What Happened to the VR Revolution?

I actually found the opposite to be true. This has been the best use I have found for my PS VR, in a group setting. I am not sure if this is just because of the novelty, which might wear off, but people seem to have a much better time watching others play VR than I ever expected, as long as you have a setup where you can easily see the player as well as the screen, which I admit can be difficult to setup in small environments.

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For me personally there’s a lot of barriers stopping me from really getting into VR

Like the price is a problem plus the necessity for a lot of space, PLUS it is sometimes difficult for me to stand for prolonged periods – it’s tough enough working my job, I’m not gonna add to that in what is supposed to be leisure time. I know not all games require you to stand but from watching giant bomb streams i understand that it’s not an uncommon assumption

I could probably try it out sometime, I’m not far from london and I know there’s gaming bars and suchlike that have done demos but I just… dunno if I’m that interested in playing a game as An Event like that?

If the price comes down and it’s possible to use VR in more confined spaces and with less of an assumption of an ability to stand then I might look into it but that is a WHOLE LOT of “ifs” aint it

moving around is… pretty important in the video games. all this teleporting nonsense no matter how well implemented is just not as good. feels like a massive problem to me.

short hands-on tech demos were very very impressive for those who could experience them i.e. journalists at trade shows, who almost without exception evangelised about their experience. i kinda kept my eye on the vr chat on the bombcast waiting for any doubt to surface & it took a long old time before they started wondering out loud if there would be anything of more substance when the headsets actually came out. not sure it has.

on a personal level - they’re way too expensive, i don’t care about any of the games i have seen for them, and i simply don’t want to be isolated like that in a headset. i gotta check twitter on my phone my dude


Why does being blind in one eye make it so you can’t use VR?

It means the 3d effect and the lenses don’t work. Which is super duper disorienting and bad.

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I feel VR needs to decide what its going to be. Is it going to be interactive (job simulator) or is going to be a new way to watch passive entertainment (Resident Evil 7?). Is it going to be a screen on my face that I can turn my head and play and get a greater sense of immersion/scale? Or is it going to be a sandbox tool where I wander around my room and interact with objects.

While the sandox idea is great, it is also very expensive. It means you need have a dedicated room (or spend 10 minutes clearing an area each time you play), mounting hardware on walls, paying for sensors, paying for controllers and paying for the headset. It also doesn’t really mesh well with existing games (unless you count shooting galleries) meaning its going to take a while to create new interesting “content” that is worth the upfront investment.

The other approach is it replaces your TV/Monitor. Its a screen strapped to your head that you can move. You still use your standard controller to navigate the environment, the headset replaces your look function. Most first person games fit well into this, even a lot of 3rd person games. Flight sims, driving sims, walking sims will all work great with this too. It only requires a couch or a chair and takes up considerably less space. It also means less hardware (just the headset, no other peripherals) meaning a lot less cost. It potentially means less space than a traditional living room set up as you might not need a TV and TV cabinet anymore, just a headset on a shelf.

I think as long as we try to do both it won’t really succeed. VR needs to find an identity and pursue that. Until then I’m not sure how it will realistically work.

We got the stuff at scenario, I’m unsure when it gets brought out but I know there’s VR In A Bar at one of the loading bars? When I played I was sitting down so it’s doable if you want to!

Man, I honestly wish I hadn’t bought a Rift. I preordered it way back when, then about 2 months after the release date I got an email letting me know that nearly $1000 was coming off my card… have used it twice. It’s cool, but… yeah, not $1000 cool. It’s now back in the box.

I kinda wondered if the motion controls would tip it over for me, but weirdly enough, when the email rolled around letting me know I could grab some, all i could think of was the whole Luckey funding the meme’s thing. Couldn’t bring myself to give that company money, even though I know in reality he likely had very little to do with it anymore.

Such a shame, I was one of those people who tried an off to the side demo at a trade show when it was still the first dev kit and fell head over heels for it. But I dunno… it turned sour for me. Fingers crossed it gets better though!

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I think, TBH, it’s stalled until Microsoft does its huge Windows 10 VR overhaul and basically makes a case for the average consumer to buy in. That’ll accelerate growth and funding both within hardware and software, and that’ll feed back into gaming.

oh i thought you lot changed it out for the switch?
maybe next time im in town i’ll drop in o:

VR might just be in a similar place to motion controls, some very good specific applications, but not ‘The Future of Interactive Media’ as once thought.

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We might have? But all the stuff is still there and there are def vr events at times.

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I remember a producer (I forgot who) who said “no one makes money by being the first to make a game for a new product”.

I believe VR is, so far, still a proof of concept to gauge interest for consumers and companies. The interest has been high but it’s clear it is unable to sustain itself due to the high price and also by the fact that it still remains limited to a specific number of genres (and not especially the most successful kind of genres).

It’s going to get interesting if Sony makes it a flagship of the PS5, and/or re-release a cheaper version. I believe it has been a successful first try, just didn’t pan out for very long.

I still want to try Rez Infinite once in my life…

For me, the greatest joy of VR still comes with showing someone VR for the first time. It’s fun to see how different people react to it and to give people some interesting experiences. I try to cater to whoever I’m showing the device to. Sometimes weird stuff happens, for example, I was showing Job Simulator to my mom and she ended up burning some bacon. She said “smells like something is burning.” She kind of freaked out when I told her that the bacon wasn’t real and there was no built-in smellivision. It’s weird how the brain will fill-in missing stimulus when enough complimentary stimulus is given in the experience.

I have a few games I return to myself that I get a lot of joy out of. McOsu is wonderful. It’s a mod for the popular rhythm game Osu that allows you to play the beatmaps in VR. It’s like a whole new input method for Elite Beat Agents with an endless community tracklist. I love it. The other thing VR is great for is flight sims. I can’t see myself going back to Track-IR after VR. If you love flight sims, VR is a great choice to enhance your flight sim setup.

VR is stupidly expensive and takes up way too much room. The only practical application of it is in arcades, which won’t happen but it should. I’ve played some vr stuff and enjoyed it, but for most people it is the most impractical thing ever.

VR is definitely the next frontier of digital entertainment, but it is still a concept in the development phase. What resolution do we expect? What sorts of accessibility options will be included? How do we allow for lower-price entry into the market? What level of integration of ourselves into the space will be standard? How can we make VR a universal draw, rather than a gimmick?

All of these questions and more are still being discussed and improved upon. Currently, headsets are expensive, and without accessibility options for those with sight or hearing impairments. Interaction with the world is by and large limited by the user’s VR space; technology certainly exists for providing omnidirectional treadmills, but integration is usually modded, rather than standard, abd despite advances in full-body suits and sensors, most inputs are restricted to gyros within headsets and handheld controllers, or crude camera setups prone to miscalibration. If one is looking for the best experience in VR, they are likely going to need to wait as competitors come together to build an industry standard which is both satisfyingly immersive and within an inexpensive price point- until then, VR will continue to function as an early-adopter’s show pony.

This has been my experience as well. I bought a PSVR at launch, had a strong few months, and nothing since. I was thinking about RE7, but the demos were too much anxiety for me!

This generation of VR has been exciting because it feels like the headset technology is finally really getting there, but it was a mistake to ever treat it like the mainstream arrival of VR, which is still many years away. Vive and Oculus are deep enthusiast products that you need to spend hundreds of dollars on after the cost of a high-end PC. I think we’ll look back on PSVR like the Sega Channel, this janky but cool thing ahead of its time that helped paved the way for better implementations in the future. Phil Spencer has talked about how VR is not going to be a going concern for Xbox until they figure out stuff like how to not have cables all over the floor.

Does anyone here have an opinion on the best social art-making place? I don’t have a 5mb download speed so Sansar is out. I’m planning on trying out Anyland tomorrow. I should go back into VrChat, but I’m more interested in actually crrating the spaces while in VR.

VR always seemed like a barely functional gimmick to me, but now that the first iterations of headsets are out to the public, and we’ve had some time to see what devs are doing with it, I’m a little bit more enthused about the hardware (considering it works), and less so about the software.

Regarding games, I don’t know if we’ll see it grow much further than motion controls or 3d, but for uses like education and therapy I can see it having immense potential.
For the majority of players, the cheapest headsets are still too expensive–especially for the slim amount of actually worthwhile games out there–while institutions have a lot more funds to invest in a handful of headsets, and it could be very helpful.

Maybe I need to try it to believe it, but the litany of shooting galleries and poorly conceived implementations into existing games make owning a VR headset for gaming just seem like a bad idea.