Schags
Bronze Knight of the Realm
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I spent the last year working on a VR project with 0 VR experience when I first got on it.
My thoughts are it's still a ways off. I feel like, in my experience as a player using vive, it always ends up taking a decent amount of time getting setup and into games and have them work with no issues that I lost interest in going through the hassle just to play for an hour. It could just be my computer/setup but I feel like a lot of work needs to be done in streamlining the process.
The headset and cable setup is also overwhelming. Wireless has to be a focus and removing issues like the glare from the lens, weight of it etc. The cost of the headset (though I got mine for free) and the price of upgrading to make sure you can run it hampers the install the base.
On the dev side of things, I'll be honest, it's a pain in the ass in my experience. Trying to develop when you need to test something and going through the process of going through everything in VR and the time it takes just sucks. I found (not only myself) most of the team wasn't testing their shit in VR because of time and that always led to problems. Working a bunch of hours and tossing the headset on and off got old really quick and like I said, I'd end up really testing in VR at the end of the day instead of testing it after each task.
The lack on buttons on controllers made it a challenge and noticed we ended up needing to develop around and try and come up with solutions because of it. I think vive could have had 3 menu buttons on each controller, top left/center/right instead of just the top center and it would have been much better.
The challenge of figuring out all the ins and outs of not making people sick is a big deal. As someone who didn't get sick at all, there was a big learning curve on that for me. Also, as a player, the overuse of teleporting in these games and flick turning is a huge turnoff for me. It feels so clunky and somehow that seems like the VR standard.
Finally, the big thing I noticed is a lot of the companies are just throwing shit together fast and calling it an "experience" and not really putting the effort/time/resources into making what I'd consider a solid game. Before anyone jumps on that, I know there are exceptions and some of the stuff I see coming out is looking good, it's just a general feeling I got from much of the "games" I checked out.
With that said, yeah actually playing in VR feels awesome when everything works right. Not to mention there is some real solid VR porn out there. It will get there but I think it needs a lot of work before it really takes off. I know it seems like I did nothing but bitch but like I said, there are some amazing oh wow that is awesome moments, mixed with a lot of really unpolished shit that people are trying to get out on the marker really fast atm.
My thoughts are it's still a ways off. I feel like, in my experience as a player using vive, it always ends up taking a decent amount of time getting setup and into games and have them work with no issues that I lost interest in going through the hassle just to play for an hour. It could just be my computer/setup but I feel like a lot of work needs to be done in streamlining the process.
The headset and cable setup is also overwhelming. Wireless has to be a focus and removing issues like the glare from the lens, weight of it etc. The cost of the headset (though I got mine for free) and the price of upgrading to make sure you can run it hampers the install the base.
On the dev side of things, I'll be honest, it's a pain in the ass in my experience. Trying to develop when you need to test something and going through the process of going through everything in VR and the time it takes just sucks. I found (not only myself) most of the team wasn't testing their shit in VR because of time and that always led to problems. Working a bunch of hours and tossing the headset on and off got old really quick and like I said, I'd end up really testing in VR at the end of the day instead of testing it after each task.
The lack on buttons on controllers made it a challenge and noticed we ended up needing to develop around and try and come up with solutions because of it. I think vive could have had 3 menu buttons on each controller, top left/center/right instead of just the top center and it would have been much better.
The challenge of figuring out all the ins and outs of not making people sick is a big deal. As someone who didn't get sick at all, there was a big learning curve on that for me. Also, as a player, the overuse of teleporting in these games and flick turning is a huge turnoff for me. It feels so clunky and somehow that seems like the VR standard.
Finally, the big thing I noticed is a lot of the companies are just throwing shit together fast and calling it an "experience" and not really putting the effort/time/resources into making what I'd consider a solid game. Before anyone jumps on that, I know there are exceptions and some of the stuff I see coming out is looking good, it's just a general feeling I got from much of the "games" I checked out.
With that said, yeah actually playing in VR feels awesome when everything works right. Not to mention there is some real solid VR porn out there. It will get there but I think it needs a lot of work before it really takes off. I know it seems like I did nothing but bitch but like I said, there are some amazing oh wow that is awesome moments, mixed with a lot of really unpolished shit that people are trying to get out on the marker really fast atm.
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