Is AR/VR already becoming an after thought in the tech world, and for consumers? Is it too soon? Did AR/VR not pan out to be the industry shifting new technology that we thought it would be?..... Thoughts?
Can't wait to try it once I have better graphics hardware.I could never go back to playing Elite Dangerous without VR.
Is AR/VR already becoming an after thought in the tech world, and for consumers? Is it too soon? Did AR/VR not pan out to be the industry shifting new technology that we thought it would be?..... Thoughts?
I think it's a bit like 3D-TV. In spite of nearly every TV including it for a few years, it just never caught on -- it was too much work for customers to "enjoy" it. I say that as someone who bought a bunch of 3D movies and games and tried to evangelize 3D, and even I gave up on it. I couldn't even get my own family to watch it with me beyond the occasional novelty viewing.
Originally posted by L0n3N1nja
I think the hype has died down some because it's no longer new and exciting tech, but I don't think its gonna go away.
Personally I want to get more into VR, but it's a bit expensive and I've got more important things than to spend hundreds on a new toy. I don't have the PS4, and my PC isn't powerful enough, so it makes it a bit spendy.
Originally posted by Scienceguy Labs
I have the Lenovo MR headset. During the first few weeks of owning it, I was really into it, but it's been almost three months since I've last used it. It's an incredible piece of technology. I just don't have a practical user for it yet.
Originally posted by Hirox K
With current VR, when you sit, your neck is the limitation, therefore left analog controls character's movement and right analog + headset rotation offset determines character's facing.
When you stand, your room is the limitation. You can certainly design your game to rely no right analog for rotation and let user walk around freely in the environment. But, you will hit the wall eventually, forcing you to keep coming back to the center.
Best game we can make outta these limitations are arcade rail shooters or racers (and tbh, racers and rail shooters are very much alike, in terms of programming).
WMR?
There's no MR yet. Without spatial mapping (e.g. Project Kinect for Azure), current WMRs are just VRs.
Without spatial mapping (the one we use for HoloLens), you cannot replace your real world table with a 3d table, replace a coke can with a cylinder or replace someone standing next to you with an avatar.
* MS had a video about "what is MR".
* The only difference between current WMR and VRs are the position tracking mechanism. One's from headset, one's from cameras around the room.
In order for VR to thrive, we need cordless (WoA? small, less power consumption), we need spatial mapping (Kinect for Azure?).
Ultimately, we need body signal hijacking or... next level, brain wave reader & writer.
If MS wants to push AR for gaming... AR can do well in average living room environment.
But for now, it's for business.
We have VR experiment team in the studio. I believe VR can do well in amusement park so someone can stand next to it, to care and to hand out hygiene masks.
* Current VR hype comes from businessmen and enthusiasts.
There is not a good comparison. 3D TV was pretty much useless on home TVs and didn't make much difference in viewing (except for Avatar) so you ended wearing ridiculous glasses for no good reason. VR is a massive difference to the experience. The difference between looking at game on a screen in front of you or immersing yourself into the environment and game like you're there.