The first generation VR also faced the same liability issues. Specifically, the Atari Jaguar VR was cancelled because of this.
VR will never make it as a consumer product.
Ever.
The first generation VR also faced the same liability issues. Specifically, the Atari Jaguar VR was cancelled because of this.
VR will never make it as a consumer product.
Ever.
Take your uninformed nonsense elsewhere.
Are you implying it doesn't happen?
Also, how do you make something like Call of Duty when you're limited in your movement by walls?
And you don't make Call of Duty for VR. VR experiences have limited movement, or you use teleportation to move around large spaces.
And with restricted movement, VR's use case becomes much more limited.
Face it - VR is a fundamentally flawed design.
It's one of those truly terrible tech ideas that needs to go away.
(AR on the other hand, does have potential...)
You're either an idiot or a troll.
If you want to defend this horribly dangerous product, feel free. But normal people will continue to call out such an awful product design.
Really, we need to get rid of VR.
You don't. Many existing game genres don't map well to VR in a direct port of existing mechanics.
From a game developer's perspective that is one thing that makes it exciting. It's a blue ocean of new design possibilities. I'm an optimistic person but I believe we'll find new designs that are equally compelling to the most popular games on 2d screens. Different games for different platforms.
> VR will never make it as a consumer product. > > Ever.
Which it seems you are not qualified to give expert advice on. You might be right but you might get less downvotes if you adjust your tone a bit; Posting a single video and the jumping right to this conclusion also comes off as a bit lazy or something :-)
Also, the downvotes are a natural result of all the people on this site that are invested in VR and want to see it succeed, so it's expected.
Yep, but predicting the future of VR citing only a single video doesn't come off as very convincing.
I don't think liability is going to be a big problem though. People were destroying TVs with Wiis the whole time when it came out, but the Wii was still a huge consumer success.
I would say the bigger problems are to do with the fact that for room scale VR you need a dedicated space which lots of people simply don't have the room for. The aspect of disconnection from your environment is a problem, but I believe it's mainly how it affects social interaction that is problematic rather than issues to do with colliding with things. The chaperone system in the Vive is pretty good, and if you're playing a seated game in the Rift, you're not crashing into things anyway.
Personally I think that the most sensible arrangement for VR is coworking spaces with large fully tracked VR areas for groups and only enthusiasts would have them at home, but my understanding is that Vive and Rift are selling pretty well, so it's quite possible that I'm wrong on that.
There was a ton of innovation. But frame rates, even on half-million dollar hardware, had to be in the 30hz range. Knowing what we know now, there was no way for that technology to take off, even for those with very strong stomachs.
The minimal technology package to do a good job has only very recently been available for almost any money. I think it's too early to call it as a 'never'.
I used those early systems, definitely ones better than the Jaguar at least, and in the same year it was released. And, I'm saying anyone who thinks the Jaguar's failure means modern VR is doomed is missing some super basic things about the threshold at which VR is compelling.
And, I'm saying we are just over that threshold, sometimes, with some experiences, and that there was never a snowball's chance in hell that any kind of compelling VR experience could have been had in the early '90s.
If the Jaguar had been compelling, the liability issues would have been sorted, full stop.
Anecdotally, I've found even my 70+ year old father-in-law responds well to Chaperone bounds in the Vive, he 'gets' them immediately. A friend who is partially disabled is also successful at using the Vive, despite some mobility issues. None of that (or the attendant safety) matters, though, if the tech isn't compelling.