Zero Latency, the Future of Immersive Gaming
gizmodo.com.au
gizmodo.com.au
At a VR meetup I talked to several people who had went, and not a single person had a good experience. I am amazed and baffled by all the good press they're getting.
And for context I've tried the Rift DK2, the Gear VR IE, and the HTC Vive.
I reckon they must have been having some software issues on the day, because that's extremely different to my experience. If I was running that I would have given you a refund.
I don't mean to contest your experience, I believe you of course, I'm just shocked to hear someone actually enjoyed themselves at Zero Latency.
I can't get past their brand name. Low latency is one of the biggest challenges in VR, to get below 20ms, and a lot of discussion around latency dominates VR engineering.
Reading your article annoyed me that they come along and declare "zero latency", which is the first thing I scanned the article for - as in, how the hell did they achieve that. Then to discover it's only their brand name and nothing to do with actual performance metrics, which I think could have deserved a mention in your article given the whole buzz and significance around latency in VR discussion.
A poor choice of brand name because it deserves a footnote* whenever it's mentioned!
No harm done. Not an advertorial. Got it.
AFAIK Zero Latency doesn't have a competitor in Australia (much less Melbourne) so I'm not sure who you think I'm secretly working for.
Apparently it's okay to call low latency "Zero Latency", just use title case and fire at will.
Zero Latency is mentioned only 35 times in the article.
Tickets on sale now for 88 MPH.
Yes, of course you can call anything any name, unless it infringes trademark because someone else in your field thought of it first.
Instead of being an ad for ZL, I think the repetition is more likely to increase Gizmodo's page rank for this article.
But no, it's just typical marketing lies.
About the repetition -- Wordpress tells me there's 3011 words of text and image code in the article, I think a 1% hit rate for the actual company name is pretty reasonable...
Is there a clear and obvious winner? Do you think any of them truly live up to the hype?
As far as resolution, tracking, field of view, and general comfort go, the Rift CV1 and the Vive are closely matched, incredibly good, and - if you can believe this - underhyped. Though PSVR is said to be not quite as good, the technical bar is so high that Sony can come in slightly under and still deliver an awesomely good experience, and probably a more popular one once you factor in value for money.
That said, I still think Oculus has a fundamental advantage due to the approach they've taken with Touch. Unlike the wand-style controllers used by HTC and Sony, Touch allows you to point and grab, which turns out to have a major effect on the sense of Presence, as well as level of dexterity you can bring to your interactions with the environment. It also reflects what your hands are actually doing in social apps, which has value that becomes immediately clear once you're in one.
Indeed, the combination of social + the manipulation of near-field objects is (at least to my mind) the very core of VR. This wasn't something I'd anticipated, but having experienced it, I cannot imagine developing content that didn't put their combination at the center of the experience, since doing so would put you at a serious competitive disadvantage to people who did see them as fundamental, and had worked from there.
I should say that I've seen some very clever interaction strategies in the Vive that do a good job in working around this limit, but there's no denying that they're making virtues of necessity. Ultimately, the Touch gives developers far more to work with, and I think that's going to be the decisive feature, especially now that the Rift also supports Vive-style room-scale tracking. Once devs. start to really understand and master the potential of Touch + social, I suspect the most engaging content ideas will gravitate to the Rift. As hardware fades into the background and content comes to the foreground, I suspect this advantage will pull the entire Oculus platform ahead.
Of course, it may be possible for Sony, HTC, and any other entrants to abandon wands and mimic the Touch's design in much the same way that traditional game controllers have all converged on the same basic form. If this happens, all bets are off. But until it does, I'd put my money on Oculus.
Out of the three you mentioned, I like the Vive the most. But I think by April, when it's shipping, the consumer version of the Rift will be out or nearly out as well and those two are really close in quality; my money will be going to Vive personally.
I actually really like the latest Samsung Gear VR, though. No wires, no setup bull; just connect your phone to the headset and you're off. I genuinely think an all-in-one solution like this is the future.
It looked a bit tame, but I wanted to submit the story and see if people thought there was potential/future in this approach to gaming, even if these guys aren't there yet. Also, if anyone else around the world is trying something similar?