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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