Planet Earth has seen many births and deaths of Virtual Reality, from the Sensorama in the 1950s, The Sword of Damocles in the 1960s, the VideoPlace in the 1970s, the Virtual Cockpit in the 1980s, the Virtual Boy in the 1990s, Google’s Street View in the 2000s and then the Oculus Rift and HTC Vive devices that began emerging from 2010.It’s fair to argue that this incarnation of Virtual Reality has survived the longest, and although not growing at the pace many predicted, it has lasted nearly an entire decade with new technology and software being released daily. Many would say
Different players have different opinions about all sorts of aspects of gaming but while ultimately every person has the right to think what they want to and prefer what ever they would prefer, sometimes certain opinions get bashed or praised more often than others. There are cases of overly positive attitudes that can be off putting, condescending, artificial and even predictable and there are negative attitudes that can come off as aggressive, whiny. unfriendly and impassionate.There is how ever an argument to be had in favor of certain constructively negative and skeptic attitudes for how they can provide an interesting and
When ever a classic game gets a new version announced there's always a lot of confusion regarding what to call them, advertisers like to say one thing, developers call their projects another and players sometimes don't care sometimes just don't know which would be the correct nomenclature and different players also have different perspectives over what to call them and how many of them there are, and all of it leaves the gaming world with a lot of misinformation or inaccuracy.So in order to share my interpretation and go into detail on what makes each release type different than the other,
So I got to spend some time with the Anthem VIP Demo, which was available for the past few days and came out pretty mixed on it. First off, I should mention a big note: I was one of the users that continually had the Infinite Loading Screen Error and thus didn't experience everything it had to offer - this is mainly an impression of what is readily available as well as the combat system and movement. So right from the get go I have to say, the game looks downright beautiful. The Hub world has a lot of shine to it,
In 2019, we will take on the role of researchers, rangers, saviors and detectives, and in doing so we will visit some truly interesting worlds.It could be said that 2019 won't be the year of high-budget RPG projects. During it, we are unlikely to play Cyberpunk 2077 and Starfield, and we should not expect either Dragon Age 4 or The Elder Scrolls 6. However, RPG games in 2019 have one consoling fact - most of them take place in new worlds, which in translation means that we expect a bit of originality and some fresh ideas from them. Here are the
Before bursting in to a fit of rage at what was supposed to be a reasonable debate, please understand a few things concerning my response to your initial comments. Firstly I do not work for a VR company, I work for Opium Pulses and am and have been a great admirer and fan of virtual reality for a long time, I write articles like these in my own time for enjoyment, not for any other reason. Whether you subscribe to that truth or not is down to you, but it’s important to know before you judge my entire character.
The PSVR sales are reported by countless news outlets online, a quick google will give you some stats to wade through, remember this is a console-based VR headset that cannot connect to or be detected by Steam – then there’s Oculus based headsets (GearVR, Oculus Go, Oculus Rift) that have their own storefront and while the more expensive Rift can make use of a selection of games in the Steam store, the former two headsets, cannot. Steam VR titles are mostly aimed more at the HTC Vive, arguably the most expensive and free-space-hungry headset.
Neither my article nor comments were set to prove that VR is selling like hotcakes, far from, it was simply a response to your estimated 0.00001%. I can’t however respond to the points you make out of what seems like sheer anger as I can’t see that I’ll make any reasonable headway there, but you too, also make some good points so I’ll address those before anything else.
It’s true, VR is still a niche hobby and a lot of gamers have probably never touched the technology, let alone considered investing in it, however I don’t think it’s fair to say that because less than 1% of gamers are using VR on a particular platform that means that the few that are, are toying with something that couldn’t be worthwhile for many others. VR has a lot to offer and while it’s subjective and down to opinion, I do think its worth being stated more by people who have actually given it a fair chance.
I disagree with your statements about manufacturers not caring about the experiences of their users, just looking in to the history of Oculus and the people behind it (their ambitions etc) will give you a different angle on that perspective, but again, I imagine you feel pretty strongly about this already so I shan’t put too much more energy in to that.
To address the paragraph you quoted of me, I’ll admit upon re-reading I wasn’t quite comfortable with the wording myself (no one is perfect), this wasn’t supposed to be a summary of you or the type of personal you are, and more a statement on where I find the origin for most of these opinions are born. Personally I don’t believe they make fair debate and only serve to negatively prod those who have a positive belief in something. I only debate from corners in which I have experience and I personally just think that makes the for a lot less needless arguments.
but it’s worth knowing that even I, cannot afford any full tethered VR experience, I’ve spent a lot of time with them however so feel I know enough to see both their potential and value and compare them to the mobile counterparts. I have however had a lot of experience with mobile VR headsets and have compared my own (GearVR) with competing headsets of my friends and family, hence this article.
I personally believe VR will be the spearhead in a new direction of social interaction online in the years to come and this is the element I’m most excited about, but this is another article for another day. For now, I experiment where I can with the little funds I have and share my experiences for fun.
In saying all of this, I do also apologise for any offense I caused – I assure you it wasn’t intentional.April 24, 2019
You started off making some good points. I could see what your position was (even if it didn't change my mind; was good to read). This was all going nicely at first.
Unfortunately, your last sentences/blurb at the end just had to make a left turn into ad hominem territory.
These might have all be borderline valid points at one moment in time, but they're quickly becoming those VR myths you read about in forums made up be people who aren't interested in or do not have the funds for virtual reality.
The moment you suggested/implied that my lack of interest in VR was due to my income (or lack thereof), your entire point became worthless. You became nothing more than an exclusionary egotistical arrogant shill for whatever VR company/companies you work for to write this 'informational article'.
Maybe you are a legit VR enthusiast that wants others to enjoy the tech. However I don't see it that way. You might as well paint your face like a clown and put on a wig while using your hoity-toity sneering voice about how I'm not 'hardcore' enough.
If engaging in the VR community means dealing with the likes of you, then I'll gladly opt-out. I've got more than enough standard non-VR games to play. I've got more than enough single player games to play, most of them by awesome indies who deserve far more love than some overpriced trash that'll be relegated to the annals of gaming history as yet another 'failed peripheral'.
Please do tell me where you get that '5 million VR headsets' from. Barely 1% of total Steam users bother to use VR headsets on Steam, the largest and most prominent PC gaming storefront for the platform. Now if there are people who only play standalone non-Steam games that have VR then I can dig it, but I don't see many other stores having a significant selection of VR games. Now 1% of ~15 million ACTIVE Steam users is barely 150k who would have a VR headset that Steam detects. Far far south of the '5 million' that you've claimed. But let's even presume 5 million headsets; how many people actually buy games for em? ;)
The biggest problem was that the headset creators and hardware manufacturers don't care about games or experiences. They want to make as much money as possible as quickly as possible. They aren't in this for the long haul. They sell hardware to people with more money than sense (hello Microsoft Kinect, hello Playstation Eye, hello Nintendo Power Glove; they're all 'so bad').April 23, 2019
To respond to your points in order...
I'm not sure if you're talking just about tethered VR here or all VR in general, but either way 0.00001% of enthusiasts is way beyond exaggerating and with PSVR selling just shy of 5 million units alone it's a completely redundant point. It might not be in every home but it's far from a niche little toy that no one see's the value in.
While FOV isn't great on a lot of headsets, it's certainly not a major issue, and doesn't cap out at 105 either. There's a few contenders on the market that reach 120 on their devices and that will only increase as the technology does. There's a lot more that can be done to combat motion sickness besides just FOV and I see this being explored in various games and apps that I have experimented with, some that reduce it to comfortable amounts, others that completely remove it from the experience.
The price IS a legitimate issue, and one that is slowly being addressed but not as quickly as I'd hope for myself. Dev support is limited but again "not there" is an exaggeration as there are hundreds of mind blowing and incredibly involved games produced for gamers to get lost it.
As for your last point, very few headsets need a living room worth of space to be enjoyable. The HTC Vive feels like the headset you're targeting here, but even with that there's thousands of games and apps that provide excellent experiences from your computer desk or couch. I've only played a few open space VR games but I much prefer the titles that allow me to sit down and experience things at my own pace, the last thing I want to do after a long days work is put a headset on and dance around the house.
These might have all be borderline valid points at one moment in time, but they're quickly becoming those VR myths you read about in forums made up be people who aren't interested in or do not have the funds for virtual reality.April 21, 2019
Viktor_ReznovApril 20, 2019
I still feel that we don't have the talent/budget from developers to truly make VR worthwhile for anyone but that 0.00001% of enthusiasts who are into new tech.
The 'FOV' issue is a major one. I find it both amusing and laughably-bad that with as long as VR has been available to the public that nobody thought to offer one that has an adustable FOV...ideally anywhere from 75 to 155 would be a good range. Capping out at barely 105 is not going to help many people who are new to VR and suffer from simulation sickness.
Also the price point makes these pricy peripherals completely pointless. The dev support isn't there (mostly niche budget indie titles) and there are no 'killer apps' that aren't just ported from other systems.
Finally, on a purely practical level, not everyone has the living space required to enjoy these in the comfort of their home because their homes are either small apartments or otherwise have too many breakable items around to make it worthwhile.
Motion controls are far easier to sell because it doesn't require a complete loss of visual awareness of one's surroundings.April 19, 2019
Google Stadia will fail. It will fail because ISPs and the USA networking infrastructure cannot support fluid low-latency gameplay over the internet for action/twitch games that rely on that split-second response time. Imagine if you are playing an FPS, you press the 'fire' controller button, but the avatar on screen only fires the gun about a half-second later.
That's cloud gaming in a nutshell. If Google wants to try to sell this to the overseas market then they may have to make deals with local ISPs and give up a significant portion of their profits to do so. Net cafes are already entrenched in South Korea, Japan, and China. They won't give up their oligopoly that easily.
I'd say the EU is likely the best region to try this out, but there's a hostile political climate over there that prevents meaningful change.
Time for the USA govt to invoke 'eminent domain' and sieze the infrastructure, then sell it to any ISP willing to rent the lines from them. Do like the EU and you have hundreds (if not thousands) of regional providers.March 30, 2019
NetEase literally ripped off 'Stick Fight' videos on YT, threw in some multiplayer, and try to claim it as their own. How absurd.
In fact the videos on YT are literally called 'Stick Fight' as well. Wish they'd sue NetEase and win ;)March 30, 2019