Of course now the goalposts have moved and people are saying 'oh in another 10 years it will be huge'!!! Which is perhaps true but equally laughable to me considering what people were saying six months ago about the tech.
Ok I have read a lot of the VR threads here on neogaf, and except from a few very ifnfustiastic gaffers, I have not seen anybody saying it would take over gaming and be a paradigm shift from one day to another.. I think people with a levelled head has always said and known that this is the beginning and not something that is perfected already.. So you really need selective reading if you say that the goalposts have been moved..Except the trendy new hot take is that room scale is the 'real' vr experience and any device that doesn't have it has catastrophically fucked up. After having people condescendingly tell me for years that my scepticism was foolish and I simply needed to try vr I finally tried the vive in a large room the other night. While I was impressed with the device, EVERY SINGLE point of scepticism I had regarding it remains. I feel like it could have great applications for a ton of things besides gaming but the idea that it's going to completely alter the gaming landscape is still laughable to me. And it's definitely still just a prohibitively expensive peripheral that will developers will probably flirt with then largely abandon due to lack of market penetration. Of course now the goalposts have moved and people are saying 'oh in another 10 years it will be huge'!!! Which is perhaps true but equally laughable to me considering what people were saying six months ago about the tech. Personally I think the idea of a vr arcade is super appealing and I have a friend who is looking into making a gaming cafe built around the vive. As far as people having this thing on their house and it becoming some sort of paradigm shift or standard, nah. Niche at BEST and even then probably not for years.
The goal posts have never been moved. At least by anybody reasonably informed. It was known that the first generation of the tech was for enthusiasts. It was known that it was going to take multiple generations to get to the point where it was ready for the masses. Like every other significant new technology. Real, non-gimmick, paradigm shifts don't take off like the Wii and then burst. They slow burn to mass adoption across a wide range of applications.
Yes cinema failed so big when it whent mainstream.. But ok you comeback will be.. But you can still see the other people in the cinema... While I'd then retaliate with.. That any media you engross yourself in will close you off from the real world.. Yes I know you can still see your coffee table when playing games or watching movies on your TV.. But are you really aware of them when fully immersed ?I honestly don't believe that any tech which requires you to shut yourself away from the outside world will be a "paradigm shift". It'll remain an awesome technology, but one for enthusiasts.
He is not wrong when saying that AAA is not going to come to VR for some time or that it's highly expensive right now.. But he is wrong when saying that you need to clear a hole room for it.I don't doubt that there are large hurdles for VR to overcome, and we're probably a few iterations away from it being truly "mainstream ready", but his complaints ($2000, separate room) are only true for Vive. These are hurdles that have already been overcome
Except the trendy new hot take is that room scale is the 'real' vr experience and any device that doesn't have it has catastrophically fucked up. After having people condescendingly tell me for years that my scepticism was foolish and I simply needed to try vr I finally tried the vive in a large room the other night. While I was impressed with the device, EVERY SINGLE point of scepticism I had regarding it remains. I feel like it could have great applications for a ton of things besides gaming but the idea that it's going to completely alter the gaming landscape is still laughable to me. And it's definitely still just a prohibitively expensive peripheral that will developers will probably flirt with then largely abandon due to lack of market penetration. Of course now the goalposts have moved and people are saying 'oh in another 10 years it will be huge'!!! Which is perhaps true but equally laughable to me considering what people were saying six months ago about the tech. Personally I think the idea of a vr arcade is super appealing and I have a friend who is looking into making a gaming cafe built around the vive. As far as people having this thing on their house and it becoming some sort of paradigm shift or standard, nah. Niche at BEST and even then probably not for years.
I honestly don't believe that any tech which requires you to shut yourself away from the outside world will be a "paradigm shift". It'll remain an awesome technology, but one for enthusiasts.
I can't speak for everyone, but I can't imagine VR being useful for any aspect of VFX work. Even working with a 3d modeling app, artists spend most of their time in the orthographic views. What benefit would VR have over a standard monitor? What do you think multiple monitors are used for?5-10 years, definitely.
Also, I am talking about workspace environments initially... companies that can afford the tech. Like development houses, VFX houses, banking, etc. Workspaces that today generally use 2-3 monitor setups.
I can't speak for everyone, but I can't imagine VR being useful for any aspect of VFX work. Even working with a 3d modeling app, artists spend most of their time in the orthographic views. What benefit would VR have over a standard monitor? What do you think multiple monitors are used for?
I can't speak for everyone, but I can't imagine VR being useful for any aspect of VFX work. Even working with a 3d modeling app, artists spend most of their time in the orthographic views. What benefit would VR have over a standard monitor? What do you think multiple monitors are used for?
It is early, this is not a mature technology! But we have to start somewhere things don't just pop into existence..
I'm pretty sure none of the big companies are foreseeing a mass adoption rate, but they want to set them selves in a good position when it does become mass market..
I can't speak for everyone, but I can't imagine VR being useful for any aspect of VFX work. Even working with a 3d modeling app, artists spend most of their time in the orthographic views. What benefit would VR have over a standard monitor? What do you think multiple monitors are used for?
Vive or Occulus? I salute you either way though; I just don't know how I could make the Vive work, though I suppose the Occulus is certainly possible, though still not ideal.
definitely from a AAA perspective Vr isnt impressive. but, it is a great start with a long road ahead
Vive. My living room is a multi-purpose entertainment, home computing, and lounge room. Instead of a TV stand I use an ikea kitchen table that doubles as a computer desk. That also means my 50 inch television doubles as a computer monitor. The desk has enough space for me to slide my coffee table under when I want to vive so with some careful planning I got everthing to function and still have room to live in the space.
HUMAN INGENUITY
Here's a picture of my buddy using the Vive in my "living room." This is the absolute minimum space and the Vive simply works as advertised.
See the post above me every time I see someone using VR, they are standing.
Vive. My living room is a multi-purpose entertainment, home computing, and lounge room. Instead of a TV stand I use an ikea kitchen table that doubles as a computer desk. That also means my 50 inch television doubles as a computer monitor. The desk has enough space for me to slide my coffee table under when I want to vive so with some careful planning I got everthing to function and still have room to live in the space.
HUMAN INGENUITY
Here's a picture of my buddy using the Vive in my "living room." This is the absolute minimum space and the Vive simply works as advertised.
You sir have yet to see Epic's Showdown demo then. Not only does it have triple-a visuals, you're standing in the scene experiencing the visuals first hand. There is a downloadable demo for the Vive and Oculus and I strongly suggest you try i
https://www.youtube.com/watch?v=Td443iB9slQ
Weird right? It's like stereotypes for gamers and nerds in general are just that: stereotypes.Why is there another person in that picture?! In VR you have to be antisocial and isolated! /s
I honestly don't believe that any tech which requires you to shut yourself away from the outside world will be a "paradigm shift". It'll remain an awesome technology, but one for enthusiasts.
snip
Look into most discussions
Basically none among the gaf VR enthusiast scene that I'm a part of has ever said that VR will become mass market over night. There's no such consensus. I'm tired of people auto-piloting a false narrative.
There's apparently little care for quality information. It's all about teh controversies. We desperately need bingo cards by now.
It's a gimmick and so were the 2 cases I mentioned. I have no interest and no need for such a thing, and I can afford one, that's not the problem.
Good thing they don't cost $2000.
The space thing I think is an imaginary complaint. It's not that big of a hurdle to work around if you want to.
He voices the problems I have with VR very well.
I have the PC for it, I have the money needed to buy a VR headset. However I'm not willing to transform an area in my house to a VR space. There's no way that's going to happen.
The problem I think, is in the way VR is being described. Look into most discussions and you'll see a combination of "It's the future! I have no desire to touch my other games since getting a Vive!" and "The tech is still advancing, so the SDE, hardware issues and game quality have to be considered a work in progress."
Are both those things valid? Maybe, but you have extreme statements being made that put expectations through the roof. That's before you consider that some people are making that statement about VR for games, and others about VR in general. I guess what I'm saying is the whole conversation has gotten convoluted and most people are arguing apples and oranges without realizing it.
Really? How about you post us some links to VR thread where "most"/consensus is blatantly (without a context) presented exactly like how you describe it in your post. Please do.
He voices the problems I have with VR very well.
I have the PC for it, I have the money needed to buy a VR headset. However I'm not willing to transform an area in my house to a VR space. There's no way that's going to happen.
They sort of do when you factor in that you need a kick ass pc to go along with it.
You only need to "transform" it when you are actually using VR. In my 1br apartment I can get a 3m x 2.5m space in about one minute. I have to move the coffee table, slide a chair over a few feet, and move the chaise part of my couch. For seated stuff there's 0 transformation since I can just plop my ass down on the couch.
I think most people could get the minimum roomscale space fairly easily. The bigger problem would be whether their computer is near that space.
I'm not going for that again. I tried with Kinect (2.0) and in the minimum space you very quickly stumble upon th edges of the playing area. Swing your arm or a leg to far and you'll hit something.You don't need to dedicate an area for VR, even at roomscale. If you have a 1.5x1.5 meter area around your computer desk, you can do room scale.
The benefit to having a larger area is you can walk around more freely in games that support it, but almost every game can be played in a very small space barring a few. And almost all games are designed around the smallest space possible.
I'm not going for that again. I tried with Kinect (2.0) and in the minimum space you very quickly stumble upon th edges of the playing area. Swing your arm or a leg to far and you'll hit something.
Not happening in my house, especially when I can't see anything. (yes I know about the front facing camera of the Vive.
Good thing they don't cost $2000.
The space thing I think is an imaginary complaint. It's not that big of a hurdle to work around if you want to.
The front facing camera isn't so you don't hit things. It's so you can interact with the real world with the headset still on. The chaperone bounds are there to prevent you from hitting things. Basically virtual walls defining the safe area.
This is the only example I ever see, and the only one I can think of as well; even at VR's highest aspiration, it doesn't seem to offer too much benefit over a tablet. I guess you could have better control over viewing your model, but we already have accessories that allow for more accurate control like the SpaceController, which require less physical movement.Sculpting a model directly in VR seems like a great way for artists to do direct work instead of having to abstract it in 2d software. Or even replace the process they sometimes use where they make a physical object that they then use as a starting point for their 3d model. Not saying that VR will replace the entire process - and the bulk of the work will probably be done with conventional software for a long time - but I can see some good uses for VR that will probably make the process easier for an artist.