[HN Gopher] Missing the Point of VR
       ___________________________________________________________________
        
       Missing the Point of VR
        
       Author : owlbynight
       Score  : 63 points
       Date   : 2022-10-10 16:25 UTC (6 hours ago)
        
 (HTM) web link (www.owlbynight.com)
 (TXT) w3m dump (www.owlbynight.com)
        
       | outside1234 wrote:
       | There are definitely applications for VR - see Microsoft Flight
       | Simulator and Zwift.
       | 
       | The key is that these are things that are either hard to do in
       | reality (flight) without a lot of risk or that people can't do in
       | reality for whatever reason (like when there is snow or lots of
       | rain with Zwift).
       | 
       | What people do not want is ordinary reality in cartoons.
        
       | vineyardmike wrote:
       | TLDR: the author thinks accessibility and new UX is more
       | important than mimicking real-world UX.
       | 
       | IMO accessibility does need to be a consideration, VR can be a
       | big help to disabled. That said, I don't agree that the default
       | should be "remove UX for accessibility". I'd wager that mimicking
       | the real world is VRs "files and desktops" skeuomorphic analogy
       | that makes it more approachable in the short run to new users.
       | Like other devices, there should probably be an accessibility
       | mode in VR tools. The authors use case seems pretty common
       | (reclining to use a headset) and probably should be handled well
       | at the OS level.
        
       | dvirsky wrote:
       | > In all of its public spaces in the metaverse, you can walk
       | around and listen in on conversations if you want to, but if
       | you're socially awkward it's going to suck for you.
       | 
       | That's true, but another thing that to me is a huge blocker in
       | that sense, is simply having an accent. When I'm writing in chat
       | rooms my English is fluent and I can just fit right in. But I'm
       | really awkward going into a conversation with a foreign accent in
       | the metaverse.
       | 
       | Even though my accent is not strong at all, and I live in the US
       | and have no problem interacting with people f2f or on the
       | phone/Zoom all day, something about it in the metaverse just
       | makes me feel too self conscious about it. It's weird, it's the
       | only space in which I feel like that, it could just be me I
       | suppose.
        
         | falcolas wrote:
         | I've always thought that VR chat rooms absolutely need is voice
         | changers. And not just pitch sliders, but "speech-to-text-to-
         | speech" style options too. There's no reason you should be able
         | to change your appearance but not your voice.
         | 
         | Accents aside, imagine how much more comfortable people with
         | "traditional" women's voices would end up being.
        
           | dvirsky wrote:
           | I know that there are some pretty low quality real time voice
           | changers that can do stuff like this, I wonder if high
           | quality models that can fix accent etc can operate in real
           | time these days.
        
           | crooked-v wrote:
           | Voicemod (https://www.voicemod.net) can do some of that, by
           | way of the "virtual microphone" kind of method. It's got the
           | standard old-school voice adjustments you're probably used
           | to, but also the speech-to-text-to-speech style with a
           | limited set of 'AI' voices, plus various layered effects you
           | can toggle on and off (e.g. "spooky cave").
        
         | Uehreka wrote:
         | Some of this may be a side effect of the fact that many apps
         | built on WebRTC audio seem to opt for ultracheap audio codecs
         | like G.722[1]. While I haven't been able to completely validate
         | that this is the case, I have noticed that some platforms (like
         | Clubhouse at least through early spring 2021) have truly
         | atrocious audio quality, to the point that everyone sounds like
         | they were talking on a landline phone (which is what codecs
         | like G.722 were designed for).
         | 
         | When you cut the bitrate on an audio signal, it can hurt the
         | signal-to-noise ratio, causing small differences in speech
         | (like a normally subtle accent) to become a larger impediment
         | to being understood.
         | 
         | I'll admit, I'm deep in speculation territory here, but this
         | seems plausible. I will note for the record that this doesn't
         | necessarily apply to larger and more established apps like Zoom
         | and Google Meet. They're definitely compressing the heck out of
         | your audio, but they at least have the decency to use more
         | modern codecs like MP3.
         | 
         | [1] https://developer.mozilla.org/en-
         | US/docs/Web/Media/Formats/A...
        
           | dvirsky wrote:
           | The audio quality in Horizon Worlds is actually surprisingly
           | good, it sounds like everyone has an excellent mic. I don't
           | think it's that.
        
       | [deleted]
        
       | 3qz wrote:
       | > If you can't do something in VR because of a limited range of
       | motion in real life, I think that you have failed as a VR
       | developer.
       | 
       | I have never disagreed with an opinion on VR more. The worst VR
       | experiences are the ones that would be possible without the VR. I
       | thought half life Alyx was bad because of this. I don't want to
       | treat my headset as just another screen.
        
         | Abekkus wrote:
         | what would be a shortlist of your best VR experiences?
        
         | kbenson wrote:
         | There's a difference between _possible_ and being the default.
         | What 's being said is akin to complaining about UIs that are
         | mouse centric not having a way to navigate or select controls
         | by keyboard, which is a valid complaint. It doesn't have the be
         | the default, it doesn't even have to show itself without a
         | special setting being toggled, but it should be _possible_.
        
       | dexwiz wrote:
       | Every discussion about movement in VR reminds me of an old Penny
       | Arcade Comic about Wii Sports. https://www.penny-
       | arcade.com/comic/2006/11/13/you-know-it-to...
       | 
       | Sure, it looks really cool to make big sweeping motions, and have
       | them reflected in the digital world. But in reality, most people
       | want to minimum input/maximum result. We need the power steering
       | UX for VR.
        
         | SebastianKra wrote:
         | VR may open up a totally new field that is independent of
         | current games.
         | 
         | The best examples are Echo VR and BeatSaber. Some call them
         | Exergames, but i think "exercise" discredits the amount of fun
         | you'll have.
         | 
         | When the movement of your body itself becomes a major component
         | of the gameplay (beyond gimmicky reload sequences), VR begins
         | to shine. For example, EchoVR has players dribbling, precisely
         | throwing, pushing themselves off walls and even _physically
         | jumping_ to catch a disk.
        
           | falcolas wrote:
           | > EchoVR has players dribbling, precisely throwing, pushing
           | themselves off walls and even _physically jumping_ to catch a
           | disk.
           | 
           | I get how this can be fun (I do enjoy Beat Saber), for short
           | stretches of time and if you're in decent physical condition
           | (my knees hate crouching-heavy songs).
           | 
           | But if you're in a wheelchair, you _can 't_ jump. You can't
           | crouch. Heck, if you're over 40, you probably don't _want_ to
           | jump on a carpet with something blocking your view. Bad
           | landings can easily result in permanent injuries. I 've seen
           | more than a few colleagues quit after-work basketball games
           | for this very reason.
           | 
           | So, while there's definitely a place for physical games in
           | VR, there also needs to be a place for more Moss-like games
           | in VR too.
        
             | marcosdumay wrote:
             | > Heck, if you're over 40, you probably don't want to jump
             | on a carpet with something blocking your view.
             | 
             | Whoever _wants_ to do that is thinking completely out of
             | inexperience. 20 years olds can permanently injure
             | themselves too, and it 's not much harder.
        
               | falcolas wrote:
               | I can't disagree with this point, at all.
               | 
               | But I also remember my "I'm invincible" years where I did
               | a lot of stupid shit because it was novel and/or
               | entertaining. I'm mildly shocked that it's just my knees
               | that I gripe about.
        
             | SebastianKra wrote:
             | I think where we disagree is whether there is a large
             | enough demand for these non-physical games.
             | 
             | VR is selling bad enough as it is.
             | 
             | Having seen friends drop out of VR for various reasons, I
             | believe that the main draw, more so than immersion and more
             | so than social presence, _is_ the physical movement.
             | 
             | Oculus' top sellers list seems to confirm that belief.
             | 
             | I'm not denying that there is demand outside of exergames,
             | but contrary to the articles clickbaity headline, they're
             | not "the point".
             | 
             | Edit: *Currenty. This will change once VR becomes
             | accessible and comfortable.
        
               | falcolas wrote:
               | I'm afraid that I don't understand the link between
               | people dropping out of VR and a lack of good games
               | requiring physical movement. As you said yourself, the
               | top lists are dominated by those games. Not because
               | they're superior, but because you can already play non-
               | physical games on other consoles (PS5/Switch/Xbox,
               | computers, phones, etc).
               | 
               | I'd even go so far to say that the lack of non-physical
               | games is the biggest detriment to the continued adoption
               | of VR. Stick with me for a moment as I reason this
               | through.
               | 
               | Even the most fit player can only spend an hour or two
               | playing physical VR games. What we do when our body is
               | exhausted from exercising in VR, yet we want to play
               | games some more? We go play more traditional games on a
               | monitor or TV (or phone).
               | 
               | Why do we change which entertainment device we're using?
               | Because the non-physical games we want to play are not
               | available in a VR setting. We can't play angry birds,
               | Call of Duty, Hades, Genshin Impact, or FFXIV in VR.
               | Thus, we must have at least two consoles. Which for most
               | people means they'll have just one console, because
               | consoles are expensive. And logically, that means most
               | people will go for the non-VR console, since it has more
               | games, by several magnitudes.
               | 
               | In contrast, if our entire library of games was available
               | via your VR headset - even as a "you're sitting in a
               | theater" experience - I believe many would be happy to
               | play them there. They could get their full experience
               | with one console.
        
               | SebastianKra wrote:
               | > I'm afraid that I don't understand the link between
               | people dropping out of VR and a lack of good games
               | requiring physical movement.
               | 
               | My argument is, that only these physical games are what
               | currently sells VR, while the other experiences are not
               | worth the current drawbacks.
               | 
               | > I'd even go so far to say that the lack of non-physical
               | games is the biggest detriment to the continued adoption
               | of VR.
               | 
               | If that was true, wouldn't the available non-physical
               | games sell far better? Without knowing the numbers, Moss,
               | Hellblade, and Lucky's Tale all didn't seem to make a
               | huge splash. Developers of Subnautica and Everspace have
               | abandoned their VR versions due to lack of interest.
               | Additionally, I've consistently seen my friends chose 2D
               | screens for games like Payday and IL-2 over VR.
               | 
               | Again, I want to underscore "currently". I believe in a
               | future where VR becomes a primary display.
               | 
               | > Even the most fit player can only spend an hour or two
               | playing physical VR games.
               | 
               | With this, and the sibling comments about the danger of
               | injury, I'm a bit surprised at how cynical you are
               | regarding the average health. I wouldn't call myself
               | remarkably fit, but I can and have played for five hours.
               | I'm also interested to see how all these teens fare
               | growing up with the device. I imagine they will have an
               | exceptional awareness of both worlds.
        
           | dexwiz wrote:
           | The article's argument, and mine, is this is actually a very
           | limited view of VR. Some people want to do these active
           | things, but most people just want to hang out. Even in the
           | much tamer example from the article, playing cards at a
           | table, the game forces you to mimic the in game setup in real
           | life. If the player has any a11y needs or just doesn't want
           | to sit that way, then there aren't any good alternatives.
        
             | [deleted]
        
           | gs17 wrote:
           | Yeah, I got the Creed VR boxing game in a bundle at some
           | point and VR sports is honestly a combination of too fun and
           | too sweaty for me to play much of. I haven't needed to
           | stretch to prepare for playing a video game before, even with
           | the Wii.
        
         | filbo wrote:
        
       | fspacek wrote:
       | Somebody needs to make a 4D function viewer for regular old 3D
       | VR. And then look at the Riemann Zeta function
        
         | loa_in_ wrote:
         | Isn't there anything like that already? If so, I was really
         | overestimating our progress in the field of VR (I don't own a
         | VR headset)
        
           | falcolas wrote:
           | Yes, there are tools for looking at running programs as 3d
           | objects in VR, as well for static analysis of programs.
           | 
           | The one I looked at a few years back was focused on JVM
           | programs, so it created a 2d graph of objects, and while
           | running moved those graphs into 3d as the classes were
           | instantiated. An intuitive view that made it easy to identify
           | memory issues and poor relationships. A set of colored lines
           | displayed the execution of code (one color per thread),
           | making it a great tool for identifying bottlenecks.
        
         | ahelwer wrote:
         | Not to crack open a very annoying semantic argument again but
         | our vision of the 3D world is just a 2D plane so having "3D" -
         | by which I guess you mean perception of depth through parallax
         | - would do little to ease visualization of 4D surfaces.
        
         | adalacelove wrote:
         | I think there is a lot of educational potential in VR
        
         | fspacek wrote:
         | Then will truly be able to resurrect Hilbert from Death ;-)
        
       | tootie wrote:
       | That would be a marginal improvement, but I don't see how it
       | makes VR substantially more compelling or useful.
        
       | barnabee wrote:
       | This reads to me like criticising ski resorts because some people
       | don't like the cold and are afraid of heights.
        
       | vlunkr wrote:
       | > It would actually be better for performance if those who wanted
       | to hide their physical presence were allowed to do so
       | 
       | Maybe I don't understand the point of VR chat apps, but if you're
       | hiding your avatar, what is the point? You may as well just use
       | discord.
        
         | jayd16 wrote:
         | But this is like saying zoom shouldn't let you turn off the mic
         | or video and shouldn't have text chat.
        
       | AgentK20 wrote:
       | I think one thing that's being skirted past by the author with
       | regards to allowing freecam movement is that freecam is the #1
       | way to cause motion sickness in VR. The purpose of the realism
       | isn't _just_ to keep the user engaged/sell units/have a good
       | experience, it's also because alignment between "what you see"
       | and "what you're doing" is a critical part of the inner-ear
       | feedback loop. There's a reason that so much effort goes into
       | comfort reticles, motor controls, etc: That if you do it wrong
       | your users puke.
        
         | Melatonic wrote:
         | I mean it also could probably solved by just having a slider
         | that allowed you to change your head position (like an offset).
         | I think his problem is that his head is just way back compared
         | to his body (offset backwards)
        
         | alanbernstein wrote:
         | You're absolutely right. To me this is an argument that we need
         | much more standardization and fine-grained details about
         | "comfort level", and control options.
         | 
         | Many games seem to implement motion and interaction controls
         | internally, which is great for experimentation. But for many
         | games, that isn't the main point. In those, the user could
         | instead select one of their own personal control schemes. Maybe
         | some of those control schemes could even be extensible, for
         | games that want a familiar UI, but also want to experiment a
         | bit.
        
       | ohCh6zos wrote:
       | Don't a significant minority of people vomit or otherwise feel
       | ill with VR? Is that adoption limiting?
        
         | Arrath wrote:
         | I tend to avoid more extreme carnival rides due to motion
         | sickness, and must take drugs to be out on the open ocean and
         | my own experience with VR was a mild feeling of being unwell
         | that persisted for a few hours after the end of a session.
         | 
         | This was only for the first week of owning and using VR, after
         | that I acclimated to it just fine.
        
         | nicolashahn wrote:
         | I did, especially with Gorilla tag, but the more I've used it
         | the less it affects me.
        
           | wisnoskij wrote:
           | I cannot imagine Gorilla tag. I think I am extremely hard to
           | get nausious. I did not feel a thing for months using the
           | Quest. But grabbing onto things in vr and climbing around
           | like that, I am still feeling nauseous from playing Bonelabs
           | yesterday.
        
         | falcolas wrote:
         | Pretty much everyone, when presented with a poor VR experience
         | (high latency, low framerates) will get nauseous. But there is
         | also a minority who can _never_ get used to even an otherwise
         | good VR experience. Especially if there 's any kind of sliding.
         | 
         | Sadly (note, my opinion comes from being in that minority who
         | can't get used to sliding), the current VR player community has
         | settled on sliding as the _best_ mode of movement, and berate
         | developers who create alternatives, when they even create
         | alternatives (Boneworks, etc).
         | 
         | Even many games which do offer alternative movement methods
         | still expect you to crouch, kneel, lean, pivot, etc. I'm not 20
         | anymore.
         | 
         | Combine the above with the lack of audience (largely due to
         | cost), it's a positive feedback loop of mediocrity. The Quest2
         | was the closest we came to affordability, and it was still the
         | cost of a middle-range cell phone with limited utility and way
         | fewer games.
        
         | potatolicious wrote:
         | Even beyond acute reactions, current headsets are also pretty
         | bad for eye strain, and for some heavier headsets also neck
         | strain. Pretty much no current headsets are comfortably usable
         | for very long periods.
         | 
         | If the bar is "can spend as much time in VR as I currently do
         | on PC gaming/console gaming" we're nowhere close to it. I can
         | (and have) sat in front of a Playstation for 5-8 hours in a
         | row, and even though my body feels like crap afterwards it's
         | still a heck of a lot longer than I can stand being in a Quest
         | 2.
         | 
         | There's a reason the most successful applications are short-
         | and-sweet. But if you want people to socialize in VR and spend
         | a large amount of time there both the acute illness issue _and_
         | long-session comfort need to be solved.
        
       | syntheweave wrote:
       | Nobody really agreed about what VR was supposed to be. It was
       | just a "cool future" dream made manifest. I had a friend try a VR
       | expo demo where they put a vibrator on the headset for added
       | immersion. It gave her a concussion.
       | 
       | Like a lot of cool future dreams, there's a need for a "yes, and"
       | follow-up that grapples with the consequences honestly.
        
       | recursive wrote:
       | > If motion sickness is the concern, just slow down the top speed
       | of free looking.
       | 
       | There is no non-zero speed of free looking that solves my motion
       | sickness. If "free movement" is the only way to move around space
       | in a VR title, then it's unplayable by me.
       | 
       | Nothing mitigates it. Vignetting, reticles, low-acceleration
       | movement curves. None of it really has an impact on my immediate
       | visceral reaction.
        
         | Melatonic wrote:
         | Motion sickness is mainly caused by framerate and given that VR
         | is extremely taxing compared just displaying on a monitor is
         | often the issue. It is hard to drive two screens at once at 120
         | or higher FPS
        
           | zepolen wrote:
           | No, it's caused by your brain and body disagreeing on
           | movement, one thinks there is movement where the other
           | doesn't and it's the reason you eg. in vr you see movement
           | but your body doesn't feel it. On boats it's the reverse,
           | your body feels movement but the brain sees everything
           | stationary.
        
       | dirtyoldmick wrote:
       | It's all about porn
        
         | filbo wrote:
        
       | xwdv wrote:
       | > Why is VR more restrictive than my 27" monitor? Doesn't that
       | defeat the entire point?
       | 
       |  _No sir_ , restrictions _are_ the point. Restrictions are what
       | prevent a reality from simply being a bunch of abstract concepts
       | floating in and out of existence without rules or reason.
       | 
       | Our physical reality has many restrictions: we cannot move
       | through objects, energy is conserved, entropy cannot reverse.
       | These are the restrictions we have to face. And in virtual
       | reality you will have virtual restrictions.
        
       | Ukv wrote:
       | > Do people really care that it kind of looks like they're
       | betting or it kind of looks like they're really holding their
       | cards, or do they just want to play poker and interact with
       | people?
       | 
       | I think people do care about factors that add towards the feeling
       | of physical presence. Would maybe go as far as to say that it's
       | the primary point of VR tabletop simulator games as opposed to
       | the more convenient sites/apps for playing and chatting.
       | 
       | Support for more/arbitrary seated positions seems like it'd make
       | sense though.
        
         | crooked-v wrote:
         | > Would maybe go as far as to say that it's the primary point
         | of VR tabletop simulator games
         | 
         | I think there's another big aspect there, though - the
         | annoyance with software (even well-made software) when it comes
         | to "goddamn it just let me move the thing over myself".
         | 
         | That goes a long way towards explaining the fairly substantial
         | popularity of Tabletop Simulator as used mostly with mouse and
         | keyboard (its VR interface really isn't great), since it's
         | basically a light physics simulator specialized for board games
         | plus all the helper tools needed to make cards/dice/boards
         | convenient (so, for example, rather than having a rules-
         | enforced game engine, you're moving virtual pieces around in
         | virtual space yourself).
        
       | hartator wrote:
       | > You should be able to do anything you want to in VR without
       | moving anything but the controllers, ideally. Not just for lazy
       | people like me, but for people with disabilities who would
       | benefit from improved accessibility in general.
       | 
       | This. VR misses the boat thanks to Facebook's vision of a brand
       | new world, instead of just a better more-accessible screen.
       | 
       | It is the future for sure, but no one will care for fake 3D
       | experience of your people. We want an actual reinvention of what
       | an OS is, a higher bandwidth input, and a new way to visualize
       | things. Instead of 2D views in a 3D environment. Such a miss
       | opportunity so far.
        
       | sys_64738 wrote:
       | The elephant in the room with VR is wearing goggles which, no
       | matter how you slice and dice them, just feel dumb to most
       | people. It's why VR is a novelty that creates a laugh at
       | Christmas but get dumped in the unused bin after new year.
       | 
       | For me, I think the winning strategy of VR is to not have to wear
       | goggles and something that can generate smells as this is our
       | most powerful sense.
        
         | etrautmann wrote:
         | I don't know that I'd agree with you re: smell. It's strongly
         | tied to memory, and can be tied with emotions via memory, but
         | it's not "more powerful" than vision or audition. what would
         | that comparison even mean?
        
         | Melatonic wrote:
         | You can do VR with a large screen and a webcam and it generally
         | works great. A small room with a 360* circular screen would be
         | even better. You would not even need to generate your own
         | avatar or legs or whatever since you could simply look down and
         | see yourself.
        
         | tyrfing wrote:
         | That elephant from a different angle: adults that grew old
         | staring at glowing rectangles and are now highly resistant to
         | change of any sort. At one point people thought that was
         | stupid, too. What if future change comes mostly from your
         | generation fading into irrelevance and dying off?
        
       | wisnoskij wrote:
       | I think this fundamentally misses the point of VR and buys into
       | to the advertisements too much.
       | 
       | Yes, titles need to be better at seated play, because it is a
       | reasonable way to play, given almost no one has enough room to
       | actually walk around.
       | 
       | But the entire point of VR is the controllers, not the headset.
       | The headset is a huge pain in the ass, annoying, blurry, and
       | tiring to use. No one would put on a headset if it were possible
       | to transfer hand movements to a game world any other way. The
       | monitor has to be glued to your face, but that is a downside, not
       | the benefit.
        
         | throwaway675309 wrote:
         | You think the entire point of VR isn't the actual virtual
         | reality?
         | 
         | Without the headset you're back to looking at a 2D projection
         | of the world. There are plenty of fantastic VR experiences that
         | are fully playable in a seated position, flight sims in
         | particular are vastly more immersive when you can physically
         | look around the cockpit and the glass canopy.
        
           | wisnoskij wrote:
           | No, I think 1 screen vs 2 minutely different screens is the
           | same order of magnitude of virtual reality. Their is almost
           | no benefit, and far more downsides. The complete failure of
           | 3D movies and tvs demonstrates that easily, as they had way
           | fewer downsides and still failed.
           | 
           | Also the neck control is nice, but the only significant
           | benefit of vr is the use of hand-eye coordination for the
           | controller. The use of our feet for locomotion would also be
           | huge, but no one can afford a warehouse to play VR in, so
           | that is possibly never going to happen.
        
         | OkayPhysicist wrote:
         | I can't tell if this is a tongue-in-cheek jab at the article's
         | "missing the point of VR" or if you think the Wii is the next
         | step in the evolution of VR. The whole point of VR is the
         | immersion created by being able to look around with the parts
         | of your body made for looking around and seeing a virtual
         | reality substituted for the real one, i.e. the headset. Heck, I
         | can be pretty satisfied with a VR headset and a bog-standard
         | Xbox controller, so long as I have free-look based around
         | twisting my neck.
        
           | falcolas wrote:
           | Agreed. Flying around in Elite Dangerous with a xbox
           | controller is nuts when you have a VR headset on. Shame they
           | didn't follow up on the VR experience with their expansions.
           | 
           | There is even a horror game where all you can do is look
           | around, as you're canonically bound to a wheelchair with
           | chains. You can direct an AI companion with a laser pointer,
           | and that's about it. No controller required (or allowed for
           | that matter).
        
             | OkayPhysicist wrote:
             | A great use of VR without full-body controls was "Sir,
             | You're Being Hunted". They changed nothing about the game
             | when they added VR support, except that instead of being
             | able to press ALT or whatever to free-look your head
             | around, you could just... look around. All other controls
             | and whatnot remained the same.
             | 
             | Funny aside about that game, the initial development had
             | promised multiplayer, and then the dev team went
             | incommunicado for like 2 years, during which time everyone
             | assumed the game had died. Then 'Surprise!' multiplayer
             | release. Another year of radio silence and boom, VR
             | support. Mind you, VR headsets were not yet widely
             | available, as in maybe you could see one at some sort of
             | tech fair, but there was no chance you could just go into a
             | store and buy one.
        
             | Melatonic wrote:
             | I worked at a startup once and we had early access to the
             | Vive before release. We did a whole VR horror that was set
             | in one hotel room. Imagine something between The Ring and
             | PT. It was unfortunately never released but we never found
             | someone who could make it all the way through without
             | needing to take the headset off.
        
         | Melatonic wrote:
         | You can very easily use a large TV (or multiple monitors) if
         | they cover a good amount of your vision plus any standard
         | webcam and do "VR" without a headset. It just basically tracks
         | your head movement and moves the view the monitor produces.
         | Which is the entire point of VR.......
         | 
         | Also the headset does not transfer hand movements at all? Are
         | you talking about the handsets like the two controllers that
         | come with the Vive?
        
           | wisnoskij wrote:
           | I am not sure how that would work? You want a bunch of
           | monitors mounted around your head somehow?
           | 
           | All modern VR does either full body tracking with the base
           | stations or quest style hand tracking. It would be pretty
           | hard to arrange the monitors in such away that you has full
           | hand movement I dont see how they would not get in the way
           | unless they were tiny and strapped to your face.
        
           | numpad0 wrote:
           | Is there a SteamVR driver for TrackIR-like setup? It feels
           | there ought to be.
        
           | crooked-v wrote:
           | A 180-degree sphere of monitors would cost a whole lot more
           | than even the fanciest VR headset.
        
         | TheRealPomax wrote:
         | As someone who plays flight sim: the controllers hold zero
         | value for me, because they're useless. However, the headset is
         | _the_ thing that turns a flight sim into a truly immersive
         | experience, because it allows for the kind of situational
         | awareness that cannot be replicated without a full monitor
         | dome. A triple-wrap-around monitor setup doesn 't even come
         | close.
         | 
         | As it turns out, VR means different things to different people.
         | The best VR implementations allow _all_ those people to enjoy
         | VR.
        
         | dbrueck wrote:
         | > But the entire point of VR is the controllers, not the
         | headset
         | 
         | Not to be rude, but have you used modern VR systems much? The
         | above sounds exactly the opposite of what it's all about.
        
           | wisnoskij wrote:
           | I have used a quest 2.
        
       | DoneWithAllThat wrote:
       | I feel like I'm taking crazy pills when both in the op and the
       | thread that nobody mentions vrchat. Regularly peaks at 30k plus
       | simultaneous users, tons of game and puzzle worlds, rich avatar
       | system, lots of amazing art and immersive experience projects,
       | and somehow it just flies underneath the radar.
        
         | crooked-v wrote:
         | It's also worth noting that VRChat is incredibly janky and
         | buggy in a ton of ways, but has pretty deep accommodations for
         | play style (a sitting/standing toggle is one of the options
         | that's been around for a long time, for example) and self-
         | expression with avatars.
        
         | cableshaft wrote:
         | He's clearly using a Quest (he mentioned Horizon Worlds). I've
         | tried VR Chat on Oculus Quest. It's usable, but only barely.
         | 
         | I often joined rooms that would cause VR Chat to crash on the
         | Quest and if I stuck to the default rooms VR Chat recommends,
         | I've mostly just get accosted by children (they sound like
         | they're 10 years old at the oldest) or assholes "Hey, I'm
         | talking to you, why didn't you answer me right away (I'm in a
         | menu). I'm going to kill you!" (and other nasty things until I
         | just left the room)... as one example that happened to me.
         | 
         | I personally would rather stick with Horizon Worlds (as boring
         | and sterile as it is) than deal with that garbage. The people
         | there have been older and more pleasant, on average (but it's
         | also mostly empty, that might change if it actually became
         | popular).
         | 
         | I hear on PC VR Chat is quite nice, though. In particular the
         | raves look like a lot of fun, judging by the documentaries on
         | Youtube. I haven't been able to access those places from the
         | Quest (or at least, not easily or without crashing).
        
           | RockRobotRock wrote:
           | Quest users in VRChat are second-class citizens, it's true.
           | The only way to experience that game is to play it on PC. Can
           | I ask if you've tried Link to play the PC version with your
           | Quest?
        
       | Melatonic wrote:
       | Part of the problem here I think is the author is focusing on
       | more metaverse style VR and also experiences that are more
       | "documentary" like (as in watching a sports game) vs actual VR
       | games. In my opinion VR is amazing for lots of video games (like
       | a shooter or a flying space game) and the technology has seen
       | tons and tons of development here. It is fairly mature (although
       | takes a fast PC still) and attracts high end developers and
       | artists. A project like "Poker Stars VR" is probably not very
       | attractive to top end 3D artists and VR developers because it is
       | kind of a boring use of VR. People want to work on cool stuff.
       | 
       | In my opinion what we really need is the metaverse but for
       | hackers. A bunch of business suits meeting in real life or VR
       | will always be boring and sterile. But a place that has the magic
       | of early IRC where a group of whitehats and blackhats anonymously
       | can meet virtually? That could be pretty damn cool and result in
       | some whacky crazy avatars and out of the box environments.
       | Imagine a completely P2P capable hackerverse that mashed together
       | something like Mr. Robot and A Scanner Darkly and your friend
       | shows up looking like a cybernetic android dolphin. You won't see
       | the suits Hug in VR - they're all about Handshakes ;-)
        
       | chatterhead wrote:
       | On my list of projects I'll never do but dream about being a
       | billionaire from is a multidirectional VR deck that uses an
       | omniwheel and outerbound drive system to simulate terrain and
       | elevation.
       | 
       | https://www.omnifinity.se is a pretty awesome concept that I'm
       | keeping an eye on.
        
       | scyzoryk_xyz wrote:
       | I'm not so sure about all these insights, but I agree with the
       | gist of what he has to say - quality of UX is going to be key
       | with this stuff. Even more than it was with the smartphone
       | revolution. When you are inside of a world and something doesn't
       | work very well, the feeling of frustration is much more intense
       | than when it's just your phone or computer screen. Getting that
       | right will be an enormous project.
       | 
       | My own suspicion is that the one company that can make a
       | substantial move on this space has done extensive research on
       | this topic and that they're waiting patiently until the
       | technology gets to just the right sweet spot. I'm talking about
       | screen resolution, processor size/speed/power, miniaturization,
       | inside-out hand-tracking etc. But once that device gets rolling,
       | developers will have a lot of work on their hands figuring out
       | how to design these sorts of spaces and how to make work
       | comfortable and natural in these sorts of environments.
        
         | smoldesu wrote:
         | I mean, the Oculus Quest is arguably a great technology sweet-
         | spot. The original Quest had no problem rendering it's UI and
         | environments at 90hz, and the Quest 2 even manages to lock
         | itself at 120hz. It will be decades before we cross the uncanny
         | valley for VR, so frankly I think the Quest is a great stopgap.
         | 
         | If people want to compete in the VR space, they're going to do
         | so with pricing. I should hope the sales of the Quest vs the
         | Index illustrates that well enough.
        
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