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Why virtual reality makes a lot of us sick, and what we can do about it.

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[-] finthechat@kbin.social 12 points 1 year ago* (last edited 1 year ago)

I bought a Vive since I was careless and wanted to see what the VR hype was. Considering that I've probably used it less than 100 hours in about 4 years, I think of it as a bad investment.

In its current technologically limited state, VR feels more like a gimmick than a real experience. I think that all of what VR is currently trying to do is still waiting for that uninvented Star Trek holodeck technology to come around anyway. Headsets and wands are unwieldy and breaking down/setting up the system is a PITA.

[-] Kage520@lemmy.world 4 points 1 year ago

The Quest is really easy to use since you don't need external sensors, but it's underpowered and also from Facebook.

We need wider FOV and better screens. The controllers are okay I think. Hopefully with apple stepping in we get more desperately needed content.

[-] magic_lobster_party@kbin.social 2 points 1 year ago

I’m not sure if even Apple can turn the tides. I can’t see how Apple can succeed if Meta struggle finding a market even with their much cheaper models.

Maybe they will find a market among the most diehard Apple/tech enthusiasts, but it’s probably going to end there.

[-] lloram239@feddit.de 1 points 1 year ago

Meta struggles because their content in trash. Quest2 is a mobile phone strapped to your face, with games that look exactly like what you'd expect from that (overly simplified cartoony graphics, very basic gameplay). And the sad part is, that it's not even really a technical limitation. Quest2, while slow, is still fast enough to play ~20 year old games in VR and it has a few ports of those games (e.g. Doom3, RE4), but it has nothing new at that level of quality. Even the port of GTA:SA that they announced two years ago hasn't been heard from since.

Meta just seems unable to both secure quality new content and can't even manage to get enough of those older games ported either. Despite Meta burning literally a billion dollar on VR each month, nothing interesting is happening in VR gaming, they can't even manage to keep the existing stuff up and running (e.g. EchoVR servers were just shutdown).

I have more hope for Apple's approach, as they essentially completely sidestepped the VR content problem by focusing on making their VR headset work for 2D content. VisionPro has enough resolution to work as both monitor as well as cinema screen replacement, and they are smart enough to build a UI to take advantage of the 3D, eye and hand tracking. That's again something Meta could never figure out. QuestPro was their take at an VisionPro'ish headset, but despite the $1500 price-tag and a whole lot of tracking cameras, it ended up as little more than a Quest2-with-better-lenses, as none of the additional features found much use in any software. The resolution of the device was also low enough to render it unusable as monitor replacement.

Now, don't get me wrong. Cheap VR is super important and $300 is a great price for a headset. But you aren't going to get gamers to give up their PS5 or gaming PCs with the lackluster games offering you find on Quest2. Even in the best of cases, Quest2 feels like stepping 20 years backwards in time. Simply put, Meta managed to make VR look boring and out of date.

[-] MudMan@kbin.social 1 points 1 year ago

You can use the Quest as a PC HMD, both wired and wireless. So no, it's not a problem of performance.

The reason the Quest can't secure content is the content doesn't sell. Which is the same reason Sony struggles to secure content. They both basically have to finance the entire library. Sony and Valve sidestep this by having VR be a feature in flatscreen games, but even then people arent' queuing up to get them.

And nobody wants to use VR as a monitor, either. Maybe in a plane if you're a weirdo or to watch movies in private if you live in cramped quarters, but nobody is going to get to their desk and slap on a face-screen to type a text document, no matter how fancy and expensive it is.

The application is just not mainstream enough.

The OG Vive is a really horrible experience compared to modern VR headsets already. There are incredible technological advancements being made and to say all VR is doing is waiting for some Star Trek technology is incredibly ignorant. And frankly an insult to those super talented engineers that are breaking new ground on a yearly basis.

[-] finthechat@kbin.social 1 points 1 year ago* (last edited 1 year ago)

Sorry if I sounded disrespectful to the brilliant people working on this tech. I don't mean to say they aren't making insane progress in the field. However, I stand by the main point of my original comment: until VR makes a lightyear jump in tech and frees itself of the headset and the wands/hand pieces (or minimizes them to the point of negligible discomfort), I won't be sold on VR as a consumer.

[-] glimpseintotheshit@sh.itjust.works 2 points 1 year ago* (last edited 1 year ago)

I get that but I feel like we're much closer than you think. Hand tracking has been a thing in budget headsets for years now and it's really solid. There are quite a few really fun experiences that don't require controllers at all.

Apple is about to ditch controllers completely, combining hand tracking with eye tracking. The displays are almost as sharp as real life and headsets today are fully wireless, standalone computers while being 50% slimmer than your Vive. Oh yeah, they also map the environment automatically and have high definition 3D passthrough with AR capabilities.

A lot of that stuff was considered science fiction when the Vive was released. What you want from VR is happening within the next decade, no lightyear jump needed.

this post was submitted on 26 Sep 2023
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