[HN Gopher] Who is still inside the metaverse?
       ___________________________________________________________________
        
       Who is still inside the metaverse?
        
       Author : jkestner
       Score  : 109 points
       Date   : 2023-03-20 13:25 UTC (9 hours ago)
        
 (HTM) web link (nymag.com)
 (TXT) w3m dump (nymag.com)
        
       | agentultra wrote:
       | Flashbacks to Second Life, New World Notes, Active Worlds,
       | LambdaMOO... the writing in this piece is brilliant. But it's the
       | same old story again and again. Different time, different
       | technology, same old loneliness.
        
         | atomicfiredoll wrote:
         | Thank you for knowing what Active Worlds is.
        
       | phonescreen_man wrote:
       | This quote tickled me the most - His curious IRL appearance -- of
       | a human designed by a computer or of a Styrofoam cup that a
       | wizard decided to turn into a person but then changed his mind
       | about halfway through -- adapts unexpectedly well to the Meta-
       | cartoonization algorithm
       | 
       | All in all a great bit of writing and commentary on something
       | shit. The metaverse.
        
       | TatersGonnaT8 wrote:
       | As with all of these articles that follow this same script, the
       | author conflates "the metaverse" and all of the monetary
       | investment being made in Reality Labs with just Horizon Worlds.
       | Makes it hard to take anything said in this article seriously.
       | 
       | As others have already commented, most of that money has gone
       | towards longer-term bets on hardware and other investments. A
       | small percentage of that $36 billion mentioned by the author was
       | directed towards Horizon Worlds.
        
         | chankstein38 wrote:
         | Agreed. I felt like I needed a "Meta's Metaverse Bingo Card"
         | throughout the whole article too. When it started off whining
         | about legs I almost stopped reading bc come on we've had
         | various styles and kinds of avatars in games the entire time
         | they've existed and not having legs in VR games is very common
         | and really NOT that jarring. Then the author continued on to
         | talk about it being empty and do the Facebook...er Meta thing
         | and while I really dislike Facebook/Meta all those things just
         | meant the tone for this article was going to feel like some
         | cringey magazine author trying to seem relatable and going in
         | with a bias.
         | 
         | Don't get me wrong, I'm not defending any of the metaverse
         | branding crap but your point about this just being the same
         | stupid scripted article about Horizon Worlds is accurate and
         | I'm not sure how this reached the front page.
        
         | GenerocUsername wrote:
         | If Horizon worlds is not the entire meta verse, can you name
         | any other metaverses?
         | 
         | Can a regular person?
         | 
         | And don't say things like RecRoom, because those exist
         | independent of the billions Facebook spent on meta
        
           | madeofpalk wrote:
           | Minecraft?
           | 
           | Why must the metaverse be the result of billions Facebook
           | invested? Maybe Facebook spent billions on attempting to
           | clone Minecraft, and failed?
        
           | T-A wrote:
           | > can you name any other metaverses? [...] don't say things
           | like RecRoom, because those exist independent of the billions
           | Facebook spent on meta
           | 
           | You seem to believe that only things financed by Facebook
           | qualify as "metaverse", a concept which existed long before
           | Facebook:
           | 
           | https://en.wikipedia.org/wiki/Metaverse
        
             | GenerocUsername wrote:
             | You are conflating the industry term 'metaverse' with
             | Facebooks billions of investments and huge PR push on their
             | 'Metaverse' which has so far been solely Horizon Worlds.
             | 
             | Similarly, despite the obscure industry term predating
             | Facebooks push, it is not a common term, and even techies
             | do not think of Minecraft and other digital worlds as being
             | 'Facebooks Metaverse'.
             | 
             | A company cannot just start using a term and then
             | retroactivly justify their expense based on other external
             | examples.
        
               | T-A wrote:
               | > You are conflating the industry term 'metaverse' with
               | Facebooks billions of investments and huge PR push on
               | their 'Metaverse'
               | 
               | No, you are.
               | 
               | > it is not a common term, and even techies do not think
               | of Minecraft and other digital worlds as being 'Facebooks
               | Metaverse'
               | 
               | Here's a well-publicized example of techies persistently
               | doing just that:
               | 
               | October 2021: https://medium.com/@ow/the-metaverse-is-
               | already-here-its-cal...
               | 
               | August 2022:
               | https://tech.hindustantimes.com/gaming/news/fortnite-
               | gamemak...
               | 
               | September 2022: https://mashable.com/article/fortnite-is-
               | the-real-metaverse
               | 
               | September 2022:
               | https://nordic.ign.com/fortnite/60374/opinion/how-
               | fortnite-i...
               | 
               | December 2022: https://mixed-news.com/en/fortnite-studio-
               | epic-games-develop...
               | 
               | December 2022: https://coingape.com/education/explained-
               | fortnite-game-and-w...
        
       | Kyragem wrote:
       | VR sickness is still the largest barrier to large scale adoption.
       | I've been following research by Meta/Reality labs closely but
       | despite them investing billions in VR they seem to have not
       | bothered investigating VR sickness at all.
        
       | ivix wrote:
       | [flagged]
        
       | tonymet wrote:
       | The "$39B for Horizon" is misleading. Most of that went to shared
       | R&D and infra shared with other products .
        
       | notbeuller wrote:
       | I've enjoyed a few VRChat things of watching movies with a random
       | group of mst3k like mindset - but I'm not social enough to have
       | created any contacts, so it's hit or miss if you'll find one of
       | those rooms with a compatible mindset.
       | 
       | The Meta Horizons stuff though - was creepy. There seemed to be
       | people that must've been paid to be there to excite the
       | newcomers, and once I sort of got away from that I ran into the
       | "these are obviously children" problem. I can't help but think
       | that there's a huge COPA fine at the end of that rainbow.
        
       | poisonborz wrote:
       | The worst will be that when somebody, sometimes actually creates
       | an actual immersive small-to-be-worn VR/AR glass - one that will
       | be very much unlike the current generation of headsets -
       | journalists along with these companies will trumpet "this was the
       | idea we had, the product was there but before its time".
       | 
       | No sir. The idea of virtual reality and "holograms" is at least
       | here since the early 20th century. It's just that these people
       | burnt billions of dollars on some tacky tech demos and empty
       | marketing promises, and the industry believed them for years.
        
         | Enginerrrd wrote:
         | > ...and the industry believed them for years.
         | 
         | Did they?
         | 
         | From the outset, people pretty unanimously called bullshit on
         | the metaverse and ridiculed Zuckerberg. Facebook's own
         | advertising of the metaverse wasn't even ever designed to
         | attact users, it was very obviously designed to make people
         | think there were revenue sources buried in the multiverse. They
         | never had a product or even a particularly coherent idea for
         | one.
        
         | rpastuszak wrote:
         | > The worst will be that when somebody, sometimes actually
         | creates an actual immersive small-to-be-worn VR/AR glass - one
         | that will be very much unlike the current generation of
         | headsets - journalists along with these companies will trumpet
         | "this was the idea we had, the product was there but before its
         | time".
         | 
         | I had an AR startup in the "pre-Pokemon Go" times (2015).
         | Explaining what we were doing and what AR was capable of became
         | _significantly_ harder after Niantic launched their second game
         | (remember Ingress?).
         | 
         | The main reason was that the definition of AR changed from
         | "augmenting reality" to "3d floaters". It was much easier to
         | work with people who had no prior experience with AR as we
         | didn't have to help them unlearn whatever marketing bullshit
         | they read at the time. Now I think that sound is the most
         | immersive AR platform.
         | 
         | Incidentally, we had a project called Metaverse as well. Let's
         | say it was smaller in scope and much more "boring" though
         | (boring is good, I like boring).
        
         | [deleted]
        
         | Delento wrote:
         | Facebook clearly tried it with a huge amount of money.
         | 
         | I think the illusion was the problem. Suck wanted it to work
         | without realizing his gadget.
         | 
         | I'm much more curious if Tim will really release apples version
         | and if it will burn him.
         | 
         | And I only mean for broad consumer vr/ar not for industry etc.
         | 
         | Forcing a worker to wear a headset is much easier and there are
         | fast financial benefits. Alone when you can train someone
         | virtual before letting them on the real thing.
        
         | yamtaddle wrote:
         | I'm convinced this is why Apple and Microsoft (among others)
         | keep putting money into AR development. It clearly sucks to use
         | right now, so it doesn't make a lot of sense that they're
         | putting significant money into it... but when someone (possibly
         | one of those two companies!) finally puts out AR glasses that
         | aren't awful, they'll be ready.
         | 
         | I remain unsure whether Zuck is running that same playbook, or
         | if he legitimately thought bulky-ass VR goggles were the way of
         | the future and expects to have a smash-hit _before_ marketable
         | AR glasses exist.
        
           | baby wrote:
           | Man all these comments are not going to age well
        
             | yamtaddle wrote:
             | Why not? Do you think AR-on-a-slab-of-glass is going to
             | become something people actually use, or that VR headsets
             | are going to get way more popular before sleek AR glasses
             | are available? Neither of those things seem likely to me,
             | but maybe I'm wrong. I do think if someone gets AR glasses
             | hardware right, it's gonna be the next "smartphone
             | revolution".
        
               | daveguy wrote:
               | I never used a Google Glass, but it seemed like they got
               | at least part way there -- essentially a light weight
               | hud. I guess that doesn't have to deal with any eye
               | tracking or motion latency. Also don't know if the
               | limited Glass applications / interface just sucked.
               | 
               | Overall it seemed like they weren't too far from
               | {something_useful}.
        
           | fatnoah wrote:
           | I had an inside view of things, but all of the work being
           | done is actually a long term roadmap towards building AR
           | devices that don't suck. There many complicated issues to
           | deal with, including batter life, processing power, input and
           | control, heat management, placement of self and objects in a
           | virtual world, safety, and on and on. That's all on top of
           | figuring out what content is interesting and compelling.
           | 
           | Devices being made by these companies all embody elements of
           | solutions to these challenges, but they all recognize it's a
           | long road, and there's a lot of learning still to be done.
        
             | darkerside wrote:
             | I've never understood why we aren't putting those hard
             | problems into a backpack that you wear and is connected to
             | a very lightweight head device.
        
               | wahnfrieden wrote:
               | Apple decided against requiring a separate compute
               | device. Because it sucks that's why.
        
               | bippingchip wrote:
               | Apart from the fact that people might not want it, even
               | technically you might still have latency issues, our eyes
               | are extremely sensitive... also keep in mind: the sensors
               | and displays you need on head might still weigh a lot and
               | consume a lot of power on your head, even if all
               | processing power is relegated to an external unit.
        
               | yamtaddle wrote:
               | Nobody would buy it. Worst that might fly is a cord going
               | to a phone, and I'm not sure about that.
        
             | JohnFen wrote:
             | Those headsets are bad enough. Having to wear a backpack as
             | well sounds like a nonstarter.
        
           | Eisenstein wrote:
           | If you are unsure of what Zuck's playbook is, just read it:
           | 
           | * https://www.techemails.com/p/mark-zuckerberg-vr-ar-strategy
        
             | ghostbrainalpha wrote:
             | This is a great document. But it's his 10 year plan from 8
             | years ago.
             | 
             | I'd love to get insight on how his 10 year plan would look
             | today.
        
         | rickdeckard wrote:
         | I think we shouldn't underestimate the leaps that have been
         | made in R&D just to improve VR in the past years.
         | 
         | Companies invested billions in tackling all those fundamental
         | technology limitations (reduce motion-to-photon latency, higher
         | refresh-rates, global refresh, lower pixel-persistence,...).
         | 
         | The dilemma is, that in VR everything "sucks" until you achieve
         | presence (the feeling of really being somewhere else) or at
         | least full immersion.
         | 
         | So how do you fund all this development? By releasing iterative
         | products which sadly harm the wide adoption more than they
         | help, because "it still sucks".
         | 
         | At best, VR drove mass-production of necessary technology in
         | other industries (i.e. adoption of >60Hz displays, high-
         | resolution sensors, eye-tracking, OLED, immersive audio,...),
         | which ultimately helps the next entrant to create a more-
         | affordable AR/VR-device.
         | 
         | At the very least, it created IP that this "somebody sometime"
         | will then have to license. I doubt it will be possible to
         | create a new VR-device without the patents of Sony, Microsoft
         | or Samsung.
         | 
         | How much this helps to really innovate is another question,
         | arguably it means Apple is the only new entrant large enough to
         | cross-license and still disrupt...
        
           | ipaddr wrote:
           | It means in 20 years when the patients expire someone will
           | take another look at it. The only worry is minor modification
           | patients that keep extending the original
        
           | JohnFen wrote:
           | > I doubt it will be possible to create a new VR-device
           | without the patents of Sony, Microsoft or Samsung.
           | 
           | It's easy to avoid the patents by waiting for them to expire.
           | This is the traditional way of doing things, and is why there
           | are so many instances of technologies not becoming
           | commonplace until 20 years or so after they are patented.
        
         | bitwize wrote:
         | No computing/tech product actually exists until Apple releases
         | one -- because Apple is the first (and often only) company to
         | get it _right_.
         | 
         | So it will be with VR.
        
       | ivix wrote:
       | What I find absolutely mystifying about Meta's VR experiment is
       | that they did not leverage the colossal advantage they have in
       | that for facebook users, they know your friend network and
       | interests.
       | 
       | Why is the Meta product so catastrophically naff? What went
       | wrong?
        
         | sli wrote:
         | Nothing went wrong. Meta owns 90% of the VR space.
        
       | haspok wrote:
       | This essay brought back memories from the last millenia, from the
       | IRC / ICQ / webchat days. Except things were much simpler then,
       | and the whole point of chatting with someone was to meet them IRL
       | (OK, I was young back then, maybe older people had different
       | motives). And the least important thing about it was how
       | "realistic" of an experience it was, because of the textual
       | interface things were very restricted anyway, but in hindsight it
       | was all the better for it.
        
       | 8f2ab37a-ed6c wrote:
       | Still waiting for a polished multi-monitor replacement option for
       | macOS that would allow me to travel with a headset and a laptop
       | and not have to worry about finding a large external monitor to
       | plug into for my dev work. Please someone make this a thing.
        
         | rabf wrote:
         | Big screen beyond may be a solution:
         | 
         | https://www.bigscreenvr.com/
        
         | [deleted]
        
         | aprilnya wrote:
         | there's an app called immersed that does this
         | 
         | also, meta has their own virtual monitor thing but it's only on
         | quest pro iirc (and not on quest 2)
        
       | irrational wrote:
       | Has anyone actually met anyone who has visited the metaverse?
       | Admittedly, I don't live in SV (or CA), but I do know a lot of
       | developers, tech people, nerds, etc. and none of them have
       | visited the metaverse. I keep assuming it doesn't actually exist
       | yet. It's like a story of this far off land that people have
       | heard of, but nobody has actually visited.
        
         | Melatonic wrote:
         | I live in California and most of my friends are fairly nerdy.
         | Some work in tech, some do not. Most have not even tried VR
         | period.
         | 
         | The Metaverse I am convinced is pretty dumb unless we can make
         | it significantly more immersive - as in adding sense of touch
         | or other senses.
        
         | erikerikson wrote:
         | I have. They gave me a link to decentral land or something. I
         | clicked briefly, looked like Sims, went away. They claimed to
         | spend time in it.
        
         | madeofpalk wrote:
         | Any time someone describes 'metaverse' they just end up
         | describing Minecraft, which I've played for quite a while and I
         | really enjoy it. I don't think Minecraft is the future of all
         | human interaction, but that hasn't detracted from Minecraft
         | being successful.
         | 
         | Unless 'metaverse' is supposed to only mean 'VR platform sold
         | by Facebook'.
        
           | steveylang wrote:
           | >Unless 'metaverse' is supposed to only mean 'VR platform
           | sold by Facebook'.
           | 
           | That is exactly what Zuckerberg is shooting for, and why he
           | is failing on an epic scale. He doesn't really care about VR
           | and virtual universes so much as he cares about ownership of
           | the 'one true metaverse'.
        
         | oneil wrote:
         | Actually, yes.
         | 
         | Outside of my regular group of friends, I've met people who
         | were regulars within AltSpaceVR which has now closed. They've
         | now shifted to Horizon and avoid VRChat which is full of kids
         | or people pretending to be a mouse in a race car.
         | 
         | Horizon has given me the ability to make friends from other
         | parts of the country and the world. People that are actual
         | friends, not just people I talk to online.
        
           | cableshaft wrote:
           | I do think Horizon would fare better with the same tech
           | (features/capabilities) but a different look to it. I've hung
           | out in it a bit and certain spaces kind of evoke the old
           | feeling back when I was in college and hanging out at an
           | apartment or around a campfire and just quietly listening or
           | chatting with other people bullshitting with each other. And
           | I also got to go to a 'club' where people were dancing around
           | a DJ another time.
           | 
           | I'm a bit too old to feel comfortable doing that in person
           | anymore. So it was nice to have that feeling again, as
           | fleeting as it was.
           | 
           | Too bad it has to be in an environment that looks like it
           | came out of the PS1 era with the blandest art direction
           | possible.
        
         | dmarchand90 wrote:
         | Vrchat has a stable and vibrant underground clubbing/ rave
         | scene that's a lot of cyberpunk fun. If that counts as
         | metaverse
        
         | bradneuberg wrote:
         | I'm a tech nerd and developer who enjoys social VR, whether
         | Horizons, VR Chat, or Rec Room. One issue is that the public
         | rooms are usually full of annoying griefers, all the nice
         | interesting people have retreated out of the public areas and
         | into private rooms and parties. This means if you just drop in
         | to one of these systems casually you don't get to see all the
         | interesting private events happening, like lots of private DJ
         | and music concerts in VR Chat for example.
        
           | djtango wrote:
           | Unpopular take but maybe FB were onto something when trying
           | to enforce you using your FB account and real identity...
        
         | baby wrote:
         | I have, it was quite insane. I played Catan, a board game, with
         | people online. Most immersive social experience I've ever went
         | through.
         | 
         | I also went into a cinema, thought I was alone but when I
         | turned my head to the room realized that people were staring at
         | me lol. I screamed of surprise, they heard it and laughed, it
         | was too real so I disconnected.
         | 
         | I did VR chat a bit but in general the feeling of presence was
         | too strong when I wanted to chill so didn't experience as many
         | things as I could.
         | 
         | I've had friends visit my space and play chess with me there as
         | well. But at the time our headsets would only last for like
         | 30min and they would overheat easily. I got the Quest later and
         | every problem had been fixed. Perfect headset. Can't imagine
         | what the quest 2 feels like.
         | 
         | Wrote about some of it here:
         | https://p1x3l.com/story/239/social-virtual-reality-and-the-o...
        
         | Ylmaz wrote:
         | My employer bought a few VR headsets (from meta). I see them
         | lying around in the office but no one ever used them.
        
         | tfandango wrote:
         | One day in the middle of the day I visited the "Soapstone
         | comedy club" world in Horizon Worlds. People were actually
         | taking turns going on stage and telling jokes. Then in the
         | course of general conversation, one person said she wrote and
         | sang songs and someone asked her to get on the stage and sing.
         | She did, and it was beautiful, almost a magic moment of
         | discovery. Afterward she told us that she was a twin who
         | recently met her brother and both were into music so they
         | formed a band. The band is called Cave Twins and the song was
         | "A Little Longer".
         | 
         | It's the one redeeming moment in Horizon Worlds that I have
         | had. I continue to check in once a month or so but have had no
         | other meaningful interactions since.
        
           | michaelteter wrote:
           | What you describe also happens periodically in the real world
           | :). It doesn't require any technology; it just requires
           | getting out and going places (and a city/environment with a
           | lot of different things happening).
        
             | tfandango wrote:
             | oh yes, of course it does. I just wanted to mention the one
             | instance where I had a good experience in "The Metaverse".
             | Something like this could be nice if the experiences could
             | be repeatable and you happen to live in a place where you
             | don't have such venues like you mention.
        
               | michaelteter wrote:
               | > you happen to live in a place where you don't have such
               | venues like you mention
               | 
               | This is a topic which I am currently experiencing and
               | thinking a lot about.
               | 
               | For those who truly cannot be in lively areas, technology
               | can provide at least some level of connection to the rest
               | of humanity. But I realize now that living location
               | choice can make an enormous difference on quality of life
               | just based on the availability of good social options.
               | And as a techie who has lived most of my life behind a
               | computer, I have recently discovered that real life is
               | much, much more rewarding - if you're in an area where
               | people are not just boxed up in their own homes every
               | night from 6pm+.
        
               | tfandango wrote:
               | I agree. Interestingly enough, I find talking to real
               | people much easier than talking to people in Horizon
               | Worlds, where it just seems kind of strange to me, I
               | usually keep my mute on and observe there whereas I am
               | pretty talkative in reality.
        
         | Delento wrote:
         | I watched a few discovery videos about it and the only positive
         | was a comedy club people liked to go to.
         | 
         | Everything spontaneous was empty.
         | 
         | So more like event based like cinema than a hang out space
        
         | explaininjs wrote:
         | There is no _the_ metaverse currently, but there are many
         | metaverses. The definition itself is shaky and contradictory
         | across sources. But to summarize, a metaverse is a  "set of
         | digital spaces that you can move seamlessly between", it will
         | include "familiar 2D experiences, as well as ones projected
         | into the physical world and fully immersive 3D ones too". It
         | can be accessed via your phone or computer, or a VR reset for
         | "full immersion". Fortnite is a metaverse, but some say Roblox
         | and Minecraft aren't. I couldn't tell you how that distinction
         | was drawn.
         | 
         | My favorite metaverse is RuneScape, but I unfortunately haven't
         | visited in a decade or more. Steam might also be considered a
         | metaverse. Which would imply Xbox Online and all that are too.
         | 
         | [1]: https://www.merriam-webster.com/words-at-play/meaning-of-
         | met...
         | 
         | [2]: https://about.meta.com/what-is-the-metaverse/
         | 
         | [3]:
         | https://www.forbes.com/sites/paultassi/2022/09/23/fortnites-...
        
           | nicksrose7224 wrote:
           | That just seems like a rebranding of "the internet" to me
        
           | smolder wrote:
           | I don't buy this definition where everyone is having their
           | own metaverse. There's nothing meta about that. If anything
           | is a metaverse it's the internet, and it just sucks as a
           | metaverse because we've let big companies and their walled
           | gardens dominate it and prevent freedom of movement.
           | Practically, metaverse is now a useless word since Zuck and
           | team started promoting/misusing it.
           | 
           | Prior to the misuse, it had always meant a single unified
           | network[0]. I maintain that if there is no one metaverse,
           | there are none. Don't let the confused BS that comes from
           | marketing people change the meaning of words.
           | 
           | [0] https://en.wikipedia.org/wiki/Metaverse
        
             | kibwen wrote:
             | There may have been only one metaverse in Snow Crash, but
             | there's absolutely nothing that requires there to be only
             | one metaverse. Hell, practically the whole _point_ of
             | virtual reality is to remove the limits and scarcity of the
             | physical world, and thus limiting yourself to a single
             | metaverse is antithetical to the very concept.
             | 
             | At its most basic, a metaverse is just a persistent virtual
             | space shared among multiple users. We have lots of those,
             | and have had them for years, and unsurprisingly they're
             | pretty much all video games.
        
               | smolder wrote:
               | > limiting yourself to a single metaverse is antithetical
               | to the very concept.
               | 
               | I want to also dispute this point. The idea of the
               | metaverse from Snow Crash was one that was federated and
               | interoperable, like the internet was historically, and
               | still remains, at a low level. The _standardized nature_
               | of the metaverse 's spacial analogy was key to the
               | concept. It was the internet, but represented and
               | navigable as physical space. I'd say it's "independent
               | metaverses" that are antithetical to the concept of a
               | metaverse.
        
               | smolder wrote:
               | > but there's absolutely nothing that requires there to
               | be only one metaverse.
               | 
               | Aside from how it was specifically used, the way the word
               | is formulated alone suggests there should only be one.
               | Meta loosely means above, and encompassing, on a higher
               | plane. Verse comes from universe obviously. The unified
               | world, above everything.
               | 
               | This is just another case of people confidently misusing
               | words so prominently that the meaning changes, which "is
               | allowed", obviously.
               | 
               | > a metaverse is just a persistent virtual space shared
               | among multiple users. We have lots of those, and have had
               | them for years
               | 
               | Yes, we've had them for years, and we didn't call them
               | metaverses, and nothing was lost in that time. That's
               | good evidence for my prior assertion that the word (with
               | its new definition) is practically useless.
        
               | kibwen wrote:
               | I think we're just having a semantic argument now; just
               | because meta roughly means "above" doesn't imply
               | singularity (you could envision a metametaverse above
               | multiple metaverses). And the existence of a singular
               | observable universe doesn't preclude the many-worlds
               | interpretation of quantum mechanics or the accompanying
               | "multiverse".
        
               | JohnFen wrote:
               | > That's good evidence for my prior assertion that the
               | word (with its new definition) is practically useless.
               | 
               | I think the word is not only useless, it's actively off-
               | putting to most people.
        
           | waboremo wrote:
           | Not sure the Roblox and Minecraft exclusions make sense.
           | Maybe they used to in the past but they act as all other
           | current forms of metaverses do, like VR Chat or Second Life
           | or GTA Online.
           | 
           | The consideration of Steam and Xbox Online as a metaverse is
           | one I'm not too fond of. It kind of messes the entire idea up
           | as you're not really using 3D avatars to communicate with
           | others in a way that sort of replicates reality. If Steam and
           | Xbox get considered as metaverses, we're now suddenly calling
           | Twitter and HN also metaverses which is a bit absurd when we
           | have perfectly reasonable names for them.
           | 
           | Also while the current implementations of metaverses are
           | quite limited and mostly game related, people are setting
           | their sights on future goals. Mainly interoperability. Right
           | now you can't go from Runescape to VR Chat in any seamless
           | way, you lose your friends lists, items, accounts,
           | expectations and standards, etc. There is some work being
           | done here, for example Epic created EOS as a layer of
           | interoperability between any games without the usual
           | restrictions, however the project is still very much in early
           | stages and acts as nothing more than a universal friends
           | list/account for now.
        
             | explaininjs wrote:
             | I was thinking more of TF2 when I brought up steam (I
             | suppose my age is showing...). The momentary interaction is
             | using TF2's models and game logic, but all the "metaverse"
             | stuff is using Steam's logic (chat, inventory stores,
             | trading, etc.)
        
               | waboremo wrote:
               | That I definitely agree with. I also think you're right
               | here in regards to viewing Steam's Steamworks as a sort
               | of abstraction layer or prerequisite for their metaverses
               | to work. Without Steamworks, TF2/CSGO/L4D/etc become
               | isolated experiences.
        
         | Macha wrote:
         | Facebook's metaverse project? No.
         | 
         | VRChat, I think everyone with a VR headset has at least tried
         | it, plus plenty of people using the desktop client.
         | 
         | Rec Room was also a popular early "metaverse" type setup in VR,
         | though VRChat has mostly supplanted it.
         | 
         | And of course, if VR is not a requirement for your metaverse,
         | basically every mmorpg is also a metaverse.
        
         | JohnFen wrote:
         | For all meaningful definitions of "the metaverse" that I've
         | seen, the internet fully qualifies.
        
           | meheleventyone wrote:
           | Yeah came here to say the same. We've had the metaverse for
           | ages in a much better and broader form factor than fiction
           | portrayed. Most "metaverse" projects want to build something
           | more limited which seems backward.
        
         | Semaphor wrote:
         | A few months ago during the height of the metaverse craze, I
         | mentioned that it seems forced by some companies. I was told by
         | HN that I live in a bubble ;) So there are probably tons of
         | people who care a lot!
        
         | p0pcult wrote:
         | Both of my kids play Fortnite, as do I on occasion. During
         | COVID, they had concerts (Marshmallow), movie nights, and BLM-
         | adjancent lectures. Anyone who had an account could fire up
         | their rig, jack in, and attend--even with friends.
         | 
         | This is one of the many metaverses. Minecraft is a pretty
         | readily available one too. Neither required VR gear, either.
        
         | VLM wrote:
         | Could an old timer help me out?
         | 
         | I was involved in Second Life around the turn of the century.
         | I've been ignoring the metaverse since giving up on SL a long
         | time ago. Obviously the resolution, frame rate, and software
         | integration in metaverse will be somewhat better than SL; aside
         | from that, can anyone tell me the difference between modern
         | metaverse and SL, also how does that difference translate into
         | profitable sales?
         | 
         | The new hype wave for SL sounds like someone hyping up the
         | "new" idea of a CLI, and me feeling, uh, I think I've seen this
         | before...
        
           | pastdiscovery wrote:
           | VRChat is less LARP-heavy than SL. VRChat is more proprietary
           | than SL. VRChat is more custom than SL in some ways and less
           | in others. The SL people tried to make a VRChat clone. They
           | sold it off, and now an EDM label uses it for virtual raves.
           | 
           | VRChat is significantly more voice-heavy than SL, which is
           | better or worse depending on your use-case.
           | 
           | The best thing about VRChat is that you get to wear a toaster
           | on your face and get physical interaction with people. If you
           | want to take a dancing course in VRChat, you can. Buy a few
           | gadgets to track your limbs, and it'll be shown accurately.
           | 
           | VRChat is essentially the next step in the user-programmable
           | social video game, and the community seems more ambitious.
           | The platform is so open that they've ran emulated Linux on
           | user _avatars._
        
           | Animats wrote:
           | > Obviously the resolution, frame rate, and software
           | integration in metaverse will be somewhat better than SL;
           | aside from that, can anyone tell me the difference between
           | modern metaverse and SL, also how does that difference
           | translate into profitable sales?
           | 
           | Most of the modern metaverses are worse than Second Life.
           | Their big advantages were VR, browser and mobile clients.
           | Second Life is getting most of those features now.
           | 
           | Their dev team finally got out of "can't do" mode. (That's
           | client side. Server side, they still have trouble fixing
           | long-standing bugs.) They hired some good game devs, and
           | graphics started to get better.
           | 
           | * Frame rates have increased substantially. There's more
           | multi-threading in the clients now, and the servers have been
           | upgraded to better AWS instances. Still OpenGL, but work is
           | going on to use Vulkan.
           | 
           | * Graphics realism has increased, again. Physically based
           | rendering with high dynamic range lighting is in test. Not
           | subsurface scattering, though, so skin still looks plastic
           | under some lighting. Graphics realism is becoming comparable
           | to GTA-V, but not Red Dead Redemption.
           | 
           | * There's a mobile viewer in test. Uses Unity as the graphics
           | engine.[1]
           | 
           | * Full body tracking is in test, and being demoed. It's
           | striking to see how someone rigged for full tracking
           | dominates a meeting.
           | 
           | Second Life may end up being the metaverse, after everybody
           | else fails. It's one of the very few systems with a large,
           | continuous world, one about the size of greater Los Angeles.
           | Facebook failed to deliver much, the NFT guys delivered even
           | less, and the people who announced and didn't ship probably
           | never will.
           | 
           | [1] https://www.youtube.com/watch?v=1tjRlVwlAXA
        
       | asow92 wrote:
       | Thinking about those still trapped the metaverse is giving off
       | Bioshock vibes
        
       | bvrmn wrote:
       | I own Valve Index. State of the industry is not very bright. The
       | best VR game so far is HL2 VR mod. Alyx the second. Looks like
       | investors are pretty shy to put money in VR game studios to make
       | big and story rich content.
        
       | elisk wrote:
       | Nobody seems to mention the fact that most of VR games out there
       | require using the hard-to-familiarize hard-to-memorize joysticks
       | to interact with the game.
       | 
       | I own a Valve Index and I mostly don't play it because of it's
       | just really a hassle to have to physically stand up (or even
       | seated) and to wave your arms around, only to forget how to
       | reload your damn gun after a couple of weeks/months of not
       | playing.
       | 
       | I wish that people built simple keyboard-and-mouse VR games that
       | I could enjoy the VRness of the experience using my fingers and
       | palms like I'm used to in the past 30 years.
       | 
       | I want CSGO VR, not a good-looking-cheap-knock-off that I need to
       | figure out how to reload each gun and where to draw the grenade
       | from. I want Cities Skylines VR where I can see my city from
       | above wherever I look. I want Red Alert VR.
       | 
       | The most enjoyable games I currently have that is worth whipping
       | VR out for are those I can play with a regular XBox controller
       | which I'm quite familiar with already.
        
         | bitwize wrote:
         | Rez is the killer VR app. It's close to what you describe: look
         | at what you want to shoot, mash the button (DualShock
         | controller works fine).
         | 
         | I plunked down $500 for PSVR _just_ to play Rez Infinite; other
         | VR games I got to play on it were gravy.
        
           | zoklet-enjoyer wrote:
           | Oh shit! I wanted that game so bad on Dreamcast when I was a
           | kid. I didn't know there was one out for psvr
        
             | cableshaft wrote:
             | It's also on Quest 2, but without the eye tracking for
             | aiming that PSVR2 has.
        
               | bitwize wrote:
               | TIL that Rez Infinite on PSVR2 has eye tracking! I only
               | played it on OG PSVR.
        
         | Pxtl wrote:
         | Players figured out WSAD and mouse, they'll figure out this for
         | a game that makes it worth it.
         | 
         | It's just nothing has made it worth it yet.
         | 
         | And as for CSGO type things, too many players find traditional
         | FPS gameplay on VR to be puke-city.
        
         | benoliver999 wrote:
         | This is why I'm really tempted by Gran Turismo on PS5 with VR.
         | You just use your normal controller or wheel.
        
         | NikolaNovak wrote:
         | This is fascinating, because my instinct is completely opposite
         | :)
         | 
         | I enjoy VR games for their easy-start/easy-stop hassle-
         | free/memorization-free aspect. If I want a 3 hour session of
         | complex game, I start my PC. If I have 10 minutes and just want
         | to PLAY during those 10 minutes, I pick up my Quest2 and
         | just... go. Whether I played yesterday or month ago, they tend
         | to be intuitive. I absolutely positively do not want mouse and
         | keyboard to be part of my VR experience :-).
         | 
         | Maybe your complaint is about _bad_ VR games, because those
         | certainly exist!
        
           | crazygringo wrote:
           | Yup I was going to say the same.
           | 
           | If I want to go back and play GTA V or RDR2 after a few
           | months, I'm going to spend ~10 minutes finding a guide to my
           | Xbox controller and trying to remember how you do all ~30
           | actions. And then still spend the next 30 minutes pressing
           | the wrong buttons until I finally get back in my muscle
           | memory.
           | 
           | On my Quest 2, you just go. Of course the games tend to be
           | much simpler too. But memorizing how to use the controllers
           | has just never been something I had to do.
        
         | spookie wrote:
         | The VR version is more often than not more intuitive than the
         | mouse/keyboard combo or even a traditional controller.
         | 
         | Furthermore, the idea that having to stand up (not always true)
         | and perform natural arm movements being bad is just silly to
         | me. Arguably, the best performing VR game is Beat Saber.
        
         | [deleted]
        
         | spudlyo wrote:
         | Any game where you're seated in some kind of cockpit is my idea
         | of a perfect VR game. This way you can be comfortably sit at
         | your desk with familiar controls, but still have immersive head
         | tracking. For me, I'd love to see a WWI or WWII air combat kind
         | of game like the old Red Baron or IL-2 Sturmovik.
        
           | HPsquared wrote:
           | I find those types of games intolerable due to motion
           | sickness - the inner ear is at odds with what the eyes are
           | seeing.
           | 
           | In-game, the aircraft's seat is constantly rotating and
           | accelerating all over the place. The seat I'm physically
           | sitting on is not moving. This causes a great deal of motion
           | sickness.
        
             | jjbinx007 wrote:
             | Is that why I got motion sickness I wonder? I spent a
             | couple of hours trying out various vr experiences and after
             | sitting to look at a video of whales, standing to play
             | various first person shooters I sat down to play a racing
             | game and got motion sickness. Affected me for the rest of
             | the day and really put me off vr, which is a shame as I
             | thought it was incredible at first.
        
               | rolenthedeep wrote:
               | VR motion sickness is a tricky problem. Much like regular
               | motion sickness, some people get over it after a period
               | of time, and some never do.
               | 
               | It's highly dependent on the type of VR content you're
               | looking at. For most people, the moment the camera or
               | your character moves at odds with your real head, they
               | get uncomfortable. My job is developing VR stuff and
               | still when head tracking gets out of sync for more than a
               | second, I get dizzy and have a headache the rest of the
               | day.
               | 
               | If you want to continue with VR, I'd say stick with
               | standing experiences. Try out the racing game now and
               | then, but quit at the first sign of discomfort. You may
               | find that your brain gets used to the conflicting input
               | over time, or it might not. No way to tell without trying
               | it.
        
               | HPsquared wrote:
               | It's a big part of the "comfort" rating that Oculus has
               | in their store. Some games have a lot of movement (e.g. a
               | table tennis simulator), but as long as the movement
               | matches up there's minimal risk of motion sickness.
               | 
               | I even can't handle first person shooters where the
               | camera moves around using a control stick (the sensation
               | of movement is unpleasant). Some games solve this with a
               | mode where you sort of "snap" from one position to
               | another rather than "moving".
        
             | spudlyo wrote:
             | Interesting! I just assumed if the latency was consistently
             | good enough that motion sickness wouldn't be a problem. I'd
             | feel dumb buying a fancy VR rig only to not be able to play
             | for fear of barfing all over my keyboard.
             | 
             | I played a lot of Descent in the 90s and beyond, and got
             | really used to 6dof flying, which at the time some folks
             | couldn't stomach, so perhaps I'd do OK.
        
               | montag wrote:
               | Same. Then I tried Overload VR (Descent remake) with the
               | Oculus and lasted about 50 seconds...
        
               | fknorangesite wrote:
               | Overload is the _only_ game that has ever made me motion
               | sick in VR.
        
             | Melatonic wrote:
             | Have you tried doing "VR" with a large monitor or TV and a
             | simple webcam on top? There are apps available that let you
             | do this. Basically it just adds some basic head tracking
             | (limited range of course) using off the shelf hardware you
             | probably already own. I have yet to see anyone in my
             | personal life (limited anecdotal evidence of course here)
             | get sick from this type of "VR" and it is also much easier
             | for your computer to run (basically just requires as much
             | compute as the game without head tracking) since there is
             | only one screen instead of two. Also allows you to make
             | sure to keep a very high framerate which is the most common
             | cause of motion sickness.
        
               | SketchySeaBeast wrote:
               | Do you have an example of a game/app that lets you do
               | this? I've never heard of this before but I'm super
               | interested.
        
               | soylentcola wrote:
               | I messed around with ViewTracker and FaceCamNoIR years
               | ago before I got one of the early Oculus dev kits. You
               | had to limit your motion a bit, but it was somewhat cool
               | for changing the angle of perspective in flying games.
               | But honestly it just made me want to try out VR even
               | more.
               | 
               | Nowadays I haven't used any of them in a long time
               | because the Oculus is outdated and barely usable. None of
               | the newer options seem worth the cost for me (in money or
               | Facebook attachment) so I haven't played with any of that
               | in a while.
        
               | Melatonic wrote:
               | Supposedly you get much better results using a phone
               | actually ( maybe becuase of the DoF camera?). SmoothTrack
               | for iOS comes up ( I have not personally used it). I was
               | already using an old phone as a webcam however for my
               | desktop so I have the thing on a big gooseneck arm
               | already - might try this myself!
               | 
               | Looks like people are saying the other issue with webcams
               | is they are low framerate - there are dedicated devices
               | it seems like TrackIR (more money) but I bet a phone with
               | a decent FPS camera could work well. Theres also software
               | called OpenTrack (and people are saying to get a high FPS
               | webcam with low latency). Some people on reddit are even
               | using a wiimote to reduce CPU useage supposedly.
               | 
               | Biggest thing though is you want the largest screen
               | possible - otherwise you will barely be able to move your
               | head and still be looking at the monitor (best experience
               | I had was in a theater with 3 full imax screens side by
               | side)
        
             | soylentcola wrote:
             | I found cockpit games to be the least nauseating since my
             | "avatar" was seated, just like I was. The only thing moving
             | was the view outside of the cockpit so it was like having a
             | window into another scene. For bonus points, I would
             | arrange the throttle and stick so they were in the same
             | place as their virtual representations, so when I moved my
             | hands, they matched the character's hands in the game as
             | long as I kept them on the throttle/stick controllers.
             | 
             | Anything where I was "walking" around gave me the same
             | disconnect you mentioned - my avatar was walking around but
             | my body was seated in a chair with hands on a controller or
             | joystick.
        
             | rabf wrote:
             | Sounds like you need a motion simulator.
             | 
             | For example:
             | 
             | https://www.yawvr.com/
        
             | TylerE wrote:
             | Ironically you get motion sickness on a real plane, as a
             | passenger, for the opposite reason... you can feel the
             | forces, but you can't really see the motion.
        
               | Eisenstein wrote:
               | That's not ironic, it is perfectly consistent with the
               | phenomena of motion sickness -- sight not correlating to
               | motion. Irony is when Ronald Reagan got a gunshot wound
               | when the bullet bounced off the bulletproof window and
               | hit him in the chest.
        
               | singlow wrote:
               | Neither you nor GP gave an example of a traditional
               | meaning of the word Irony. Both of the examples represent
               | the more modern definition of situational irony as
               | "something that is amusingly unexpected". I don't think
               | you can say anything is not ironic under that definition.
               | After all, everything makes sense if you understand it
               | well enough, so any level of surprise would be ironic
               | because what you understood pointed to one outcome and a
               | different outcome was produced. All that is left is
               | whether you find the difference to be amusing or not.
        
               | TylerE wrote:
               | I disagree. I think my original post is perfect irony.
               | 
               | Effect X being caused by Y and solved by Z AND X being
               | caused by Z and solved by Y is irony.
               | 
               | Dictionary definition: " a state of affairs or an event
               | that seems deliberately contrary to what one expects"
        
               | singlow wrote:
               | You selected the relatively modern definition from the
               | dictionary. That usage is fairly recent and is very broad
               | in definition. The verbal and literary definitions are
               | usually the ones that pedants are protective of. I
               | specifically said that it fits that modern definition. I
               | was actually criticizing the parent for calling out your
               | usage, as if his example was more ironic than yours.
        
               | Eisenstein wrote:
               | It is the act of 'the thing that is designed to protect
               | you has caused your injury' that is ironic; not that it
               | is 'amusingly unexpected'.
               | 
               | What is this 'traditional meaning' that you speak of?
        
               | singlow wrote:
               | Older usage of the word does not include amusing
               | coincidences such as this. It used to be used to describe
               | speech which intentionally meant the opposite of its
               | plain meaning for humor or emphasis, such as sarcasm, or
               | in dramatic context a situation where the audience has
               | greater awareness than a character.
               | 
               | Words change and this is a meaning everyone seems to want
               | I guess. I was just pointing out that once you go down
               | this route, its pretty hard to differentiate between what
               | is ironic or not because its a broad and subjective
               | definition.
               | 
               | Your assertion does not make sense to me. Your definition
               | is that the situation is ironic because a slightly
               | broader statement of that situation is ironic? It sounds
               | like you are just saying its ironic because it seems
               | ironic. All that means is that it gives you a feeling
               | which you associate with that word. The reason it seems
               | ironic is that the unexpected outcome of a "life-saving"
               | thing actually resulting in injury, is amusing, because
               | it is the opposite of its intention. In fact almost every
               | time something has a net positive influence on overall
               | outcomes, there will be cases where some outcomes are
               | worse. If you are shot and the surgeon goes to perform
               | life-saving surgury, but it turns out you have an allergy
               | to the anesthetic and it kills you, is that ironic? A
               | doctor who was intending to save you actually killed you.
               | I don't know about this definition but I guess its the
               | one we're stuck with. I'll probably just call it an
               | amusing coincidence though.
        
               | Eisenstein wrote:
               | > If you are shot and the surgeon goes to perform life-
               | saving surgury, but it turns out you have an allergy to
               | the anesthetic and it kills you, is that ironic? A doctor
               | who was intending to save you actually killed you.
               | 
               | Oh come on.
               | 
               | A device which was made for one purpose and one purpose
               | only -- _to stop the president from getting shot_ ends up
               | _getting the president shot_. This is the direct opposite
               | of the intention of the thing 's existence -- hence
               | "intentionally ... the opposite of its plain meaning".
               | 
               | If you want to purposefully dilute things to make a point
               | you can do that, but it is dishonest.
        
               | [deleted]
        
               | swsieber wrote:
               | Solution: wear a VR headset on the plane which displays
               | the horizon in a way that makes motion visible, and keeps
               | a book in the center of your view :)
        
               | HPsquared wrote:
               | That's actually a great idea for a niche app. Could
               | probably work for seasickness and carsickness as well.
        
               | swsieber wrote:
               | It was inspired by motion sickness prevention glasses I
               | heard about. They are hollow with water inside halfway to
               | provide a horizon that reflects real motion. I think the
               | perk to the VR thing is to be able to watch movies or
               | read books without that little line getting in your way.
               | But I don't know how pronounced that line is.
               | 
               | Edit: Interesting, the glasses actually have hollow rims
               | with a blue fluid.
        
               | HPsquared wrote:
               | It seems like the kind of thing a small number of people
               | would be interested in, but they'd be happy to spend a
               | lot if it actually works.
        
               | jraph wrote:
               | I wonder if the smallest delay or lag rendering this
               | horizon line would make things even worse. I guess this
               | thing needs to be very timely.
        
               | AdrianB1 wrote:
               | You can get motion sickness in a real plane as a pilot
               | too. In flight school I saw many cases, in the summer
               | they used to fly early morning and late afternoon to
               | avoid strong thermal currents. The situation is more
               | similar to seasick on rough seas, everything is moving
               | and sometimes in unpredictable manner.
        
           | gausswho wrote:
           | You might enjoy the IL-2 Flying Circus series in particular,
           | done by many of the former Rise of Flight team. The WWI era
           | dogfights suit VR very well.
           | 
           | Also have a look at VTOL VR if you're interested in using
           | motion controllers for all cockpit interaction.
        
           | Arrath wrote:
           | VTOL VR is fucking amazing for this. You're right there in
           | the cockpit, and you have to reach out and hit buttons and
           | fiddle with dials around the MFDs and everything. Its so, so,
           | so good.
        
           | Wojtkie wrote:
           | Star Wars Squadrons really excels with this. It seemed like
           | it was a VR only game before being released non-VR, but the
           | style of game really would take well to VR.
        
             | bitL wrote:
             | I couldn't get that one working with my controllers in VR
             | (HP Reverb G2). I could see the initial screen and being
             | seated in a cockpit, but nothing responded to anything I
             | was doing.
        
               | soylentcola wrote:
               | I couldn't even get a handle on mapping to my
               | throttle/stick. There were so many odd controls that
               | didn't map to intuitive keys and I got frustrated trying
               | to manually map everything when I didn't have any real
               | idea of what all of the controls were without playing a
               | bit of the game.
               | 
               | I kept getting stuck unable to control or do things
               | during the game and eventually gave up since it had been
               | a promotional free download and I wasn't invested enough
               | to spend more than an hour or two trying to get it set
               | up.
        
           | izacus wrote:
           | Well, you're in luck since IL-2 does support VR. So does DCS
           | which has a sizeable set of WW2 planes to fly as well.
        
           | TylerE wrote:
           | The IL-2 series has seen continual releases. The most recent,
           | IL-2 Sturmovik: Battle of Normandy, was released last year.
        
             | meheleventyone wrote:
             | And works in VR and has a small but enthusiastic
             | multiplayer scene. It's easily the thing I've spent most
             | time doing in VR.
        
         | bastardoperator wrote:
         | Isn't your head supposed to be the mouse?
        
           | CSSer wrote:
           | Don't shoot me for being facetious but I'm picturing someone
           | making chicken-like pecking/bobbing motions with their head
           | to select things.
        
         | Melatonic wrote:
         | I assumed this was possible - it was when I was working with
         | very early VR prototypes.
         | 
         | I think what is going to end up being big is the setup where
         | you have a camera on top of a monitor or TV that just does head
         | tracking. As TV's get larger and cheaper (and projectors better
         | and better) having no headset but nice head tracking is a great
         | middleground to VR. Plus other people can easily watch you play
         | (and it is easier for noobs to get into). Most games do not
         | really need full 360 degree head movement - you can just turn
         | around with a keyboard or controller as you normally would.
        
         | sli wrote:
         | This seems like a strange example because out of my fairly
         | large VR game collection, I can't think of a single shooter
         | where reloading is anything different from just physically
         | doing a reload action like you would with a real gun. I can
         | only think of two games where the ammo is stored differently
         | than real life (Compound and Alyx), the rest have ammo pouches
         | and belts.
         | 
         | I can think of one smaller game where reloading is different,
         | and that's Space Pirate Trainer, where you bring your guns
         | behind your back for a moment. But that's more of an arcade
         | game than what most people mean when they talk about shooters.
         | 
         | Maybe give Subnautica a try. Or the old version of HL2 on VR.
        
           | cableshaft wrote:
           | I'm kind of sick of the realistic reloading being so
           | prevalent (and mandatory) in VR. It was novel for a while,
           | but it really takes me out of focusing on what the enemies
           | are doing. Especially since it's not something that 'just
           | works if you get it somewhat right' for pretty much any of
           | those games and sometimes requires more precision for
           | grabbing ammo out of your belt than for shooting the damn
           | enemies.
           | 
           | Many of them require you to grab something in your belt area
           | (and I'm a fat guy, so several games already require me
           | pushing into my body to get to the right position), and/or
           | I'll try to do it without looking down (like I would in real
           | life) but then the game thinks I clicked in the wrong area,
           | so I have to look down each time and even then it seems I
           | clicked just slightly off 2-3 times before I can grab the
           | damn clip off my belt, and by then the zombie or whatever has
           | closed half the distance to me.
           | 
           | You're already breaking immersion for movement by having a
           | stick to move you around and not walking 1 to 1, just let me
           | press a damn button, wait a couple seconds while focusing on
           | the enemy, and keep shooting.
           | 
           | Also, requiring you to grab ammo from your belt pretty much
           | stops the game from being able to be played seated, because
           | you'll be jabbing your couch or chair arm trying to get to
           | your virtual belt. Sometimes I just don't want to stand in
           | place for an hour. For most of those games, that's the only
           | thing keeping them from being playable while seated.
           | 
           | One of the reasons I like Space Pirate Trainer so much is
           | because there's no immersion breaking there, it's all energy
           | weapons and you just have to slow down or stop shooting for a
           | moment for it to recharge enough to shoot again, no reload
           | required. And I can keep my focus on the enemies swarming
           | around me. But I want more games besides that, and there
           | doesn't seem to be that many (at least not that I'm aware
           | of).
           | 
           | Compound is another one I like, although it does have several
           | steps for its more complicated guns (although not the basic
           | guns, and I tend to rely heavily on those), and sometimes
           | requires you to drop your second gun (for it to float in
           | midair, mind you) so you have a hand free to reload your
           | other gun. How's that for immersion breaking?
        
           | acid_burn wrote:
           | > physically doing a reload action like you would with a real
           | gun
           | 
           | More like physically doing a reload action while wearing a
           | thick pair of well-buttered gloves.
           | 
           | Each game does have small differences in the reloading
           | process, be it pressing a specific button to release the
           | slide or (strangely) pulling the charging handle every
           | reload. Even firearms enthusiasts would have to learn these
           | details.
           | 
           | Beyond that, VR controls are still limited. You have little
           | to no tactile feedback, so you don't intuitively know when
           | you failed to grab the magazine off of your belt or failed to
           | grip the bolt. You have to learn the exact positions and
           | tolerances to avoid slipping up and botching an entire reload
           | in the heat of the moment. I find this to be completely
           | unsatisfying in comparison to mastering a real life manual
           | task.
           | 
           | I also often find myself banging my controllers together,
           | especially when handling pistols.
           | 
           | I think most people find this kind of thing frustrating and
           | immersion breaking, which pretty much defeats the draw of VR
           | gaming.
           | 
           | My favorite VR game is Resident Evil 4 partly because it
           | seems that they focused on reducing the friction of weapon
           | handling. Most processes are fairly simplified and the
           | tolerances are generous, but you still get that heightened
           | level of intractability in VR vs a simple button press.
        
             | wkat4242 wrote:
             | > Even firearms enthusiasts would have to learn these
             | details.
             | 
             | And they do, even without VR, because every gun is
             | different. They all have different mag ejection and safety
             | methods too:)
        
           | mkehrt wrote:
           | > I can't think of a single shooter where reloading is
           | anything different from just physically doing a reload action
           | like you would with a real gun.
           | 
           | This seems exactly what the OP is complaining about. Why
           | would you want that, rather than just hitting 'r' or
           | whatever?
           | 
           | (I literally have no idea how to reload a gun, FWIW. Having
           | it be "realistic" doesn't actually make it easy or
           | discoverable.)
        
             | PurpleRamen wrote:
             | > Why would you want that, rather than just hitting 'r' or
             | whatever?
             | 
             | Because it's more immersive.
             | 
             | > Having it be "realistic" doesn't actually make it easy or
             | discoverable.
             | 
             | Isn't it the games job to teach you this? Like it's
             | teaching you which button to use?
        
               | ambyra wrote:
               | It's common beginner gamedev thinking that making things
               | more realistic makes them better. It's only fun if it's
               | fun. Realistic is usually != fun. Maximizing the core fun
               | element, taking away everything else, is a good way to
               | make a fun game.
               | 
               | Realistic skydiving game: Start! Drive your civic to the
               | DZ. Oh no there's traffic! Wait for plane. Get in plane.
               | Take 20 minutes to fly to altitude. Fall for 1 minute.
               | There are no obstacles, nothing around you so you don't
               | die. Land. Wait to get picked up, take 1 hr to repack
               | your parachute. Talk to your friends about how cool it
               | was.
               | 
               | Fun skydiving game: Start! Jump out of airplane
               | immediately. Skydive for 15 minutes. Surf on the wing of
               | a plane. Avoid obstacles. Fly around buildings. Try to
               | land in a swimming pool on the side of a mountain. Land.
               | Parachute repacks automatically. You're back in the air
               | automatically.
        
               | dilznoofus wrote:
               | *full packing physics for the parachute! Frayed lines,
               | tangling, dodgy mechanisms! The risk of plummeting to
               | your account's demise.
        
               | duskwuff wrote:
               | > It's common beginner gamedev thinking that making
               | things more realistic makes them better. It's only fun if
               | it's fun. Realistic is usually != fun.
               | 
               | As another case in point: movement speeds in most first-
               | person 3D games are unrealistically fast (like, walking
               | at 10 mph, running at 20+ mph), because realistic
               | movement speeds would make navigating around the game
               | world painfully slow.
        
               | matthews2 wrote:
               | We need a cops and robbers game where the robbers serve
               | their prison sentence in real time, and the cops have to
               | fill in mountains of paperwork for every shot fired :)
        
             | phailhaus wrote:
             | Because if you hit "R" and your in-game model _does
             | something that you are not doing physically in real life_ ,
             | you will likely get motion sick or at least disoriented. It
             | is a very unnatural feeling, and why VR games are so hard
             | to design for.
        
             | rolenthedeep wrote:
             | That's the R in VR: reality.
             | 
             | The focus in VR games right now is creating realistic
             | interactions. Ideally, your controllers should be only for
             | interacting with meta content, like menus and other things
             | "outside" of the game, or for controlling virtual hands.
             | 
             | Pushing a button to trigger a visible sequence of actions
             | from your character breaks the immersion. It creates a
             | separation between you and your character in a scenario
             | where you're supposed to _be_ the character.
             | 
             | Ultimately it is a stylistic choice. There's definitely
             | room for both types of game in this space, but combining
             | realistic and arcade style interactions in the same game
             | tends to not work that well.
             | 
             | A big part of VR is manipulating psychology to fool you
             | into feeling more immersed. It works pretty well until it
             | doesn't, then users can become very uncomfortable.
             | 
             | I think the main problem here is semantics. We use the term
             | VR to describe wholly-immersive games as well as
             | traditional flat games with a 3D head mounted display, and
             | everything in between. OP seems to just want a HMD
             | experience tied to a traditional game. The industry really
             | needs to come up with new terms to disambiguate these
             | ideas.
        
             | bitwize wrote:
             | Reloading typically involves disengaging and removing the
             | empty magazine, sliding in a fresh magazine, and then
             | pulling back on the gun's slide to chamber a round.
             | 
             | If you shoot real guns a lot, it's probably second nature.
             | But it's a fairly involved motor process that's cumbersome
             | to implement in VR. Furthermore, different guns in FPS
             | games can have different (often creative) reload
             | animations; Reaper from _Overwatch_ for instance, simply
             | discards his twin short-barrel shotguns and pulls out two
             | new ones. Will these different reload animations
             | necessitate different VR gestures?
             | 
             | Going for realism in VR or any video game is fraught with
             | these kinds of problems. "The more you get specific about
             | situations analogous to reality, the more you have to
             | stipulate on." --Egoraptor
             | 
             | (There's a YouTube channel of a guy who makes different
             | "reload animations" of himself wielding various objects
             | (smoke detectors, caulk guns, toasters, Furbies, etc.) as
             | "guns" with a different, unique way of reloading each:
             | https://www.youtube.com/watch?v=UHi-xECyGTU )
        
           | jkubicek wrote:
           | > I can't think of a single shooter where reloading is
           | anything different from just physically doing a reload action
           | like you would with a real gun.
           | 
           | I'm fairly confident that more people have experience
           | reloading video game guns (just press Square) vs. the motions
           | required to reload a real gun.
           | 
           | I know that when I'm playing Pavlov, every time I spawn with
           | a new gun, I have to relearn how to reload it (and then die
           | surrounded by all the clips I've dropped).
        
             | wkat4242 wrote:
             | > I know that when I'm playing Pavlov, every time I spawn
             | with a new gun, I have to relearn how to reload it (and
             | then die surrounded by all the clips I've dropped).
             | 
             | That is realism. Real guns are quite different in this
             | regard too.
             | 
             | I understand you would prefer to just push a button but
             | this makes it more realistic and adds another factor of
             | skill.. Just like taking cover in real life.
             | 
             | Situational awareness in VR is better than pancake games.
             | But a lot of other things are more difficult because it's
             | more realistic.
        
               | jkubicek wrote:
               | No, you misunderstood me. I like the realistic reload
               | mechanisms in Pavlov, I think they're fun and wouldn't
               | change anything.
               | 
               | But the parent comment complained about having to relearn
               | complex control schemes every time they pick up a VR
               | game, _which is valid_. Effectively nobody is going to
               | have the muscle memory for reloading a gun, making it
               | strictly more complicated than just mashing a reload
               | button.
        
         | bitL wrote:
         | MS Flight Simulator 2020 or Automobilista 2 are absolutely
         | awesome VR games that can be controlled by keyboard only in
         | real time and there is vorpX allowing older games to be played
         | in VR. Surely, Alyx is slow, Hellblade has restricted movement,
         | but those strange VR controllers allow some interesting
         | experiences like Adr1ft when one feels like a real astronaut in
         | open space.
        
         | nanidin wrote:
         | Red Alert VR! I too thought RTS would be awesome in VR. But
         | alas, making games was beaten out of me by the sentiment that
         | game development isn't professionally viable without major
         | crunch time. Failing of my own, but I hope someone tries!
         | 
         | I had Oculus Rift in my living room, then upgraded to Index.
         | The difference in lighthouse placement basically reduced my
         | usage of Index vs Rift by 75%. It's impossible to get out and
         | use casually.
        
         | Delento wrote:
         | But you can do that with a lot of games?!?
         | 
         | Did you never just tried that out?
         | 
         | Lime you can stay seated in Skyrim and co
        
         | spywaregorilla wrote:
         | Seems like a wild take to me. VR is not nearly as immersive as
         | people say. But reloading guns with physical interactions is
         | one of the few bits that does feel very good.
        
         | cultofmetatron wrote:
         | > I want Cities Skylines VR
         | 
         | that exists. there's a version in the occulus app store as we
         | speak
        
         | AnIdiotOnTheNet wrote:
         | Weird take if you ask me. The 2D versions of those games seem
         | to be what you want, but with 3D visuals I guess. Some kind of
         | 3D monitor seems more fitting than "VR".
         | 
         | VR is all about the immersion, and that means doing physical
         | actions that approximate real world actions. That's the whole
         | point, and that's why the vast majority of VR games (and the
         | popular ones of course) incorporate that physicality.
        
         | barbazoo wrote:
         | > only to forget how to reload your damn gun after a couple of
         | weeks/months of not playing.
         | 
         | I played that Jedi game on PS5 the other day and found it
         | really intuitive how they implemented the reloading. There you
         | have to pull back this little virtual lever with your non-gun
         | hand. I liked that much better than remembering some button
         | even if it's not 100% realistic.
        
         | wkat4242 wrote:
         | I don't agree. I think console games with their complex button
         | combos are much harder to memorize.
         | 
         | In VR you can do a lot with your hands using the controllers.
         | No button to reload but you insert a new clip and slide back if
         | you emptied the chamber.
         | 
         | PS I still spend a lot of time in the 'metaverse'. In VR chat,
         | in games and I develop for work too.
        
         | baby wrote:
         | Wat, everything is so much more instinctive in VR. I guess some
         | people really experience things differently oO
        
         | stephc_int13 wrote:
         | I agree that for AR/VR or motion based "experiences" and games,
         | the controls always are the weakest point, and I think this is
         | crucial to understand the slow adoption.
         | 
         | This is also more fundamental and difficult to solve than it
         | seems.
         | 
         | Beating the seemingly low-tech but widely successful existing
         | control systems is not a given.
         | 
         | Most alternatives are inferior.
        
           | rolenthedeep wrote:
           | There is a _lot_ of work going into hand tracking and natural
           | interactions these days. People seem to feel much better and
           | more immersed when they can use their hands to manipulate
           | virtual objects.
           | 
           | Oculus has this very neat trick with their controllers. Most
           | of the buttons and sticks have some type of sensor that
           | detects if you're touching it, even lightly. They use that
           | information to alter the pose of the virtual hand. When the
           | controllers are visible, your virtual fingers mostly match
           | where your real ones are on the controller.
           | 
           | At least one company builds unique user profiles that make
           | your virtual hands the same size and skin tone as your
           | physical hands, as well as adjusting for height and other
           | parameters. Personally I find it gimmicky, but some people
           | like it.
           | 
           | Unfortunately, the technology isn't quite robust enough that
           | we can fully get rid of controllers. Ultraleap is working on
           | a system with multiple 3D IR cameras to track hands from
           | multiple perspectives. I think this is the most likely path
           | forward. There's some really crazy alternatives like
           | strapping dozens of electrodes to the forearm to record
           | muscle impulses that get fed to an ML model which
           | extrapolates hand and finger movement.
           | 
           | You're right, there's a lot of fundamental problems we have
           | to work around, and it's far from easy. Even with Facebook's
           | ridiculous resources, the oculus hand tracking is hot wet
           | garbage for anything even slightly abnormal, like wearing a
           | jacket.
           | 
           | But, the industry as a whole is really picking up steam. It
           | won't be too much longer before we solve most of the big
           | problems.
        
           | Eisenstein wrote:
           | The Wii did it easily. Racing simulators and flight
           | simulators do it all the time. Gamepad controls exist because
           | they have been iteratively refined to be the best way to play
           | a game sitting on a couch.
           | 
           | Existing VR controls are great now that the Quest Pro
           | controllers can self-track. The problems have been that you
           | either had to setup lighthouses around your room to track you
           | or have your hands always be in sight of the headset cameras.
           | However, the QPro controllers can track independently like
           | the headset itself by using SLAM and the difference is huge.
           | 
           | I don't see why you would think that the controls are
           | difficult to solve. The problem isn't the controls -- the
           | problem is that people don't realize how tiring it is to
           | actually physically do the things you do in a video game,
           | even on a very basic level. This makes VR great for getting
           | physical activity -- but it makes for a very bad 'lazy day
           | gaming' or 'after work gaming' recreation.
           | 
           | It sounds awesome to think about being in VR and _being in
           | the FPS_ until you realize that people who fight wars as
           | infantry for real have to be in amazing shape.
        
             | JohnFen wrote:
             | > It sounds awesome to think about being in VR and being in
             | the FPS
             | 
             | Yes. This is one of the things that leads to the
             | counterintuitive truth that if you want a fully immersive
             | and fun game (defining "immersive" as "the player is no
             | longer aware that the game world is not their actual
             | reality), you don't actually want too much realism.
             | 
             | What you want is an "effortlessness" -- the ability for the
             | player to trigger an action without effort or conscious
             | thought.
        
           | Melatonic wrote:
           | There are places like Two Bit Circus in Los Angeles that do
           | this beautifully - they have odd VR games that you could
           | never play at home because they have a crazy unique
           | controller setup.
           | 
           | One in particular that I feel like is critically underrated
           | (mainly due to the game itself being a bit boring) is a
           | flying game. You lay down in this bird like giant controller
           | with your arms at your sides and there are multiple fans
           | blowing in your face. You can tilt the whole thing, move the
           | "wings" to change your speed and angle / elevation and do
           | lots of other movements. The game itself is basically just
           | cruising around a virtual world (they have a few different
           | types) but I thought it was super cool. The fans even change
           | speed and direction based on how you are flying.
           | 
           | If the game itself was more engaging (like say it was
           | multiplayer and maybe you were piloting a mechanical "bird"
           | with lasers and whatnot) I think it would be pretty freaking
           | awesome. But the "controller" of course must be very
           | expensive and takes up a ton of space so it is really not
           | useable at home unless you have a ton of extra space and
           | disposable income. And of course it is a bit of a one trick
           | pony.
        
             | rabf wrote:
             | Build an Exit Suit!
             | 
             | https://www.youtube.com/watch?v=L_uLksv-x4E
        
         | copymoro wrote:
         | > _Nobody seems to mention the fact that most of VR games out
         | there require using the hard-to-familiarize hard-to-memorize
         | joysticks to interact with the game._
         | 
         | > _I own a Valve Index and I mostly don 't play it because of
         | it's just really a hassle to have to physically stand up (or
         | even seated) and to wave your arms around, only to forget how
         | to reload your damn gun after a couple of weeks/months of not
         | playing._
         | 
         | > _I wish that people built simple keyboard-and-mouse VR games
         | that I could enjoy the VRness of the experience using my
         | fingers and palms like I 'm used to in the past 30 years._
         | 
         | all I hear you saying is that you're an older person now, and
         | that you learned to play with a controller and that's how games
         | should be.
         | 
         | well, I'm even older (or lazier) because I never even learned
         | to play FPS games with a controller. WASD+mouse for me please.
         | 
         | I always see people confusing familiarity with "simplicity" and
         | "ease of use". of course familiar things are better! but let's
         | not mangle together the simple and well-made with the familiar;
         | though it's hard to do this.
        
           | joemi wrote:
           | The part that you quoted says "I wish that people built
           | simple keyboard-and-mouse VR games" -- that sounds to me like
           | they mean the same thing you mean when you say "WASD+mouse
           | for me please".
        
       | revlolz wrote:
       | No one's 'still in' the METAVERSE cause zuckbuckland isn't what
       | people who have VR devices actually want.
        
         | wkat4242 wrote:
         | This is true. Horizons is so polished and manicured. I don't
         | want that. Plastic life is not fun, VR is better when you can
         | explore the rough edges like on other platforms.
        
       | asciimov wrote:
       | For me the biggest failure of all the VR headsets is there is no
       | demo units at big box store and the lack of a TV app to see what
       | the user is doing.
       | 
       | People don't want to blindly buy an unproven expensive gaming
       | system without trying it out first. You can't go into a local
       | Best Buy, Walmart, or Target and try the units out. You have to
       | wait till someone you know gets it an is kind enough to let you
       | give it a go.
       | 
       | With all the money Zuck has spent on developing these devices, it
       | is surprising that no money was spent on demo kiosks.
        
         | Ajedi32 wrote:
         | They did. That was what lead to me buying my first headset; I
         | tried a demo of the Oculus Rift at Best Buy. I'm pretty sure
         | they did demos for the Rift S and Quest 1/2 as well once those
         | came out. I agree it wasn't nearly as visible as it should have
         | been though, and I don't think they were offered for very long.
        
         | the_snooze wrote:
         | Fundamentally, VR just isn't very social unless all
         | participants have the proper hardware already. Sure, you can
         | have a TV output to see what the headset user is seeing, but
         | the TV-viewing experience is still very different from the
         | headset experience. Not to mention, it looks really jerky and
         | jarring as a non-interactive user.
         | 
         | I feel like VR is a technology that has no idea where it fits
         | into the world. It's cool, but why should anyone care about it
         | before they've put up the money to buy into the ecosystem? It's
         | not like a TV which is an easily shared experience.
        
         | charcircuit wrote:
         | >it is surprising that no money was spent on demo kiosks.
         | 
         | For the Quest Pro they had demo units in Best Buy. You can
         | search YouTube to find videos of people checking it out.
        
         | JohnFen wrote:
         | I think that the reason for this is that the devices aren't
         | (yet) suitable for the mass consumer market.
        
         | cheeselip420 wrote:
         | Yeah I'd love to press my face into a greasy demo headset at
         | the local Walmart.
         | 
         | The hygiene aspect of VR is under-appreciated.
        
         | edent wrote:
         | I refer you to this _delightful_ paper:  "Bacterial Load of
         | Virtual Reality Headsets"
         | 
         | > The results of these tests indicated that the Staphylococcus
         | aureus strains isolated from the headsets possessed high levels
         | of antibiotic resistance.
         | 
         | https://doi.org/10.1145/3385956.3418958
        
           | dehrmann wrote:
           | I'm sure the shared controllers on demo units back in the day
           | were just as bad.
        
             | Delento wrote:
             | Having that thing on/in your face is still different than
             | holding it with hands.
             | 
             | Your eyes and nose are much closer and sweat might go down
             | your face.
        
               | gretch wrote:
               | I remember being a 12 year old running to the video game
               | section of walmart to try the latest N64 game while my
               | mom did the weekly shopping.
               | 
               | Germs/bacteria were not even 1% of what was running
               | through my brain.
               | 
               | You're not the target audience for this, nor am I
               | anymore.
        
               | Delento wrote:
               | I definitely was the opposite kid then ;P
        
           | smallerfish wrote:
           | I suddenly realize how I got sick after visiting Legoland in
           | San Jose with my niece - there's a virtual reality "ride"
           | there.
        
       | jrochkind1 wrote:
       | Mostly I want to move to Dublin now.
        
       | WhiteNoiz3 wrote:
       | I really wish people would stop writing articles about how bad
       | Horizon Worlds is. There are so many better and more popular VR
       | experiences out there.
        
         | chankstein38 wrote:
         | Right? It's always just "I got on Horizon Worlds and it sucked"
         | like completely ignoring VRChat and RecRoom and all the really
         | cool stuff a VR headset can do in favor of just bashing Meta.
         | I'm all for bashing Meta but it's so boring at this point.
         | Yeah, they suck and Zuck's stuff sucks but VR isn't the
         | metaverse. Zuck kind of ruined VR to some degree by buying
         | Oculus then locking it to facebook accounts then doing all this
         | garbage branding about The Metaverse making it sound like some
         | sort of dystopian nightmare for him to mine data from when
         | realistically VR games are COOL AS HELL.
         | 
         | Like I've killed the battery on my Q1 multiple times playing
         | Minecraft in VR (vivecraft + a host app for Quest) or the TWD
         | games. Heck even beat saber. Sure they're not all magical
         | social experiences but I hate that Meta turned VR into that.
         | That's why I didn't want to link to facebook. I don't play VR
         | to play with people I play it to be immersed in the game I'm
         | playing.
        
         | zabzonk wrote:
         | > so many better and more popular VR experiences out there.
         | 
         | such as?
        
           | WhiteNoiz3 wrote:
           | Rec Room and VR Chat are examples, but personally I'm in the
           | camp that you should focus on building fun games that people
           | want to play first then worry about turning it into an
           | evergreen experience if you really want to make a 'Metaverse'
           | (ex: like what Fortnite has done).
        
           | thequadehunter wrote:
           | VRchat. It's the best or worst VR experience depending on who
           | you are.
        
       | chizhik-pyzhik wrote:
       | It's disappointing to not see any mention of VRChat in articles
       | like this. It's niche, but vrchat has a pretty large and
       | consistent fanbase.
       | 
       | Meta gets all the headlines because they tried to create the same
       | thing and ended up lighting billions of dollars on fire.
        
         | steveylang wrote:
         | They should have literally lit the billions on fire instead and
         | made an NFT of it, then they might actually have something of
         | 'value'.
        
         | thequadehunter wrote:
         | I never understood the metaverse thing. Was Zuck unaware of
         | vrchat? I was always confused why they thought users of a niche
         | market geared towards hackers and nerds would gravitate towards
         | the soul-less corporate solution as opposed to the existing
         | one.
        
           | buzzert wrote:
           | Safety? One of those things people _say_ they want, but don't
           | actually want.
        
           | rolenthedeep wrote:
           | He bet the farm on VR being "the next big thing". I very much
           | think he's right on that count.
           | 
           | The plan was most likely to try and disrupt the VR market
           | like they did social media, and attempt to capture (hold
           | hostage) a significant share of VR users.
           | 
           | But they forgot that users need a _reason_ to use the
           | product. It wasn 't fun, the avatars are bland, sterile Mii-
           | like characters that nobody likes, and the disclaimers about
           | legs are absurd beyond reason. They failed at every turn.
           | VRchat was the main competition, and Facebook forgot that
           | they needed to _be competitive_.
           | 
           | Even inside the VR industry, the metaverse is regarded as an
           | abject failure. It's more or less the antithesis of what
           | makes a good VR experience: fun, engaging, immersive.
           | Facebook went with bland, boring, and intrusive.
           | 
           | The only good thing Facebook has done in the VR space is
           | getting Quest headsets onto millions of heads. This
           | _drastically_ lowered the barrier to entry for new users,
           | which increases the audience for good developers. The quest
           | hardware isn 't good by any stretch, but it's good enough for
           | people to judge whether VR is for them without spending
           | $1000.
        
             | wincy wrote:
             | I finally tried to make my metaverse avatar a few days ago.
             | I couldn't even make my glasses blue. BLUE. My Memoji looks
             | just like me, which I recall taking minimal effort. My
             | metaverse avatar just looks like a weird pretentious dude
             | with a very effete pose and beard. But at least I can give
             | myself a bindi if I want. Which like, that's great I'm not
             | knocking on it but I don't even know what's going on there
             | that I can't make my fantasy avatar have the same glasses
             | color I have in real life. Isn't the promise of VR to make
             | things more interesting than real life?
        
       | MuffinFlavored wrote:
       | https://www.curbed.com/2022/10/winter-house-jessica-stocker-...
       | 
       | I used to watch this reality TV show with my girlfriend.
       | Metaverse was such a big deal in 2022 that one of the main
       | characters of the season was a Metaverse real estate agent.
       | 
       | https://www.bravotv.com/people/jessica-stocker
       | 
       | > Jess is a beautiful Metaverse real estate agent, investor and
       | entrepreneur from Los Angeles. After Jason slid into her DM's,
       | she was excited to join the house and show off her wild side to a
       | completely new group of friends. While her party girl behavior
       | gets her into hot water with some of her housemates, she'll also
       | explore a romance that has the potential to last beyond the
       | winter vacation.
       | 
       | I wonder if that's still her job now that it isn't as relevant
       | anymore.
       | 
       | Just checked Instagram,
       | https://www.instagram.com/blondesbuildingequity/?hl=en
       | 
       | Blondes Building Equity
       | 
       | "Best friends building a Real Estate empire"
       | 
       | They have a podcast. Titles of recent episodes:
       | 
       | "Financially free by age 25 through real estate investing"
       | 
       | "70 rental units in under 4 years"
       | 
       | "The rule breaker who broke the real-estate industry"
        
         | tsunamifury wrote:
         | This is what a decade of effective 0 rate interest created.
         | Flippers and nonsense that contributes nothing to society. Same
         | in China with ghost real estate.
        
         | bitwize wrote:
         | I'm reminded of _Aggretsuko_ where Retsuko and Fenneko become
         | obsessed with a VR app that features a virtual romantic partner
         | who flirts with you, and after a short while, nags you into
         | buying DLC in the form of scenery and outfit packs.
         | 
         | The subtly funny bit is, in this world of talking cartoon
         | animals, the virtual romantic partner was an impossibly
         | handsome male _unicorn_.
        
       | [deleted]
        
       | havblue wrote:
       | There have been studies available for years now that show people
       | only spend about twenty minutes at a time in vr. It's ludicrous
       | that Zuck was willing to bet the future of his company knowing
       | that.
        
       | ar9av wrote:
       | this is a great biased TLDR article full of misconceptions as one
       | can tell from the headline.
       | 
       | I read through part of it and I had enough. I quote one of the
       | many misleading statements:
       | 
       | "So far, the gamble hasn't paid off. Only 20 million Quest
       | headsets have been sold"
       | 
       | The Xbox series S/X sold 20 million, the PS5 sold 30 million.
       | Looking at these numbers, I'd say the Quest is pretty mainstream,
       | no?
        
         | rocket_surgeron wrote:
         | > I'd say the Quest is pretty mainstream, no?
         | 
         | I think most Quests are doing what mine is doing: sitting in a
         | drawer unused.
         | 
         | In my case it was because my pupillary distance is too wide for
         | the Quest (and almost every other VR headset) so everything
         | looks blurry all of the time no matter what.
         | 
         | It sucks being only slightly smaller than Hafthor Bjornsson.
         | 
         | Every person I know who has a Quest bought Beat Saber and Job
         | Simulator, played for a couple of weeks, and then put it away.
        
         | ketchupdebugger wrote:
         | Its different. Arguably all 3 is sold at a loss, they make it
         | up with additional game/application purchases. Most game
         | developers are making their games for xbox, ps5, and/or pc.
         | They aren't making it for vr. There is a lack of application
         | development for the metaverse. This is why zuck is spending 13
         | billion a year. They are trying to make the applications
         | themselves. There's a lack of third party app/game developers
        
         | mattl wrote:
         | Are they being actively used or are they just sitting in a
         | closet somewhere?
        
           | conorcleary wrote:
           | The future of VR may be so intoxicating that the best
           | proponents of it will be inside the virtual world instead of
           | outside promoting it.
        
           | yamtaddle wrote:
           | I'm a gamer, my spouse is a gamer, and we have a Quest in the
           | house because of my spouse's job. We're free to use it to
           | play games or whatever, but we never do. We both tried Beat
           | Saber the day she got the rig, and haven't done anything with
           | it since. That was months ago.
           | 
           | I have a gamer friend with a gamer spouse with multiple VR
           | rigs from his spouse's job, similar situation, job doesn't
           | care if they play with the hardware. He says he played them a
           | bit for a couple months a couple years back, did the very
           | small number of must-play games (mostly just Alyx and
           | SuperHot, I think) and that was it, all of it's sat unused
           | since then.
           | 
           | Maybe we're not representative, but that's four-for-four of
           | not really giving a shit about VR even when we're all gamers
           | and the hardware's free.
        
             | mattl wrote:
             | What's the rig? Is that more than the headset?
        
               | yamtaddle wrote:
               | In our case, just the headset. I think my friend has at
               | least two or three, and whatever the "good one" is
               | requires some sensors around the room or something, so
               | there's a bit more to that one.
        
               | mattl wrote:
               | I played an HTC Vive once, it was fun but it was a lot of
               | stuff to play... I don't have the space for anything like
               | that. Happy with consoles and Steam Deck (mostly in
               | desktop mode) for video games lately.
        
         | senttoschool wrote:
         | > _The Xbox series S /X sold 20 million, the PS5 sold 30
         | million. Looking at these numbers, I'd say the Quest is pretty
         | mainstream, no?_
         | 
         | Meta spent $100 billion[0] on VR to sell 20 million Quest
         | headsets that most people have put in the closet. That's 30
         | years of total Sony R&D budget, including all the Playstations,
         | Walkmen, VCRs, DVDs, Blu Rays, cameras, sensors, TVs, speakers,
         | headphones, and even their own VR device.
         | 
         | [0]https://www.theguardian.com/technology/2022/oct/27/metas-
         | sha...
        
           | sho_hn wrote:
           | I just can't believe figures like $100bn. How? On what?
           | Spending $100bn is _hard_.
           | 
           | For comparison, the Mars Science Laboratory project had a
           | $2.5bn budget and sent a spacecraft that landed a rover on
           | another planet. Yes, the MSC built on existing NASA infra and
           | previous rover R&D ... but so did Meta's VR division.
        
             | hotpotamus wrote:
             | I saw a post here yesterday praising Meta for drastically
             | raising salaries for devs. Perhaps that has something to do
             | with it?
        
             | eclipxe wrote:
             | Lots of fundamental investment in hardware and tech that is
             | multiple years out. Displays, chipsets, input devices, etc.
             | multiple lines of hardware beyond what you see today.
             | Multiple OSes, lots of application teams, middleware,
             | services, frameworks, etc etc.
        
           | rajman187 wrote:
           | It wasn't $100bn spent on VR. There is a ton of research
           | happening inside of RealityLabs, which accounts for the vast
           | majority of the investment, but yes the only product so far
           | is the VR headset. Here's a roadmap (supposedly based on
           | leaked presentations) of what's on the horizon--no pun
           | intended
           | 
           | https://www.theverge.com/2023/2/28/23619730/meta-vr-
           | oculus-a...
        
             | tjpnz wrote:
             | Carmack strongly hinted that a lot of the research going on
             | wasn't productive. How much of it will go anywhere versus
             | being another "stupid thing" which takes forever to kill?
        
             | senttoschool wrote:
             | Aren't investments for VR software, VR tools, prototypes,
             | and hardware manufacturing all to sell a VR Platform that
             | starts with the Quest?
             | 
             | So you can say that they did indeed spend $100b on selling
             | 20m Quests so far.
        
         | endisneigh wrote:
         | The amount of headsets sold isn't a good measure. Better to
         | look at total ecosystem revenue.
        
           | JohnFen wrote:
           | Does Facebook have any significant VR revenue outside of
           | headsets? What is their total ecosystem revenue? They didn't
           | break that out in their last filing, so I can't tell.
        
             | simiones wrote:
             | I think the point was exactly that - even it the Quest
             | numbers don't look so bad when compared with XBox / PS5,
             | they Quest ecosystem is actually peanuts when compared to
             | the XBox or PS5 ecosystems.
        
         | dtagames wrote:
         | It's pretty much an accepted reality that VR has not been a big
         | success for anyone. Disney failed early with DisneyQuest.
         | Second Life hasn't become popular even though VR hardware has
         | existed for a long time. There's the complete joke called Magic
         | Leap. MS decided to pivot to military applications because
         | theirs didn't sell. Google gave up on Daydream. And Facebook
         | just laid of 10,000 people, many of them in the metaverse
         | department.
         | 
         | The most likely reason is physics. These devices aren't fun to
         | use. They're disorienting and make people sick. In practice,
         | they add nothing to the experience -- certainly not the
         | experience of a business meeting! It seems quite ridiculous to
         | think that would ever have been a use case.
         | 
         | So, the article really isn't a hit piece but perhaps a rather
         | late and rather obvious commentary on something that even Zuck
         | has to admit isn't a thing.
        
           | trasz3 wrote:
           | I'd say PSVR did quite well. Your examples above - from FB or
           | Google - failed for the same reason everything else they try
           | ends in failure - it's a problem with those corporations and
           | their "engineering culture", not with VR.
        
           | CuriouslyC wrote:
           | A lot of the tech will eventually see widespread use. AR will
           | be a huge deal when they get it right, just because having
           | HUDs will be a game changer for a lot of jobs.
        
           | eclipxe wrote:
           | It's not accurate that many were from the metaverse org.
        
           | iamleppert wrote:
           | Microsoft recently laid off nearly the entire HoloLens team.
           | Even groups working on AI/ML for things like computer vision
           | and scene detection / 3D understanding weren't spared. All
           | they care about is a Chatbot these days.
        
             | lib-dev wrote:
             | Sound business decisions.
        
             | eclipxe wrote:
             | That's not accurate
        
           | ye-olde-sysrq wrote:
           | I agree with almost all of what you said. There's basically
           | nobody who's made money selling VR hardware, 99% of VR games
           | are extraordinarily primitive, motion sickness is a major
           | barrier to making more diverse kinds of games, the barrier to
           | entry is high (you need a high end PC and you have to set the
           | damn thing up, both initially and every time you want to play
           | it).
           | 
           | But there's one small thing - it can be fun! and LOTS of it!
           | 
           | Job Simulator is my go-to so-you-wanna-try-VR game. It's fun.
           | It knows what its limits are and create fun within them. It's
           | silly. Anyone can play it! It's like the fun of the point-
           | and-click games of old but in VR.
           | 
           | Every single person who I've shown - from my mom to my wife
           | to friends - has been absolutely blown away by how readily
           | your brain accepts the VR world as "real". Your brain's
           | ability to "adopt" the VR hands is just a magical thing to
           | experience, and so fun!
           | 
           | The same goes for the Valve VR demo thing whose name I
           | forget, where you're in an Aperture lab or something and can
           | go through portals to do different minigames as well as mess
           | around in the lab itself.
           | 
           | It reminds me of Wii Sports for the Wii and the motion-
           | sensing wiimotes. Some cute demos (and nearly some full games
           | in their own right) that show off the hardware, and the spark
           | is truly there and your grandparents play 200 hours of wii
           | bowling, but then nobody can figure out where to go next.
           | People didn't like it in Skyward Sword. So eventually it's
           | kind of ditched for the Wii U and then kind of brought back
           | for the Switch Joycons but only to be trotted out every once
           | in a great while for a quirk.
           | 
           | We seem to kind of be somewhere in there for VR except that
           | some companies scented THE NEXT BIG THING and tried to be the
           | google/facebook/amazon/etc of this new paradigm but they all
           | got collectively wiimote'd. So the comedown is a lot more
           | dramatic than just the WiiU not having a remote.
           | 
           | I hope someone figures out google glass and AR stuff though.
           | And not just the garbage AR that pokemon go et al call "AR"
           | where it's just "look we put your phone's camera as the
           | background of the scene" and they use GPS + PoI's. Real AR
           | like I'm the pilot of a damn evangelion and it's giving me
           | readouts. (JARVIS/Iron Man might be a more recent reference
           | that I would also accept as well).
        
             | tytso wrote:
             | > motion sickness is a major barrier
             | 
             | I recall a story from a colleague who knew some folks who
             | had worked on the game System Shock (this was in the early
             | nineties). System shock was one of the first games that had
             | an engine that implemented real 3D physics; so when you
             | threw a grenade, it would describe a real parabola. And you
             | can lean around a corner and sneak a peak without exposing
             | your entire body to enemy fire, and when you did that, the
             | 1st person shooter rendering would realistically reflect
             | that. They had an experimental version of the game that was
             | hooked to a virtual reality headset at the time, and gave
             | up on it because, as one of them joked, it was "virtual
             | reality, _real_ nausea ".
             | 
             | This was 30 years ago, and things haven't improved since
             | then.
        
               | VLM wrote:
               | "Descent" goes back 28 years and I remember getting
               | pretty disoriented and a little nausea, worse than I ever
               | experienced flying a small airplane.
               | 
               | "Descent" was the game where you blast robots in a very
               | 3-d mine.
               | 
               | One oddity of "VR" is it initially attracts people with
               | excellent visuospatial analysis skills; the problem is
               | the majority of the population is not good at it. It
               | would be like implementing a user interface based on
               | bench pressing 275 pounds of real world weights; it would
               | be an incredibly popular fad among people already
               | qualified to participate, then the general public would
               | LOL and that's it. So that's the problem selling VR to
               | the general public; most folks aren't very good at
               | solving maze puzzles and drawing 3D CAD drawings in their
               | heads so a UI based on that will be a hard sell.
        
               | dtagames wrote:
               | When I started out in web design and development in 1995,
               | a lot of companies were showing early "VR" and 3D
               | interfaces, touting them as the next great thing.
               | Somehow, people got the idea that reaching around in 3D
               | space for everything was better than just picking from a
               | menu, a list, or an index -- like we have done for 1,000
               | years.
               | 
               | I feel like all the 3D hype is just that. While it could
               | be fun in games in a holodeck-type environment (but
               | probably not outside of that, 'cause physics), I don't
               | think the majority of everyday human interactions with
               | information are better off in 3D. Why would anyone think
               | so? We don't read in 3D. We don't write in 3D. We don't
               | make pictures in 3D. Why would a 3D interface be better?
        
           | jonas21 wrote:
           | I think the most promising VR technology might be something
           | like Starline [1]. No headset to wear. No disorientation. You
           | just sit down and you're there with somebody else. It's a
           | more limited use case, but one with many business
           | applications as well.
           | 
           | [1] https://www.youtube.com/watch?v=Q13CishCKXY
        
       | philipov wrote:
       | The metaverse went away when I defeated the final boss, but then
       | I started the sequel and now it's back. Who would have thought.
        
         | Tangurena2 wrote:
         | You killed Bob Rife?
         | 
         | https://en.wikipedia.org/wiki/Snow_Crash
        
           | philipov wrote:
           | Nah, it was god.
           | 
           | https://megamitensei.fandom.com/wiki/Metaverse
        
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