List said:
Of course PC gamers will be able to run it, but how many of them are actually there? I'm pretty sure less than 5% of all pc gamers have their hands on a Vive or Oculus right now.
You realize there are hundreds of millions of PC gamers across the globe, right? There are over 130 million
active (not just registered) accounts on Steam alone, not counting Origin, Uplay, GOG, Desura, Battle.net, or users unaffiliated with any specific platform or storefront. So, even if only 1% of PC gamers had a VR HMD, that would still mean millions of potential users.
Seriously, how small do you think the PC market is? This isn't the early 90s...
With all the touting of PC master race, It's still the consoles that drive a lot of the industry.
Not really. The biggest money makers in the industry are PC only. And, if recent trends in the market are any indication, it shows that even the most stubborn of triple-A developers and publishers are finally starting to realize how large a demographic the PC market represents. Hell, quite a few Japanese developers (of whom were PC averse for
years) have now begun releasing many of their new and old titles on PC platforms (like Steam).
And we can clearly see that all the consoles are making a console/upgrade that will support VR.
Is it clear? Little is known about what the new 'upgrades' will house, and you need a very specific minimum of hardware specs to support VR. You effectively have to run two HD displays at a
minimum of 90fps. So I question how well the "new" consoles will fair.
So it's fairly safe to assume that developers are waiting for the specs of these new machines before they start working on a VR game.
This isn't true either. There are already a number of bigger devs working on VR titles. Even before the current crop of HMDs hit the market Gorilla Games announced they were making a PSVR game.
It's kinda stupid to make a game and gamble if the machine (that is still not released yet) will actually be able to run it.
But that's what devs do all the time when they start making a game for an as-yet unreleased console. They receive dev kits long in advance from the hardware going public and begin development. How or why would it be any different with the new VR HMDs?
That's not worth the hassle in a business point of view
What's even more of a hassle is trying to penetrate a market long after others have already 'set up shop' and established their own brands.
Vinsin said:
I'm not going to go into any major details or opinions past this post, just wanted to point out I built a machine for $700 a *year* ago that's running the Vive just fine. Another $300 for a 1070 or $600 for a 1080 and it'll last for ages; wish I had waited until now to build but I didn't know -then- that I was going to get into VR. No regrets though XD
Still, you can build a machine to run VR for fairly cheap when it's all considered; between $600-1,000 from scratch, with the only upgrade needed for years being the GPU 'if' that depending on what you start off with. Plus, 'Free' to $20 for virtual monitors which I'm loving.
Depending on which GPU you're using, you could upgrade for even less when AMD's new RX line hits. The RX480 reportedly surpasses the minimum requirements for VR, but is only $199.
Thanks to the new 14nm process both AMD and nVidia are using, GPUs will be cheaper and less power-hungry, meaning from-scratch VR-ready PC builds will cost much less.
Anyway, all that' and this is the beginning, the price point is just going to drop in the next year or two, CV2 of the HMD's will only get better; and all people can really do is nitpick 'cords this and could be better that' -- nobody has to like VR, but you shouldn't knock it until you've given it a real shot - tried it - until then your just spouting hallow opinions of something you have no experience with.
This is what bugs me most. Many naysayers simply have not tried it. Then, as they share their criticisms of something they haven't tried, others do the same, resulting in an echo-chamber of misinformation.
From my experience, most of those who've yet to try it tend to sit in one of two camps. Either those who are holding judgement until they try it or those who are apathetic about the whole thing.
I respect people that have tried it and just can't get behind it though I haven't .. actually heard of anyone doing that aside from those relative few that get motion sickness that they just can't overcome, which I can understand; good reason to say no to VR if your extremely prone to it and just can't get around it.
I've been amazed at how well the Vive works for those who normally get motion sickness from other VR HMDs. As I've said in other posts on the topic, I have a friend who, within minutes, would always became violently ill whenever he tried using the Rift, even the consumer model. However, he's logged
hours with my Vive and has yet to experience even the slightest bit of queasiness.
Otherwise though, I actually have trouble finding things 'wrong' with it, it's got room for improvement, but in it's current stage it's still 'my' future, adopted or shunned it's become my primary monitor and method of playing games it doesn't officially support, games not even meant for it; and it's great.
I haven't quite made the leap to using it as my dedicated "monitor", but I do find myself using it quite often.
I will admit I've been surprised by the games I've spent the most time playing in VR. I keep finding myself going back to "simple" experiences like
Audio Shield,
The Lab, and
Final Approach. There's just something remarkably compelling and immersive, yet intuitive and simple, about those games.
I had purchased my Vive with the intention of developing games for it. I had a wealth of ideas on what I wanted to do before I received it. All sorts of complicated concepts for gameplay mechanics and the like. Yet, after finally using it and realizing how compelling even the simplest of ideas can be in VR, I had to basically abandon my initial ideas. I failed to anticipate how immersive simple movements can be, like reaching behind your back to 'grab' your item backpack, instead of pressing a button or using a menu.
I thought I had everything planned out, but I find myself back in the brainstorming stage.
