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davesodaveso Posts: 7,175
edited October 2021 in The Commons

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  • FSMCDesignsFSMCDesigns Posts: 12,783

    LOL, oh yeah, welcome to the club! I have had my Oculus Rift S for about 8 months and I use it daily. I am a gamer and have about 20+ games on Steam before VR. Now that I have VR, I don't play any of them any more. It's a huge difference between seeing the game on a screen and being in it. As for VR use, I have a few shooters, Zero Caliber, Onward and Pavlov all of which are fun. The best game I keep going back to is Blade and Sorcery. It's very physical and the feeling of actually using a sword, axe or bow is very real, plus it has a nice modding community. I recently got Boneworks, but not sure how i feel about it. the tech is fantastic, but not thrilled with the visuals. If you are a SW fan, there is the Vader Immortal series which is awesome. Then there are social apps like VR Chat that are very popular. Google maps has a cool app also

    There are also a couple of good adult games, one (VirtAMate) that uses DAZ models and is amazing to use since it puts you in the same virtual space as a living lifesize Daz figure that you can pose or animate in real time

    i also watch youtube, movies, and Hulu in VR since there are apps for these also. Or you can do it with your friends in Bigcreen which is coming out with paid movie options you can watch, eventually leading to seeing new releases in VR instead of the theatre I hope.

    there are VR plugins for Blender and Maya that i have also been playing with.

    There are also lots of creative art apps like Tiltbrush that let you create in virtual space.

    As for headsets, the Oculus Quest is the hot ticket right now for the consumer market even though it isn't as high end as the Rift S, VIVE or the Valve Index. It is a stand alone headset for gaming that just got updated to be able to connect to a PC and has finger tracking that while is basically a gimmick for now, will probably be the future.

    VR tech is expanding at a good pace. there are quite a few headsets to choose from now, from the consumer market to the high end business market which cost over 5K and are pushing new tech for VR such as haptic gloves and suites. facebook just gave oculus campus 150 mil for future development and Apple is working on getting into the VR/AR market also

     

  • 8eos88eos8 Posts: 170

    I've had an HTC Vive since 2016, before that I had the Oculus devkits (both 1 and 2) and I'm planning on getting the Valve Index next year. I actually got into DAZ after seeing someone's VR project using Victoria 6. When I first got my Vive I tried a few experiments with importing figures into Unreal engine, but the workflow was pretty complicated and I couldn't get it to work too well at the time. Might be worth trying again with VR Model Viewer, hmmmm...

  • FSMCDesignsFSMCDesigns Posts: 12,783
    8eos8 said:

    I've had an HTC Vive since 2016, before that I had the Oculus devkits (both 1 and 2) and I'm planning on getting the Valve Index next year. I actually got into DAZ after seeing someone's VR project using Victoria 6. When I first got my Vive I tried a few experiments with importing figures into Unreal engine, but the workflow was pretty complicated and I couldn't get it to work too well at the time. Might be worth trying again with VR Model Viewer, hmmmm...

    i have VR model viewer and it's fairly simple..I installed both Unity and Unreal for the same purposes, to use the DAZ figures in VR and agree about the workflow being a pain. what exactly do you want to do with the DAZ figures?

    I used VirtAMate and did this animation in 15 minutes https://mega.nz/#!pt52iKqJ!vXg1qsbvWymmcS8Mu0PLuPz7AAJtwHICbMFfSW9Hf50

     

  • SnowSultanSnowSultan Posts: 3,645

    I bought an original Oculus Rift right before they switched to the S model, and I wish I'd waited because the whole thing has been sitting in a drawer for most of the year because my young cats raise too much hell for me to leave the sensors out. It's also not terribly comfortable if you wear glasses, and I'm always having to recalibrate the controllers or other technical issues.

    That said, I do look forward to using it again sometime, especially when we start getting improved enemies for Blade and Sorcery. That game is one of the major reasons I bought a Rift (along with Beat Saber, which I ended up hating), and as simple as it is, it should set the standard for all future VR fighting games.

    I still think we're a ways off from VR being mainstream though. When wireless sets like the Quest have the power of a Rift, then I can see it.

  • wizwiz Posts: 1,100
    edited December 2019

    I've been doing this stuff for decades. My first system at [redacted] had headsets that weighed over 30 pounds due to the use of 5 inch CRT tubes, and had VGA (640x480) resolution. It used a Sky-Trax system to take the weight off your neck.

    I've used Neurable, Magic Leap, Varjo, PIMAX, Rift, Quest, Vive, Gear VR, Movario, Hololens, and Reverb. A lot of that is in my lab.

    Doesn't really do a thing for me: the Varjo is the most convincing VR system and points the way to the future, the Movario is the most useful. I find AR or XR generally more useful than VR, neither really mature enough for widespread deployment. 

    1. VR - A few more years and Varjo/PIMAX resolution will be available at lower weight and cost and you may see VR go somewhere, if the "It's only for games" attitude doesn't kill it off. Tracking needs to be SLAM (hate the term "inside out") beacons need to die, hand tracking needs to be way better, speeds need to be faster, and we either need to be self-contained, wireless, or the wires have to get lighter/more flexible/less dangerous. Google "the uncanny valley" because we're right in the middle of it now with VR.
    2. AR/XR - A few more years and you'll have Magic Leap resolution, but beating Moverio on weight and cost, and the programming environment will be more mature. Then, after a decade or two of empty promises, it will go somewhere.

    Provided Apple doesn't step in and ruin either concept to the point where it's unrecoverable.

    Post edited by wiz on
  • wizwiz Posts: 1,100
    edited December 2019
    daveso said:

    How farther can it go? 

    I missed that part of the question. It can go to headsets half the weight of what we have now with visuals you can't tell from reality, i.e. a monitor or paper in VR is readable:

    1. Visual resolution: you no longer see the dot structure of the displays, and the details are as fine as you'd see with your own eyes. Human vision is about 100ppd (pixels per degree). A Varjo can almost do that now: it delivers 60ppd in the "foveated" region in the center of the display, about 25 degrees. Not a fan, as you have to continually move your head to align your fovea (high res part of human vision) with the foveated display region. We really need to see 100ppd over a 120degree+ display region. That's a 12k display per eye, about 3x where PIMAX is now. Varjo's foveated idea may fly if they can push the foveated region to at least 50 degrees, so a 50deg 100ppd 5k foveated region in a 150deg 30ppd 5k peripheral region. That way you only need 4 5k streams to the displays instead of 2 12k streams, so you cut bandwidth and GPU needs down by a factor of 3.
    2. Refresh: at least 90Hz. With a minimal 4x5k system we're talking 7.2 gigapixels/sec, 210 gigabits, which is about 4x Thunderbolt 3/USB 4 speed. I don't have any projections for wireless bandwidth that I can share, but wired we need a 16 lane, high flexibility cable with breakaway (mag lock style) connectors at both ends (I'd suggest every 6 feet) to reduce tripping (there would still be some, you can get tangled in 6 feet of free cable. Ever brought down a deer with a bolo? Like that). Wearable computers are a good alternative. GPUs are there now; we just need them cheaper, lighter, and lower power.
    3. Headset weight and moment cut in half. At least some of the tech (data interface, light pump, cooling system, audio) in a rear unit, because counterweights make things more comfortable, but we have to counterweight without increasing weight, which means relocating stuff.
    4. All tracking on the headset, including SLAM. Privacy concerns say no video off the headset. XR entirely onboard the headset.
    5. Wearable computers. Quest and Gear VR tell us that putting a convincing high res computer in the headset isn't possible, yet. Moverio and Leap tell us that wearable computers are practicable.

    Give it 8 years, if it doesn't die on the way, like 3D TV.

    Post edited by wiz on
  • wizwiz Posts: 1,100

    Oh, and copy down my last 2 posts. That's easily $500 worth of information. Merry Christmans.

  • 8eos88eos8 Posts: 170

    what exactly do you want to do with the DAZ figures?

    For now I just want to look at them in their proper scale. I've been making petite characters and I want to see if they're in proportion at the height I'm aiming for. I just tried out VR Model Viewer... I couldn't get .fbx to import at all, but .obj did work somewhat. However there's no translucency or alpha textures (eyelashes are a solid black surface, eye surfaces aren't transparent, etc. - I remember having the same problems in UE4)

  • WonderlandWonderland Posts: 7,046
    edited December 2019

    I got the Rift two years ago and the Go last year and will probably get the Quest this year. I first saw VR at Siggraph LA in the future technology section a long time ago. I was so excited about it and asked "When can we have these in our homes??" The answer was not promising. But here we are and I'm thrilled!

    I see this as the best utilization of the Oculus headsets:

    1. The Go is great for streaming content and has one controller.  Netflix, Hulu and Prime video all have their own apps.
    Netflix gives you an option to watch in the Void. You can lay back in bed and put the screen wherever you want and resize it as you like so you get your own private IMAX theater in your head as you are lying comfortably in your bed or wherever. Hulu gives you a choice of an awesome livingroom with a choice of backgrounds through the windows (I like Zen garden), or a beach scene or some other choices to watch your TV shows on a wall size screen. Prime Video gives you a small private screening room. It's hard to ever go back to regular TV after experiencing streaming TV in VR. However the battery dies after 2 hours. Also if you don't want to watch alone you can bring in friends who also have the app and paid subscriptions and you can invite them into your Oculus room then to watch TV/movies together and you can see each others' avatars and talk to each other.

    2. Rift/Rift S are great for gaming and immersive experiences with high end graphics and have two controllers.. However, you are tethered to a computer and need a high end graphics card (which most of us Daz customers already have...) Great to fly to other planets, psychedelic scenes, puzzle games and anything that doesn't have you moving farther than the cords to your headset. Some shooting games are also optimal on the Rift, as are all creative and artistic apps, and playing super immersive games that don't need a room scale environment. There are a ton of apps and for wardrobe (just reread this and that was not supposed to say "wardrobe" no idea what was autocorrected there lol) 

    3. The Quest has lower end graphics than the Rift but much better than the Go and also has two controllers. Those are untethered to a computer and are great for workout, sports and dance apps. You can have much more space and freedom to move because you don't need to be tethered, so if you have a gigantic living room you can play room scale. It also shares some apps with the Rift but many are not cross-over so if you want to play on both devices, you have to pay twice for the same app.Not sure how long the battery lasts for.

    I think VR could catch on a major way and change the world the way the internet, Facebook and Twitter has changed the world. And as much as I personally LOVE VR, I don't think it leads really to a great future. People will easily hide behind their goggles, avoiding people altogether or going into social apps (like the new app Facebook is developing) and hide behind avatars which could lead to excessive bullying, lying and even pedophilia.

    Post edited by Wonderland on
  • I bought an original Oculus Rift right before they switched to the S model, and I wish I'd waited because the whole thing has been sitting in a drawer for most of the year because my young cats raise too much hell for me to leave the sensors out. It's also not terribly comfortable if you wear glasses, and I'm always having to recalibrate the controllers or other technical issues.

    That said, I do look forward to using it again sometime, especially when we start getting improved enemies for Blade and Sorcery. That game is one of the major reasons I bought a Rift (along with Beat Saber, which I ended up hating), and as simple as it is, it should set the standard for all future VR fighting games.

    I still think we're a ways off from VR being mainstream though. When wireless sets like the Quest have the power of a Rift, then I can see it.

    I bopught the Rift when it released. I had seen it at several points in its development and was very impressed. I played Eve:Valkyrie on it about a year before it released and was completely blown away.

    When I got the consumer model and could use it for more than a couple of minutes at a time I found the issues you have as well as it gave me motion sickness to the point of becoming actually ill.

    I do have a friend who has a Rift S and loves it (he and his wife play Beat Saber a lot).

  • FSMCDesignsFSMCDesigns Posts: 12,783
     

    I think VR could catch on a major way and change the world the way the internet, Facebook and Twitter has changed the world. And as much as I personally LOVE VR, I don't think it leads really to a great future. People will easily hide behind their goggles, avoiding people altogether or going into social apps (like the news e Facebook is developing) and hide behind avatars which could lead to excessive bullying, lying and even pedophilia.

    yeah, i agree, but unfortunately that ship sailed awhile back with the invention of the internet.

    I like your Go idea. I hate that the Amazon app isn't for the Rift S since I watch Amazon more than any other app.

  • davesodaveso Posts: 7,175
    edited October 2021

    DELETE

    Post edited by daveso on
  • marblemarble Posts: 7,500
    edited December 2019

    I now have a Rift S and am highly impressed. I am not a gamer but even things like Google Earth look amazing in VR. But I think it important to set expectations realistically. The image quality and resolution is not great. Not the same as you would get on a decent monitor. I have tried watching Netflix but have found I prefer watching on a TV screen. I don't mind the cables because I don't want to be running around my small living space. My main problem has been to find that sweet spot where the headset adjustment aligns correctly with your eyes. I have quite a wide IPD (inter-pupil distance) which is on the limits of what the adjustments allow so losing that sweet spot is a problem sometimes. 
     

    I don't get motion sickness with the headset but experience real vertigo when standing on top of a high cliff edge. At first I was disappointed with the resolution but it is amazing how much the brain compensates and you quickly get used to it. There was a time before HD TV when I thought that my 26 inch TV had a beautiful clear picture. I was quite happy to watch it all evening. VR headsets seem to be the equivalent of that old TV and in future we will see the equivalent of HD and 4K.

     

    Post edited by marble on
  • FSMCDesignsFSMCDesigns Posts: 12,783

    For anyone considering getting a VR system, here is a good video that explians what's out there and compares prices, specs, pros and cons. I did a lot of research when I got mine and have been keeping up with the tech since then and find this video to be pretty spot on.

     

  • rrwardrrward Posts: 556

    Let's see...

    I've got a PSVR (which I don't use anymore), an HTC Vive (same) and a Valve Index. Love 'em. Thinking of selling the PSVR and the Vive, actually.

  • I've got a couple of HTC Viveo Pros that, up until Apple screwed everything up by acquiring iKinema, I used for really good mocap.

  • 8eos8 said:

    I've had an HTC Vive since 2016, before that I had the Oculus devkits (both 1 and 2) and I'm planning on getting the Valve Index next year. I actually got into DAZ after seeing someone's VR project using Victoria 6. When I first got my Vive I tried a few experiments with importing figures into Unreal engine, but the workflow was pretty complicated and I couldn't get it to work too well at the time. Might be worth trying again with VR Model Viewer, hmmmm...

    Might invest in VR Model Viewer could be a good way to promot some outfits !

  • joseftjoseft Posts: 310

    I had been waiting patiently for Valve to begin selling the Index to Australia, but seems to not be happening so i ordered a Rift S last week.

    I already have the original Rift, and wanted the Index because from what i have read, while its resolution per eye isnt that far above the Rift S/Vive pro, the LCD panels they are using have far more subpixels leading to much clearer imagery. Plus the wider FOV and miles better refresh rate.

    My Rift S is due to arrive today, and i hope i am not dissapointed. I guess the silver lining is that its far cheaper than the Index

  • joseftjoseft Posts: 310

    LOL, oh yeah, welcome to the club! I have had my Oculus Rift S for about 8 months and I use it daily. I am a gamer and have about 20+ games on Steam before VR. Now that I have VR, I don't play any of them any more. It's a huge difference between seeing the game on a screen and being in it. As for VR use, I have a few shooters, Zero Caliber, Onward and Pavlov all of which are fun. The best game I keep going back to is Blade and Sorcery. It's very physical and the feeling of actually using a sword, axe or bow is very real, plus it has a nice modding community. I recently got Boneworks, but not sure how i feel about it. the tech is fantastic, but not thrilled with the visuals. If you are a SW fan, there is the Vader Immortal series which is awesome. Then there are social apps like VR Chat that are very popular. Google maps has a cool app also

    There are also a couple of good adult games, one (VirtAMate) that uses DAZ models and is amazing to use since it puts you in the same virtual space as a living lifesize Daz figure that you can pose or animate in real time

    i also watch youtube, movies, and Hulu in VR since there are apps for these also. Or you can do it with your friends in Bigcreen which is coming out with paid movie options you can watch, eventually leading to seeing new releases in VR instead of the theatre I hope.

    there are VR plugins for Blender and Maya that i have also been playing with.

    There are also lots of creative art apps like Tiltbrush that let you create in virtual space.

    As for headsets, the Oculus Quest is the hot ticket right now for the consumer market even though it isn't as high end as the Rift S, VIVE or the Valve Index. It is a stand alone headset for gaming that just got updated to be able to connect to a PC and has finger tracking that while is basically a gimmick for now, will probably be the future.

    VR tech is expanding at a good pace. there are quite a few headsets to choose from now, from the consumer market to the high end business market which cost over 5K and are pushing new tech for VR such as haptic gloves and suites. facebook just gave oculus campus 150 mil for future development and Apple is working on getting into the VR/AR market also

     

    I did not realise there are VR plugins for blender/maya. I'd be interested in one for Maya.

    Are they any good? i'd imagine if scene navigation is controlled by anything other than the normal keyboard/mouse it would be too much trouble to be worth it. 

    If it just replicates your monitors view in VR, i cant see it being worth it also, and that is no different to using virtual desktop and running Maya without any dedicated VR plugin

  • Facebook itself hit me with an ad for Oculus Rift out of nowhere today

    cannot afford it

  • MadaMada Posts: 2,025

    HTC Vive - hate the controllers and screendoor effect

    RiftS - love the controllers and the high res, a lot less screen door effects than the Vive

    Index - best headset and love the strap on controllers but there's a flaw in the left thumbstick manufacture/design and if you use yours a lot for gaming like I do it starts drifting after a couple of months. Seems to be a common issue too - hopefully they fix the design quick.

    Quest - love the portability but not a fan of the lesser graphics - I like walking around in environments :)

    Best games : Asgard's Wrath, Seeking Dawn, From Other Suns and of course No Man's Sky. Stormlands is very promising so far. Beatsaber and Audica is great for exercise/co-ordination/music games.

    Best educational : Engage

  • FSMCDesignsFSMCDesigns Posts: 12,783
    joseft said:

    I did not realise there are VR plugins for blender/maya. I'd be interested in one for Maya.

    Are they any good? i'd imagine if scene navigation is controlled by anything other than the normal keyboard/mouse it would be too much trouble to be worth it. 

    If it just replicates your monitors view in VR, i cant see it being worth it also, and that is no different to using virtual desktop and running Maya without any dedicated VR plugin

    I don't have Maya so haven't tried it, but it looks like there are a couple of plugins

    https://apps.autodesk.com/MAYA/en/Detail/Index?id=8609063997680865044&appLang=en&os=Win64

    https://www.marui-plugin.com/

     

  • outrider42outrider42 Posts: 3,679

    The biggest issue is segmentation. VR has absolutely got to get past the VHS vs Beta phase in order for it to ever properly catch on. In some ways there is progress, like how Valve is trying to support as many headsets as possible with Half Life Alyx, and Steam recently updated its VR app to be compatible with Windows MR headsets. This effectively makes every Steam VR game work with them, even if the game was not created with them in mind.

    Which on that note I picked up an Odyssey+ when they were on a deep discount so I could dive in. At $200 you can't beat that for testing it out.

    Back to Valve, their Index is currently selling quite well thanks to HLA. I has been over 12 years since a new Half Life game released, and so the anticipation for HLA is totally off the charts for VR. This game is going to single handedly push VR forward...whether it actually deserves to or not. I'm one of the few skeptics concerning the game. I'm sure it will be fine, but I'm not sure it will be the earth shattering hype its being made out to be. Not only has Valve not made a proper HL game in over a decade, they have made ANY games at all for quite a few years as well. So I have to wonder...I don't think they will be the innovators anymore. There is a game called Boneworks which just released, and it may be game that is more deserving to push VR. But its not a HL brand game, so its not going to get the attention it should. However it is doing well for itself, and the sudden boom in VR headsets is still benefiting Boneworks as players buying now are looking for something to play now.

    Personally I think VR will not die like 3d movies did. But I also think it will remain a bit more niche, too. The problem is not technology at all. No matter how much it advances or how powerful a wearable computer can become, the real problem is how VR completely shuts you off from the world by design. While some people can do that, there are many who cannot, for different reasons. No other form of entertainment does this, not so completely.

  • GreybroGreybro Posts: 2,505

    I also have the Occulus Rift S and really dig it.

  • FSMCDesignsFSMCDesigns Posts: 12,783

    The biggest issue is segmentation. VR has absolutely got to get past the VHS vs Beta phase in order for it to ever properly catch on. In some ways there is progress, like how Valve is trying to support as many headsets as possible with Half Life Alyx, and Steam recently updated its VR app to be compatible with Windows MR headsets. This effectively makes every Steam VR game work with them, even if the game was not created with them in mind.

    Which on that note I picked up an Odyssey+ when they were on a deep discount so I could dive in. At $200 you can't beat that for testing it out.

    Back to Valve, their Index is currently selling quite well thanks to HLA. I has been over 12 years since a new Half Life game released, and so the anticipation for HLA is totally off the charts for VR. This game is going to single handedly push VR forward...whether it actually deserves to or not. I'm one of the few skeptics concerning the game. I'm sure it will be fine, but I'm not sure it will be the earth shattering hype its being made out to be. Not only has Valve not made a proper HL game in over a decade, they have made ANY games at all for quite a few years as well. So I have to wonder...I don't think they will be the innovators anymore. There is a game called Boneworks which just released, and it may be game that is more deserving to push VR. But its not a HL brand game, so its not going to get the attention it should. However it is doing well for itself, and the sudden boom in VR headsets is still benefiting Boneworks as players buying now are looking for something to play now.

    Personally I think VR will not die like 3d movies did. But I also think it will remain a bit more niche, too. The problem is not technology at all. No matter how much it advances or how powerful a wearable computer can become, the real problem is how VR completely shuts you off from the world by design. While some people can do that, there are many who cannot, for different reasons. No other form of entertainment does this, not so completely.

    yeah, thanks to HLA most consumer headsets were sold out for the holiday season which thrills me to no end as i want to see VR go forward. I have seen the actual gameplay of it and while it looks great, like you I hope it doesn't dissapoint. I have Boneworks and while the tech is great, I don't care for the graphics much, but like male content here, I tend to purchse games to support VR development as much as i can, even if I am not that interested in the game that much. Rumour has it that right after HLA, valve will be coming out with a VR version of Left for Dead which I would love, especially since there are not as many VR games as i would like that fit my needs right now. i have quite a few non VR games that I haven't played since i got VR that I would be thrilled to see have VR support

    I have to disagree about the closed off part of VR. I don't see it as an issue and if anything, being more immersed in a digital world is a benefit not a problem. I don't really do social apps like facebook and the like, but i have checked out a few of the social apps in VR like VRChat and WAVEXR and they have been pretty active when I was online. It will interesting to see how facebooks new VR app, Horizons does when launched.

  • joseftjoseft Posts: 310

    The biggest issue is segmentation. VR has absolutely got to get past the VHS vs Beta phase in order for it to ever properly catch on. In some ways there is progress, like how Valve is trying to support as many headsets as possible with Half Life Alyx, and Steam recently updated its VR app to be compatible with Windows MR headsets. This effectively makes every Steam VR game work with them, even if the game was not created with them in mind.

    Which on that note I picked up an Odyssey+ when they were on a deep discount so I could dive in. At $200 you can't beat that for testing it out.

    Back to Valve, their Index is currently selling quite well thanks to HLA. I has been over 12 years since a new Half Life game released, and so the anticipation for HLA is totally off the charts for VR. This game is going to single handedly push VR forward...whether it actually deserves to or not. I'm one of the few skeptics concerning the game. I'm sure it will be fine, but I'm not sure it will be the earth shattering hype its being made out to be. Not only has Valve not made a proper HL game in over a decade, they have made ANY games at all for quite a few years as well. So I have to wonder...I don't think they will be the innovators anymore. There is a game called Boneworks which just released, and it may be game that is more deserving to push VR. But its not a HL brand game, so its not going to get the attention it should. However it is doing well for itself, and the sudden boom in VR headsets is still benefiting Boneworks as players buying now are looking for something to play now.

    Personally I think VR will not die like 3d movies did. But I also think it will remain a bit more niche, too. The problem is not technology at all. No matter how much it advances or how powerful a wearable computer can become, the real problem is how VR completely shuts you off from the world by design. While some people can do that, there are many who cannot, for different reasons. No other form of entertainment does this, not so completely.

    yeah, thanks to HLA most consumer headsets were sold out for the holiday season which thrills me to no end as i want to see VR go forward. I have seen the actual gameplay of it and while it looks great, like you I hope it doesn't dissapoint. I have Boneworks and while the tech is great, I don't care for the graphics much, but like male content here, I tend to purchse games to support VR development as much as i can, even if I am not that interested in the game that much. Rumour has it that right after HLA, valve will be coming out with a VR version of Left for Dead which I would love, especially since there are not as many VR games as i would like that fit my needs right now. i have quite a few non VR games that I haven't played since i got VR that I would be thrilled to see have VR support

    I have to disagree about the closed off part of VR. I don't see it as an issue and if anything, being more immersed in a digital world is a benefit not a problem. I don't really do social apps like facebook and the like, but i have checked out a few of the social apps in VR like VRChat and WAVEXR and they have been pretty active when I was online. It will interesting to see how facebooks new VR app, Horizons does when launched.

    I can just picture the hilarity of watching someone play Left4Dead VR

    probably be more fun watching someone play it than actually playing it

  • FSMCDesignsFSMCDesigns Posts: 12,783
    joseft said:

    I can just picture the hilarity of watching someone play Left4Dead VR

    probably be more fun watching someone play it than actually playing it

    there have been a few times I could hear my GF laughing from the couch as I was playing Zero Caliber, LOL. I saw a video on YT of players playing VR for the first time and running into things and breaking TVs, it was pretty funny!

  • outrider42outrider42 Posts: 3,679

    Certainly being closed off is what makes VR work in the first place. But this is a double edged sword for some people. Some people cannot allow themselves to close off to the world so completely for different reasons. Perhaps you can do it, but others cannot. Some people need to watch their kids, or animals, or other things. You can play video games on a TV and still keep an eye on the kids in the room, or perhaps the kids can even play with you which is even better. It is a lot more challenging to do that with VR as I doubt even less people have the multiple VR headsets and VR capable computers on hand to play together with their families in the same place. And if you are talking room scale VR, you'd need entire rooms to play with the family in VR, LOL.

    You can also very easily lose track of time. Obviously this can happen with anything, but again, as VR cuts you off so much, it is easier than ever to lose track of time if what you are using doesn't show a clock.

    VR also needs some space. Americans might not have too much issue here, but some places are very tight. If you are sharing space with other people, that could spell trouble.

    VR asks more of the people using it than anything before. And that is before you even consider the technology needed to run it currently.

    So while I think VR will never die, I do not think it will ever be a mainstream thing. It will always be more popular than, say, Daz Studio, LOL, but still a relative niche. A LOT is riding on HLA here. That game better deliver or VR might just die in 2020 for real. Another potential problem is if everybody plays HLA and finishes it...then what? Its back to the small indie stuff for at least a year or more because there are not any "AAA" scale games for VR besides HLA coming. Hopefully the mod tools for HLA are as good as past Valve games so modders can crank out new stuff, and maybe even a new game of their own like how CS:Go came about.

    Valve being super secretive about things has not helped matters. I think if they had announced HLA a year ago they could have started a VR wave sooner, and more big games might have been made to come out around the time HLA launches or shortly after. I hope somebody is reading at Daz, its not always good to keep customers in the dark! This is a situation where being more forthcoming could have benefited all of VR a lot.

    After all...I got such a good deal on an Odyssey+ because nobody was buying them. HLA may be too late for Samsung and some VR headset makers, because I get the feeling Samsung is about to give up on VR. They really could have benefited from an earlier announcement. My Odyssey had the saddest packing I have seen a Samsung product shipped in. A very basic white box that was quite thin, with a very cheap insert that was made with the same paper a McDonald's drink tray is made with for the controllers. It had a booklet, and that was it. This is extremely out of character for Samsung, and it seems like they are just trying to cut as much cost as possible while shifting these things out. If you check out a recent unboxing video of these things you'll see what I am talking about.

    Left 4 Dead in VR might be very interesting, but that's also years away even if they are working on it now. L4D is such a fast paced and hectic game though, I have concerns about it in VR. That might just make a few people sick, LOL. I would really like a regular L4D sequel to be honest.

  • FSMCDesignsFSMCDesigns Posts: 12,783
    edited December 2019

    outrider, here is a recent video that I thought touches on some of your comments and concerns

    Post edited by FSMCDesigns on
  • I find I nearly have to import all my stuff like top of the range threadrippers and the vive they didn't have them in Australia most USA stores will ship !

    I also found that software that actually work without error is near impossible to find, hopefully they start coming out with a standard OS all headsets

    can use, so we can connect with any headset type!

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