Immersed.com (second computer screen): I wish the Quest 2 had 4000x4000 per eye to make this work beautifully but I suppose that will be the future.
Eleven Table Tennis: I practice smashing in this game, the skill transferred. Now I am beating all my friends with real actual table tennis (at an amateur level).
Thrill of the Fight: awesome shadowboxing on steroids workout.
Walkabout minigolf: feels like actual minigolf, except the courses are more fun [1].
Space Pirate Trainer DX: I haven’t played it yet but seems like an enhanced laser tag [1].
What I would like to be solved:
- Excellent passthrough: I want to interior design my rooms with VR
- Excellent screens (i.e. 4000x4000 per eye), it opens up applications/games that are mediocre at the moment
- omnidirectional treadmills fully solved (super hard to do): I want to be able to strafe in place, jump, side jump, duck, crouch, make almost any movement in place IRL and for it to be translated to actual movement in VR. I sometimes muse about how to solve this but I wouldn’t know how.
[1] The biggest benefit that VR/AR has are two things: one, you can make virtual hardware, and in some cases that is about as good as real hardware (e.g. virtual screens). Two, you can make experiences that are as almost as good in real life (e.g. table tennis) but then you can enhance them since a developer has much more control to bend physics than any other engineer does in the real world. The coolest application I saw for that is this model train game, you could scale down and be inside of the train, you could construct train tracks on very small orbs, etc. If I’d be a fan of trains, I’d buy it.