I'm not sure which saddens me more. The breadth of ignorance on how far ahead VR tech
actually is now as compared to just a few short years ago, or that so many think dev-kit and early test-build versions of these HMDs and input devices are somehow indicative of the final, consumer versions.
(I.E. loads of wires and such everywhere.)
And just to clarify, I don't give a toss whether or not anyone personally wants to use this tech. What difference does it make to me whether one likes it or not? But, that said, I'd like to clear up a few points:
mrdeclandeadly said:
Also with the Steam VR thingamabob, who the hell has 15 square foot of space where they won't be banging into walls and things.
Multiple
Lighthouse units can be synced together, allowing for multiple, over-layed 15ft-by-15ft spaces. In essence, you could turn your entire home into a VR space if you wanted to. Even an entire stadium could, in theory, be turned into a VR space.
SoreWristed said:
Firstly, all of these devices, except for the Oculus Rift, are large and clunky and take up dedicated space. The omnitrix or the virtusphere for instance, I won't see me fitting those in my living room anytime soon. If you don't know what the virtusphere is, here's Markiplier trying to play a simple game with it => https://youtu.be/2e5Qvac3BB8
I don't want that thing in my house unless I somehow turn into Scrooge McDuck, because that's the only way I'll have the space and money for it. More realistically, neither do I want to dedicate space in my living room for the Omnitrix. I could move it into my garage, but then it'll turn into a new year's resolution gimmick along with the stairmaster and the ABtastic 2000.
You've skipped over the progress of Morpheus and Vive, both of which are currently smaller than the DK2 version of Rift.
Also: Valve's
Lighthouse removes the need for absurd devices like the Virtusphere entirely. You can turn any space; obstacles and all; into your VR space.
Secondly, I do not want to exert myself when I'm playing video games. In the case of the omnitrix and the Virtusphere this is obvious. In the case of the Oculus, this is different. As I mentioned earlier, I have a pain in my neck from my work. If I were to use the Oculus, I'd actually have to listen to those warnings on nintendo games and take a 15 minute break every hour. It's a large, weighty thing on your head, which your neck muscles must now support aswell, all the while you are flailing your head around wildly. Watch any video of people using the oculus rift and look at their neck, it just doesn't seem very ergonomical to me. And everyone who owns a Wii has experienced how tired your arms get
But again, the current and planned final consumer models are all generally light in weight. One of the key comments I heard out of GDC, for example, is how light the Vive was. Many commented that they barely noticed that it was strapped to their heads after a time - the same sort that complained about the weight of HMDs.
As for movement, it is entirely possible to use an HMD with slow head movements. You do not need to flail around like a lunatic when using one. They're not Wii-motes.
Thirdly, The oculus takes you, as it says on the box, completely into the game's world. Think about that for a second. In this video, Markiplier devotes about 10% of his video screaming about cables => https://youtu.be/weLT59w-zVs
That is just the obvious drawback. Now imagine the house across your street catching fire at 3 in the morning. You're completely deprived of all your senses. Not only will you be knocking stuff of your desk, but a mugger might just make off with everything besides your computer while you just sit there smiling and going 'whoooo!'. That might seem like an extreme example, but just look around your immediate surroundings and think what you might smash your head into or against while playing an intense game.
On cables: As I've told others, the final builds for most of the key HMDs coming to market are intended to be wireless. HTC plans to make their HMD and the accompanying handheld input devices wireless.
Your mugger scenario
is extreme and a bit absurd, but your latter point has merit. However, I urge you to look into
Lighthouse. One of the key features Valve built into the device is one where the HMD you're wearing will flash up a grid within the VR space to display where a boundary, barrier, or obstacle are located near you. This way, as you approach a wall or object in your path, the VR space will literally display a warning overlay over what it is you're about to bump into.
Is it a perfect solution? Probably not, but from all accounts out of GDC it works amazingly well in helping to quantify one's real world surroundings within the VR space.
Fourth, it's nowhere near perfect. In this video, you can see Jackscepticeye becoming sick simply by using the rift. =https://youtu.be/pMrhaLb6UeQ?t=5m23s At three points in that video he has to take a break and eventually he gives up on a game he was super into, because it made him sick. Let's keep immersion to a level where I don't puke, please. And even if they fix that, people who are susceptible to motion sickness or epilepsy can still experience severe symptoms.
To quote Jackscepticeye here "I don't know what was scarier, the rollercoaster or the frame rate." or another quote "Loopedy loopy twisty turny loopedy sick"
Well of course the tech isn't perfect. What tech is? But the improvements that have been made just in the past three years are astounding. Many of the people I know who always got motion sickness from VR HMDs reported no feeling of queasiness from using the Vive or Morpheus at GDC this year. Many of the issues with the tech that caused motion sickness and disorientation have been addressed with the current builds.
Those who are susceptible to motion sickness and epilepsy are at risk just using a regular display, so I don't see how that's a mark against VR HMDs.
If someone gifted me an Oculus or I was otherwise forced to use one, I'd probably end up using it as a wearable screen. My limits to immersion are a big screen and a good headphone.
Looking at that all, I really don't think VR technology should be used without supervision. The people using it are invariably smiling, so I do understand that the experience is incredibly fun and ofcourse I'd want a twirl on it. But no more than maybe an afternoon.
And here's a free business idea, take it and do as you will. Indoor rollercoaster park. All you need is 20 VR sets and a doctor on standby.
A wearable screen is one of the primary uses for the technology. You don't
have to be standing up flailing about to use an HMD.
Still, I understand your trepidation towards using or experiencing the technology. I shared that feeling for years. But I have to tell you, the tech is progressing at breakneck speeds, and the stuff coming out of GDC this year is
leagues ahead of where even the Rift was last year. It's truly amazing, especially Valve's
Lighthouse technology.
[sub]And for the record: An indoors VR roller coaster ride sounds fantastic.[/sub]