IMHO VR (and AR) has moved on from being at a high risk of dying as an overhyped fad (e.g. 3D TV) to having enough niche utility that its uses will grow as people get exposed to it.
Using VR is a fun regular diversion at the moment, but not a highly useful tool - but I'm hopeful that will change. I would love to be able to easily use a VR helmet in conjunction with a keyboard/mouse/hands vs. holding controllers to do more intensive computer tasks like programming.
Other games get longer sessions, like Shadow Point which I just started yesterday. Neat game so far, puzzles based on perspective, light/shadow, mirrors/reflections, that kind of thing. It reminds me of The Witness in a lot of ways.
Also has some unusual spaces where rooms connect to each other or back to themselves in a ways that they shouldn't. Nothing new about that in games, but it's weirder to experience in VR than on a computer screen.
My favorite trick so far has been where they'll make you lean in close to something, and then when you step back you find yourself in a totally different space. Nothing changes on screen, they just pull the whole environment out from under you while it's outside your field of view, leaving only the part you'd been looking at unchanged.
Narration by Patrick Stewart is also great.
A friend was telling me last week that a 3D space strategy game is what he was hoping to see in VR before he jumps on board. Then last night I stumbled on Eternal Starlight, which will be right up his alley: https://twitter.com/e_starlight_vr/status/121164647988401766...
It's still early days, but I think VR has a lot of room for different kinds of experiences for all sorts of demographics. Very excited to see what we can do with it in the next couple of years.
I'm looking forward to this with the Quest. I've tried out the hand tracking but there aren't many apps that support it yet. I haven't given bluetooth pairing a go yet but I'm itching to try out some kind of text editor with it when I have the time.
I agree that they need to reduce the barrier to putting the headset on even more, I think that moment will come when the UI experience is as easy as opening a laptop which probably means reducing the weight further and having much better video pass through so you're not completely hoodwinked while using it (being able to easily drink a coffee while working in VR is a must). AR glasses would be ideal but seem like they're still pretty far off for reasons like battery life, screen resolution, opacity, and bulkiness. The interim solution will probably just be comfort and durability for VR to the point where you can put it on as easily as a hat and treat it with the same physicality as a tablet.
Oculus' Half Dome 3 prototype[0] seems to be exactly this which is why I'm very excited to buy whatever iteration of it comes to market.
[0] https://www.oculus.com/blog/half-dome-updates-frl-explores-m...
Seen a few people posting that Glitch's coding tools work in Firefox on the Quest with at bluetooth Keyboard.
That was one of the key factors that influenced the design of Oculus Quest. Carmack spoke often of minimising the "time-to-first-fun" in both hardware and software. A VR headset that you can just put on and start using is meaningfully different to a VR headset that requires even the most moderate amount of setup.
> I would love to be able to easily use a VR helmet in conjunction with a keyboard/mouse/hands
Oculus Quest already supports the Bluetooth pairing of keyboards and mice, which can then be used to wirelessly interact with a remote PC via Virtual Desktop. We don't yet have a mechanism for tracking the position of keyboards and mice, but it's pretty much trivial if there's a market for it - we just need keyboards and mice with embedded IR markers.
Controllerless hand tracking is in beta on Quest and developers have access to the APIs; official support should be rolling out in the next couple of months.
The resolution is still much lower than we'd like, but 1440 x 1600 per eye provides a marginally tolerable experience for desktop computing. The HP Reverb already provides 2160 x 2160 per eye, so we're very close to having headsets that can truly replace a conventional monitor.
You're using the quest as a vr headset for your computer? Running W10?
If you're not familiar with it, the Labo is a series of cardboard devices that you build, which hold your switch and controllers and turn them into a VR setup. For example, you build a blaster and play a VR game where you shoot aliens from a few different virtual worlds. Or you build a bird with wings that flap, and then you fly around with other birds looking for eggs to hatch. Along with that, you build a foot pedal that makes you fly faster, which also fans you so you feel more air rushing by your face as you fly faster.
The first time I tried it, I spent about 5 minutes shooting at aliens all around me. I was laughing and jumping when the boss alien leaped into the air and came down over my head. When I took the headset away from my face, I was amazed to find myself back in my own house.
It's amazing to me that people at Nintendo built a VR kit around a device that, as far as I know, was never intended to be a VR device. It's been really satisfying watching our son build his own setups, rather than just using a manufactured plastic device. He's having so much fun with it, and he's learning so much from it as well. He sees what the screen looks like in VR mode when it's out of the VR kit, which has led to interesting conversations around concepts like raytracing.
If you're not ready to jump into an Oculus setup and you already have a switch around, I highly recommend trying out one of the Labo kits.
The experience in a "true" VR headset that offers 6 DoF and hands, such as the Oculus Quest, is just something completely different.
It really isn't. 6DoF with hand presence is profoundly, fundamentally different to 3DoF. It's the difference between someone taking off the headset after a brief demo and saying "that was cool" versus someone taking off the headset and needing a moment to recalibrate their sense of reality. 3DoF is a panoramic monitor, 6DoF is being there.
Your comment makes me look forward to trying an Oculus when I have a chance.
The 3D effect of VR is cool but the real magic is using controllers in true 3D space, the Oculus ones are really well designed and just sort of fade away and feel like your hands.
Unless you think ~20 million headset VR users is somehow a large number of people in a world saturated with smartphones
A Zoetrope is technically a moving picture, but it's a fundamentally different category of thing to a real movie. Sticking your smartphone in a glorified ViewMaster is a cool gimmick, but it's a pretty disappointing experience after the very brief novelty has worn off. If we don't very clearly delineate "real VR" (6DoF, low latency, hand presence), we risk poisoning the well for the whole industry.
VR software is not.
What drives an industry is value, whether business or recreational. While VR software has typically focused on entertainment value (and there is a lot there), business-driven VR software hasn’t received as much attention as it deserves. But thus far no killer-app of VR has been made. There is no excel, no word, no browser. But there could be, if more people thought about and identified what VR hardware can do that no other platform can. Moreover, its value needs to be a 10x moment. Minor improvements will not cause mass adoption.
So what can VR provide that other platforms can’t?
1) 3D Space
This is the first thing people think of, but is the least important. There are few business tasks that can’t be done on a 2D plane, and the value of going 3D (such as in industrial design) is not a 10x improvement over real-life prototyping.
2) Unlimited space
This also provides less value than it seems. A human can only be in one place, and our vision can only encompass so much area. There is a low upper-bound on how much space a human being can use.
3) Presence
The feeling of “being there” is something VR does 10x better than other platforms. This has been leveraged by entertainment software to good effect. However, the nature of recreational user experience — gameplay experience — doesn’t hinge upon presence in a location. VR games can induce strong presence while still not providing value with strong gameplay experience.
4) Social Presence
This is where VR hardware has the greatest possible leverage and impact. When you play poker in VR, you see this most clearly — people spend more time interacting with one another than actually playing poker. Even with cartoonish avatars, the feeling of being in the presence of another person is practically the same as being in the same room with them. There is large room for growth in improving social presence, but even the early state of VR software is 10x better than what exists elsewhere.
If there is to be a killer business app for VR, it will be akin to excel. But instead of transforming numbers and formulas, it will transform communication and relationships. Whatever replaces Facebook, video chat, JIRA, Reddit, Tinder, or even email will be done on VR/AR.
The gold is there waiting to be picked up. It’s just up to some great company to do it.
Until VR headsets are as light and unobtrusive as a pair of ordinary glasses, VR will never become mainstream.
Even ordinary glasses are unacceptable to many people for aesthetic reasons, despite being much lighter, less obtrusive, more comfortable, and more convenient than VR headsets, which look even geekier than glasses.
Highfidelity tried to do that and it failed miserably. I think their major problem were the controls - they refused to add text chat and people felt incapacitated in a social environment. Second life, with its old graphics, still does it 100 times better using just a screen
- https://forums.highfidelity.com/t/going-out-staying-in-judas...
Next year, we will be releasing a version that makes it easy to run your own custom server on cloud providers. Our thesis is that this will open up a lot of use cases, especially for enteprises.
[1] hubs.mozilla.com
I imagine a "content kit" is in the works as part of Horizon, to enable developers to build their own experiences within the Facebook VR universe. That _may_ be game changing for consumers, but I wouldn't hold my breath as the potential as a developer.
Really hope I'm 100% wrong with this, though.
With Oculus Quest, they are even slightly allowing "unofficial" content on the device with sideloading APKs onto the device. They could close everything down if they wanted but they seem to be quite fair so far.
As a developer, you can stay on SteamVR and ignore Oculus. If your content is good, people will use their Oculus headsets with SteamVR to access your content.
VR is the future but its present will make you want to beat its developers with a tire iron.
I haven't had any difficulties with controller or position tracking at all with the Quest. The only time it can't find the controllers is when they are out of site in the case or placed behind something. The position tracking has been 100% solid. There are no tethers or requirements for a play area, I've brought it around to various places to show friends and family and it's worked every time. I honestly can't think of any serious complaints other than that I wish there was more content for it but that's just a matter of time. Granted the graphics have to be scaled back due to the limited hardware for some titles so you won't see photorealistic games for it but it has the option to play those games when connected to a computer using Oculus Link. Most games make good use of stylistic effects and shrewd design to hide the low poly count and you definitely don't notice it when you're caught up in an experience or playing a game. A lot of the lofi ones even seem better in some ways because they are just having fun with the media and embracing the limitations and focusing on gameplay and interactivity instead.
Sorry for the rant but they got me, I'm a convert now and I'm never going back ;)
Controller tracking is nearly flawless, with some limitations like not being able to hold a controller behind your back or hidden behind your other arm, but I don't run into those limits in practice.
Probably won't help your glasses though. That's one of the Quest's bigger design oversights IMO, that wearing glasses can scratch the headset lenses even with the glasses spacer installed. There are 3d printed lens rim bumpers that will keep glasses from touching the headset lenses, but if your glasses don't physically fit that just trades smushing them into the headset lenses for smushing them into your face.
https://www.thingiverse.com/thing:3642004
Not as convenient as just keeping glasses on if you share the headset with other people, since they'd need to remove your prescription inserts. I believe someone made a similar adapter in two parts with magnets to pop the lenses off quickly.
Or if you prefer a more finished product instead of 3d printed frames and ordering glasses from Zenni, WIDMOvr sells prescription inserts.
I've bought a Oculus Quest, it's a standalone headset with inside out tracking that works extremely well. Recently Oculus released an update that allows you to tether Quest to the PC so it can stream PCVR games to the Quest. I believe this is first step in creating an untethered PCVR headset using Quest. Whether we will get it in Quest 1.0 is still to be seen but it's the way forward.
Right now feature wise Quest is very close to the complete package. Only thing really missing is officially supported wireless PCVR capability. When they get that, feature set is complete and only thing they need to do is iterate and improve on the comfort (massively) and quality of optics.
It's... fun, but the graphics quality is lacking. Some people say they stop noticing the screen door effect, but I never do. Plus I do notice the limited FOV.
Watching movies in a virtual theater is pretty bad, and I can't even smile or laugh because then everything goes out of focus, or have a snack, obviously.
I did love the various travel videos on Oculus Video, 360 VR makes it a whole new experience.
If there were any VR MMO's I'd try them (Zenith had some hype a while ago).
It's a real pain, but you can use the Go + a PS4/Xbox controller to play games on a big screen, and indeed it's a nice experience even if it's not VR/3D.
Still prefer a projector for anything 2D.
For Christmas I thought I'd test the upgrade and purchased an Oculus Quest. Wow, this thing blew me away. The experience is night and day different, so much so that I stuck my Go in the closet and may be selling it down the road. Having two controllers, hand tracking, Oculus Link if you have a gaming PC, overall improvements to display and battery, and of course 6 DOF. I've never been more excited about VR.
The Quest really is an incredible unit. I've so far been able to:
- Play "native" Quest games which have been very fun
- Play PCVR (SteamVR) games using ALVR[0] over
5ghz WiFi with great performance
- Sideloaded RetroArch[1] to play N64, SNES, Gameboy
and GameCube games with a bluetooth controller
- Watching full length movies in a cinema-like experience
- Enjoying many 360 videos on YouTube
I'm contemplating doing some game development in VR again. I tried to build some applications on my Go but the single controller and weak specs really hindered my creativity.I implore you to test out the Quest if you found the Go experience lacking as I did, it's really more than a minor upgrade.
[0] https://github.com/polygraphene/ALVR [1] https://www.retroarch.com/
Holodeck is effectively VR, not walls with projections on them.