epic Games' HQ. I was not an organizer of the event (Go Henry!) but As someone with several months of Oculus Rift DK1 experience I offered to man a demo station for an hour.
There were about 75 people in my line, and I showed all of them a single demo called Blocked In because a) the only motion is head movement and b) there are glimpses of presence.
I asked everyone if they had tried VR before the headset was strapped on and not a single person said yes. It was one of the greatest experiences I had in 2014, because almost every single one of them left that demo station with a huge smile on their face and thanked me for showing it to them.
VR is incredible and anything but a fad or gimmick, but I do not personally expect Microsoft or Sony to nail their headsets.
The primary reason it's barf inducing is that your eyes are reporting movement to your brain, but your inner ear is reporting no movement or acceleration whatsoever. Resolution, tracking and fps won't change that in games where you're expected to move around freely.
1080p was terrible and I don't how consoles going to go above that while also providing high frame rate. Thats the part I don't know about.
I thought part of the problem with the 1080p was because of the screen type and that would be alleviated through the use of OLED et
graphical quality, refresh rate, and tracking accuracy are exactly the reasons why people want to barf on DK1 and less so on DK2. It's also depends on how the software is implemented per title, it's not purely a hardware solution.
Resolution, tracking and framerate have all been proven to be linked with the threshold people have with motion sickness. Its true badly designed movement in a game will likely make some uncomfortable or sick no matter what, but these other factors are absolutely capable of raising the threshold at which people feel these things. Assuming a well designed movement system, increasing these other factors will make it so *far* more people aren't as affected by this.The primary reason it's barf inducing is that your eyes are reporting movement to your brain, but your inner ear is reporting no movement or acceleration whatsoever. Resolution, tracking and fps won't change that in games where you're expected to move around freely.
The resolution thing is an issue and I honestly wouldn't expect above 1080p either on consoles(rendered, the display itself may be higher to reduce screen door effect), but the reduced fidelity comes with an almost indescribable increase in raw immersiveness. Its a tradeoff I think many people are going to be perfectly happy to make.1080p was terrible and I don't how consoles going to go above that while also providing high frame rate. Thats the part I don't know about.
2d platformers, which were the SNES and Genesis' bread and butter, went quickly out of fashion once 3d gaming machines came out.Being limited to games that don't require "fast first person running" doesn't bode well for VR's commercial success
"The market" is still buying kinect and similar products like it. Compared to other peripherals its still very successful. And there were 3 games this Christmas who's primary use was kinect. You are overblowing its so-called "failure" here.It's my opinion, and as far as I can tell it's the opinion of the market too - which has so thoroughly rejected Kinect now Microsoft was forced to strip it out of their systems and now it's barely used in any way but a friggin' voice command box. Even Microsoft abandoned serious plans for Kinect development.
Its not relegated to those experiences due to hardware. It's limited by software and VR will have that same challenge, even more so.But it doesn't matter how our opinions are, or how popular it is. Look at the results. There have been a few decent real-world applications for the thing that could have important use, and I hope that's followed up on. And in games, it's a joke: mini-game compilations, dance games, party games. Just what we needed more of! It's self-evident where that road led us.
As you said kinect has some real world applications, yet its still a failure in your eyes. But somehow due to real world applications VR will change the world.I was the world's biggest skeptic on VR. I criticized almost all gimmicks in the past: Move, Wiimote, Kinect. You name it. I was dissing VR too as the next big gimmick. Me and my group of friends and my sister spent our time in line for the thing laughing about how dumb it was going to be.
Every one of us walked away stunned. Like truly, mindblown in a way that so far surpassed any other tech experience I've ever had that we were literally speechless for the first minute after we left the device. As soon as we started talking, though, we didn't stop talking about it for the rest of the evening, and all the two hour ride from NYC and we still haven't stopped talking about it, it comes up at least once a day. My sister fucking hates games and she was like "holy. fucking. shit."
There is no peers for that experience. Yes, there is going to be an unfortunate minority that gets sick from it, and I truly do feel for them because this experience is the most astonishing thing in the world.
But this is going to change everything.
+ VR in the classroom; save money on field trips and visit anywhere in the world and actually feel like you're there. Watch Mt. Vesuvius erupt; watch the storming of the Bastille; watch Genghis Khan's hordes charge across the grasslands. Stand in St. Mark's Square in Venice and observe the architecture and history. Talk with Imhotep about his inspiration for designing the Step Pyramid.
+ VR conferencing. Kinect can do video conferencing, ha ha, that's so 2000's! VR can do in person conferencing, where you will actually feel like you're in the same room with the individual you're talking with. Imagine the difference in the way you can relate to others in these types of conversations? Imagine a relative you haven't seen for 30 years because she lives halfway across the world and now, thanks to VR, you can finally feel like you're there with her again. Once again: it changes everything.
+ VR Sporting Events. Can't afford going to the Olympics? Wish you were at the Superbowl? Imagine now that a sports team can sell you a "VR pass subscription" where you can, at any time there is a game, put on the headset and feel like you're straight up watching from the front row. There would be no peer to that experience. Who the fuck would want to watch the game any other way except in person?
+ VR in games. True sense of scale now. True sense of presence. Immersion... the way people always talked about it but was clearly never true before this. Imagine the potential for horror games (just plan Alien: Isolation in VR, that's enough to literally send you sweating in fear). Imagine just how deep the rabbit hole here goes. It's not just for mini-game compilations. It opens up a UNIVERSE of new possibilities in games, and a billion possible enhancements for old ones. Kinect at best helped improve the party game genre in a few very specific ways. There's no comparison.
VR is going to change the world. In 10-15 years, we'll be laughing we ever had this conversation.
Kinect was astonishing for the vast majority of people who tried it the first time.Yup. That's how it is for the vast majority of people who try it for the first time. It's astonishing.
That's reserve for Nintendo productsIt'll be called "Me2"
Being limited to games that don't require "fast first person running" doesn't bode well for VR's commercial success