VR is a gimmick

VR is gimmicky to me, but Oculus + Facebook + a good PC = the best choice.

- Powerful VR set
- Powerful PCs
- Backing of Facebook's corporate coffers
 
Oculus Rift is hurting itself. Backordered to August? Steam is currently advertising Vive with "2-3 day shipping." Oculus should have had a better manufactuer with they could not meet their needs.
 
Id easily take the more premium Vive and its Valve/Steam backing.

The Vive is in no way a more premium headset. The Rift headset is much lighter, the visual clarity is much better (perceived resolution seems higher)
Don't take my word for it though, listen to the Vive owner who desperately wanted it to not be (not unlike certain people in this thread).


When the Touch controllers are released they will make the Vive wands look last gen.
The Touch controllers give you actual hand presence in VR (finger tracking, grab, point, flip someone off as opposed to holding a spatula lol. Video demo below) and the second camera will allow for 360 degree roomscale tracking of the Touch controllers (one camera already supports headset roomscale as shown in the vids I posted on previous page). Of course if you want to buy a headset tomorrow and just need that 360 roomscale controller tracking, don't mind paying $800 for a poorer heavier headset with tracked controllers that will seem archaic in less than 6 months with just basic demos to play, sure grab a Vive.
If however you don't mind waiting 6 months for superior controllers, a better lighter hmd with higher perceived resolution with over 100 games available now and tons of Touch support in the pipeline, then go for Rift.


Also Fallout 4 will support Rift as it will use Steam VR which supports the Rift.

Quote from the bethesda site regarding implementation of VR

"We plan to release Fallout for VR headsets within 12 months"
https://m.reddit.com/r/oculus/
 
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Thank god they knuckled down, and kept Fallout at a steady frame rate, before jumping onto a project that will actually induce vomiting if done incorrectly.
 
VR won't be the big boom I think some people in this thread believe it will.

It has its place as a niche/expensive toy which can be a ton of fun, but that's really it. It won't ever grab mainstream gaming culture... At least, not inthe foreseeable future.

MS not doing VR am confirmed.
 
MS not doing VR am confirmed.

Not at all.

MS will probably be one of the companies leading the charge in the coming years, it's just not a technology I'm interested in as anything more than a fun little side show.

I think this industry is dying for the next big thing. Everyone wants an explosion of 'something' akin to the Wii's success, and so rather than *just* focusing on root gameplay and high quality content, people are looking for that new gimmick.. and VR is the current gimmick of the half-decade

My bet is that VR will secure a nice, small segment of the gaming pie, and some people will love it... but I doubt it'll be the game changer people are saying/expecting it to be. That's all.
 
The Vive is in no way a more premium headset. The Rift headset is much lighter, the visual clarity is much better (perceived resolution seems higher)
Don't take my word for it though, listen to the Vive owner who desperately wanted it to not be (not unlike certain people in this thread).


When the Touch controllers are released they will make the Vive wands look last gen.
The Touch controllers give you actual hand presence in VR (finger tracking, grab, point, flip someone off as opposed to holding a spatula lol. Video demo below) and the second camera will allow for 360 degree roomscale tracking of the Touch controllers (one camera already supports headset roomscale as shown in the vids I posted on previous page). Of course if you want to buy a headset tomorrow and just need that 360 roomscale controller tracking, don't mind paying $800 for a poorer heavier headset with tracked controllers that will seem archaic in less than 6 months with just basic demos to play, sure grab a Vive.
If however you don't mind waiting 6 months for superior controllers, a better lighter hmd with higher perceived resolution with over 100 games available now and tons of Touch support in the pipeline, then go for Rift.


Also Fallout 4 will support Rift as it will use Steam VR which supports the Rift.

Quote from the bethesda site regarding implementation of VR

"We plan to release Fallout for VR headsets within 12 months"
https://m.reddit.com/r/oculus/

This is his impressions...
We can go back and forth with posting impressions
 
f00k Facebook/OR

Serious Sam VR Dev: Oculus Offered a “s***ton of Money” for Rift Exclusivity
VR exclusivity deals are one of the most controversial topics in the industry right now, and it looks like the developer of Serious Sam VR just fuelled the fire significantly.

Mario Kotlar, a Level and Game Designer at Serious Sam VR: The Last Hope developer Croteam, recently revealed that Oculus VR offered the team a “s***ton of money” to make its latest creation exclusive to the Oculus Rift, blocking out support for the HTC Vive. The topic started up in a debate about the news that Giant Cop, a VR game first announced for the HTC Vive, will now be a timed exclusive for Rift, causing outcry from the VR community.

“It wasn’t easy, but we turned down a s***ton of money, as we believe that truly good games will sell by themselves and make profit in the long run regardless,” Kotlar claims. “And also because we hate exclusives as much as you do.” He wouldn’t confirm the final sum of money that was offered to the developer.

Before we go any further let’s clarify; Kotlar went to great lengths to seemingly verify his identity, posting a picture of his business card complete with an E3 pass, with a Serious Sam poster in the background. We haven’t been able to completely confirm his position ourselves, though, so take these claims with a pinch of salt right now.

Exclusivity deals such as this are proving highly unpopular in the vocal VR community, especially in the case of PC-based VR. Oculus has been working with a wide range of developers under an ‘Oculus Studios’ banner to create full exclusives for the Rift, recent examples of which include The Climb from Crytek and Edge of Nowhere from Insomniac Games. Valve and HTC, however, are taking an exclusive-free stance with the HTC Vive, which has put Oculus under even more pressure. Fortunately, Serious Sam VR won’t be subject to this controversy.

Serious Sam VR was announced today and is instead being published by Devolver Digital. It’s a first-person shooter in which players are cast as the titular character, fighting off waves of alien enemies with dual-wielding weapons using position-tracked controllers. An Early Access version of the game will be releasing in Summer 2016 on both Oculus Rift and HTC Vive.


https://www.reddit.com/r/Vive/comments/4nxpnq/f***_facebook_and_f***_oculus/
 
Serious Sam is a fun little game but for anyone to offer a s***ton of money for exclusivity for that IP is seriously deranged or that dev is seriously lying.
 
Serious Sam is a fun little game but for anyone to offer a s***ton of money for exclusivity for that IP is seriously deranged or that dev is seriously lying.
Going way back ie b4 Steam existed they were cool gamer friendly devs I remember them charging low prices for games and going on about being all about the gamers.
 


http://www.cnet.com/news/playstation...-evil-e3-2016/

Sony's big-name PlayStation VR games are pretty disappointing. One is even making people feel sick to their stomachs.

http://www.neogaf.com/forum/showthread.php?t=1235243

Impressions on these 3 PSVR demos at E3 seem quite negative:

RE7 is causing sickness due to control scheme
Final Fantasy VR and Batman Arkham VR are more of just VR experiences rather than full game. The final Batman Arkham VR title will last for probably just an hour, and there's no much interactivity in Final Fantasy VR demo (so far).


It's not hard to pinpoint the problem. Resident Evil's control scheme, which allows you to rotate the camera without actually turning your head (or press a button to instantly "crouch") is the kind of thing that tends to cause a flare-up in people who get sick in VR.

The Final Fantasy XV VR Experience is literally just a disembodied gun that you shoot at a Final Fantasy monster while several other Final Fantasy characters bash on it with swords, often passing right through the creature with no effect. That's followed by a brief sequence where you're seated in a car next to one of the ladies of Final Fantasy, with nothing to do but stare at the leather seats and the dusty road.

Batman: Arkham VR is a bit better -- you get to don the Batsuit, throw Batarangs, fire grapple guns and descend into the Batcave for target practice, then analyze a crime scene with other cool tools -- but developer Rocksteady describes it as an hour-long experience with another hour of replay value. If you were expecting a whole new Batman: Arkham game where you traverse Gotham City in VR, you're out of luck.
 


http://www.cnet.com/news/playstation...-evil-e3-2016/

Sony's big-name PlayStation VR games are pretty disappointing. One is even making people feel sick to their stomachs.

http://www.neogaf.com/forum/showthread.php?t=1235243

Impressions on these 3 PSVR demos at E3 seem quite negative:

RE7 is causing sickness due to control scheme
Final Fantasy VR and Batman Arkham VR are more of just VR experiences rather than full game. The final Batman Arkham VR title will last for probably just an hour, and there's no much interactivity in Final Fantasy VR demo (so far).


It's not hard to pinpoint the problem. Resident Evil's control scheme, which allows you to rotate the camera without actually turning your head (or press a button to instantly "crouch") is the kind of thing that tends to cause a flare-up in people who get sick in VR.

The Final Fantasy XV VR Experience is literally just a disembodied gun that you shoot at a Final Fantasy monster while several other Final Fantasy characters bash on it with swords, often passing right through the creature with no effect. That's followed by a brief sequence where you're seated in a car next to one of the ladies of Final Fantasy, with nothing to do but stare at the leather seats and the dusty road.

Batman: Arkham VR is a bit better -- you get to don the Batsuit, throw Batarangs, fire grapple guns and descend into the Batcave for target practice, then analyze a crime scene with other cool tools -- but developer Rocksteady describes it as an hour-long experience with another hour of replay value. If you were expecting a whole new Batman: Arkham game where you traverse Gotham City in VR, you're out of luck.

GZItPUY.gif
 


http://www.cnet.com/news/playstation...-evil-e3-2016/

Sony's big-name PlayStation VR games are pretty disappointing. One is even making people feel sick to their stomachs.

http://www.neogaf.com/forum/showthread.php?t=1235243

Impressions on these 3 PSVR demos at E3 seem quite negative:

RE7 is causing sickness due to control scheme
Final Fantasy VR and Batman Arkham VR are more of just VR experiences rather than full game. The final Batman Arkham VR title will last for probably just an hour, and there's no much interactivity in Final Fantasy VR demo (so far).


It's not hard to pinpoint the problem. Resident Evil's control scheme, which allows you to rotate the camera without actually turning your head (or press a button to instantly "crouch") is the kind of thing that tends to cause a flare-up in people who get sick in VR.

The Final Fantasy XV VR Experience is literally just a disembodied gun that you shoot at a Final Fantasy monster while several other Final Fantasy characters bash on it with swords, often passing right through the creature with no effect. That's followed by a brief sequence where you're seated in a car next to one of the ladies of Final Fantasy, with nothing to do but stare at the leather seats and the dusty road.

Batman: Arkham VR is a bit better -- you get to don the Batsuit, throw Batarangs, fire grapple guns and descend into the Batcave for target practice, then analyze a crime scene with other cool tools -- but developer Rocksteady describes it as an hour-long experience with another hour of replay value. If you were expecting a whole new Batman: Arkham game where you traverse Gotham City in VR, you're out of luck.

This is basically what I said would go wrong. Integrate VR into existing games or you'll just end up with cheap gimmicks.
 
This is basically what I said would go wrong. Integrate VR into existing games or you'll just end up with cheap gimmicks.
Hard to do. Devs might not want to dedicate full resources to VR tracking if there's only so many VR gamers out there. Same went for Kinect and Move. Only Wii really had a large focus on motion controls since every system had it.
 
...Thats the exact same thing that your Sony, MS, heck, Nintendo probably did it back in the day too.

Is OR you're new pet hate, because they included an Xbox controller or something?

They're all pretty much the same dude. If you think OR is s***, goodluck spinning Sony's VR.
I don't like fb or the OR in comparison to HTC/Valve Vive.
You saying it has 2 do with the XB controller is bs and disappointing coming from you.
ALSO Pay attention better I never spun the PSVR.
 
I don't like fb or the OR in comparison to HTC/Valve Vive.
You saying it has 2 do with the XB controller is bs and disappointing coming from you.
ALSO Pay attention better I never spun the PSVR.
Hehe, I know you don't blow smoke up psvr arse (which actually suprises me), but I honestly don't get the hatred towards OR? They're both trying to pioneer and kick start a platform that YOU BELEIVE IN.

They're both virtually the same. The differences are barely discernable in the games available at the moment, and you can't take a stance that you support a company for "moral reasons", while backing ones that destroyed the morals of the industry...


Personally, I think they should just create an industry standard. Like 1080p or 4, then cut sick with trying to win gamers over that way. Buying exclusives will always happen. But having too many differing factors in how many cameras/controlls/blah blah is fragmenting a tiny, tiny niche, and is part of the reason that for the next few years, the games we'll see will be either tech demos, or shallow.
 


http://www.cnet.com/news/playstation...-evil-e3-2016/

Sony's big-name PlayStation VR games are pretty disappointing. One is even making people feel sick to their stomachs.

http://www.neogaf.com/forum/showthread.php?t=1235243

Impressions on these 3 PSVR demos at E3 seem quite negative:

RE7 is causing sickness due to control scheme
Final Fantasy VR and Batman Arkham VR are more of just VR experiences rather than full game. The final Batman Arkham VR title will last for probably just an hour, and there's no much interactivity in Final Fantasy VR demo (so far).


It's not hard to pinpoint the problem. Resident Evil's control scheme, which allows you to rotate the camera without actually turning your head (or press a button to instantly "crouch") is the kind of thing that tends to cause a flare-up in people who get sick in VR.

The Final Fantasy XV VR Experience is literally just a disembodied gun that you shoot at a Final Fantasy monster while several other Final Fantasy characters bash on it with swords, often passing right through the creature with no effect. That's followed by a brief sequence where you're seated in a car next to one of the ladies of Final Fantasy, with nothing to do but stare at the leather seats and the dusty road.

Batman: Arkham VR is a bit better -- you get to don the Batsuit, throw Batarangs, fire grapple guns and descend into the Batcave for target practice, then analyze a crime scene with other cool tools -- but developer Rocksteady describes it as an hour-long experience with another hour of replay value. If you were expecting a whole new Batman: Arkham game where you traverse Gotham City in VR, you're out of luck.


aee82-fgboatride.gif
 
http://www.forbes.com/sites/insertc...t-grim-for-sonys-playstation-vr/#330893d51086

Things Are Starting To Look A Bit Grim For Sony's PlayStation VR
vr.jpg

Photo: Sony

Sony’s PlayStation VR headset is going to be one of the ultimate tests for virtual reality, perhaps even the most significant moment in the short lifespan of the platform to date. While the Oculus Rift and HTC Vive have indeed launched, this fall, Sony’s headset will allow anyone with a PlayStation 4, 35-40 million people, use VR without the aid of an expensive PC. The headset itself is hundreds cheaper than its competition (at $400) and it looks to be the first somewhat affordable, accessible mainstream VR set on the market that isn’t phone-based.

But what if people hate it?

The headset is regarded as one of the most comfortable to wear on the market, but lately, it seems like the praises mostly seem to end there. The problems with PSVR seem to fall into a few different categories, and things seem like they started going awry around E3.

One of the most perplexing stories of the show was the revelation that Resident Evil 7in VR caused simulation sickness in a wide variety of players, even VR veterans. Most pinpoint the problem to the RE7 control scheme which lets you pivot the camera without actually moving your head, which is a very, very disorienting experience in VR. Others said the issue also stems from the fact that Sony only requires developers to hit 60 fps as a minimum benchmark, where other VR headsets demand 90 fps for a smoother experience.

The other problem with PSVR is best chronicled in a lengthy VentureBeat piecediscussing the somewhat unforeseen weakness of the headset, Sony’s reliance on six year-old Move controller technology, those magic glowing wands that were originally created to compete with the Wiimote, but were effectively mothballed until now, where they’ve been resurrected for VR.

ps-move.jpg

Photo: Sony

It’s not just that they add extra cost (the Move controllers plus a PS camera will run about $100), it’s that they’re just plain inferior to the HTC and Oculus touch controllers. As the piece explains, the controllers are not comfortable to hold for long periods of time, nor do they have the kind of 1:1 tracking that many have come to expect from VR hand-controls. It’s a lot more Wii-like waggling than precise control, which never worked out well for the Wiimote and Move originally, and certainly is unwelcome in VR where precision is more important than ever.

It would be a big problem if PSVR fails to deliver, not just for Sony, but VR in general. This will be many people’s first real experience with consumer VR, given that only a small number can afford elaborate Oculus and Vive set-ups. But everyone has a PS4, and for that reason alone, we will see many first-timers checking out VR that way.

But if it’s bad? The consequences of that could be huge. If your first impression of VR is something with a sub-par framerate, possible motion sickness and poor controls, you may end up turned off to the idea for a good long while. It also doesn’t help that many of PSVR’s games feel more like Wii-waggling/Kinect minigames than full titles, including the much-vaunted Final Fantasyand Batman games teased at E3, which are more “experiences” than actual games. If VR turns into something that feels like yet another gimmick like motion controls or Kinect, that’s going to leave a bad taste in gamers’ mouths indefinitely.

I’ve already written about how the Oculus Rift itself has failed to hook me, or completely sell me on the concept of VR in its current form. The VR headset I dreamed I always wanted usually spends most of the week sitting in its box in my closet as I continue to play games on console and PC. I’m worried that PSVR might result in the same experience for those who buy it, set aside the way the Wii and Kinect were after a few days/weeks of “oh wow cool” gameplay. Or, it might be even worse, and make an outright bad first impression if players find themselves physically ill depending on the game they’re playing.

PlayStation VR doesn’t come out until October 13th, meaning Sony has time to make some final tweaks, but probably no major overhauls at this point. The Move controllers are something that will have to be replaced down the road, but it’s too late for that now. At minimum, Sony needs to make sure that games like Resident Evil 7 do not induce nausea for players, even if that means not allowing the game to be released on the platform until that issue is fixed. They also need to set expectations for games like Arkham VR, so players understand they’re not about to start playing Arkham Knight in first person, and that it’s a much, much more scaled back experience.

Even as VR keeps running into initial stumbling blocks, I do believe in the long term future of the platform. It is going to change the world someday, but each misstep will push that dream further and further back. Too much is being invested in VR for it to completely fail at this point. The tech is there, and it will only get better in time. But it needs to do everything it possibly can to make a good first impression, lest the general public be scared off from the idea for years to come.
 
Starting to look grim? More like since day one. If i was a true PS fanboy i'd say PS VR is a surefire hit. But realistically, it has better potential to blow up in Sony's face like Kinect did for Microsoft. And Kinect was actually a good thing, for a long time.
 
http://www.forbes.com/sites/insertc...t-grim-for-sonys-playstation-vr/#330893d51086

Things Are Starting To Look A Bit Grim For Sony's PlayStation VR
vr.jpg

Photo: Sony

Sony’s PlayStation VR headset is going to be one of the ultimate tests for virtual reality, perhaps even the most significant moment in the short lifespan of the platform to date. While the Oculus Rift and HTC Vive have indeed launched, this fall, Sony’s headset will allow anyone with a PlayStation 4, 35-40 million people, use VR without the aid of an expensive PC. The headset itself is hundreds cheaper than its competition (at $400) and it looks to be the first somewhat affordable, accessible mainstream VR set on the market that isn’t phone-based.

But what if people hate it?

The headset is regarded as one of the most comfortable to wear on the market, but lately, it seems like the praises mostly seem to end there. The problems with PSVR seem to fall into a few different categories, and things seem like they started going awry around E3.

One of the most perplexing stories of the show was the revelation that Resident Evil 7in VR caused simulation sickness in a wide variety of players, even VR veterans. Most pinpoint the problem to the RE7 control scheme which lets you pivot the camera without actually moving your head, which is a very, very disorienting experience in VR. Others said the issue also stems from the fact that Sony only requires developers to hit 60 fps as a minimum benchmark, where other VR headsets demand 90 fps for a smoother experience.

The other problem with PSVR is best chronicled in a lengthy VentureBeat piecediscussing the somewhat unforeseen weakness of the headset, Sony’s reliance on six year-old Move controller technology, those magic glowing wands that were originally created to compete with the Wiimote, but were effectively mothballed until now, where they’ve been resurrected for VR.

ps-move.jpg

Photo: Sony

It’s not just that they add extra cost (the Move controllers plus a PS camera will run about $100), it’s that they’re just plain inferior to the HTC and Oculus touch controllers. As the piece explains, the controllers are not comfortable to hold for long periods of time, nor do they have the kind of 1:1 tracking that many have come to expect from VR hand-controls. It’s a lot more Wii-like waggling than precise control, which never worked out well for the Wiimote and Move originally, and certainly is unwelcome in VR where precision is more important than ever.

It would be a big problem if PSVR fails to deliver, not just for Sony, but VR in general. This will be many people’s first real experience with consumer VR, given that only a small number can afford elaborate Oculus and Vive set-ups. But everyone has a PS4, and for that reason alone, we will see many first-timers checking out VR that way.

But if it’s bad? The consequences of that could be huge. If your first impression of VR is something with a sub-par framerate, possible motion sickness and poor controls, you may end up turned off to the idea for a good long while. It also doesn’t help that many of PSVR’s games feel more like Wii-waggling/Kinect minigames than full titles, including the much-vaunted Final Fantasyand Batman games teased at E3, which are more “experiences” than actual games. If VR turns into something that feels like yet another gimmick like motion controls or Kinect, that’s going to leave a bad taste in gamers’ mouths indefinitely.

I’ve already written about how the Oculus Rift itself has failed to hook me, or completely sell me on the concept of VR in its current form. The VR headset I dreamed I always wanted usually spends most of the week sitting in its box in my closet as I continue to play games on console and PC. I’m worried that PSVR might result in the same experience for those who buy it, set aside the way the Wii and Kinect were after a few days/weeks of “oh wow cool” gameplay. Or, it might be even worse, and make an outright bad first impression if players find themselves physically ill depending on the game they’re playing.

PlayStation VR doesn’t come out until October 13th, meaning Sony has time to make some final tweaks, but probably no major overhauls at this point. The Move controllers are something that will have to be replaced down the road, but it’s too late for that now. At minimum, Sony needs to make sure that games like Resident Evil 7 do not induce nausea for players, even if that means not allowing the game to be released on the platform until that issue is fixed. They also need to set expectations for games like Arkham VR, so players understand they’re not about to start playing Arkham Knight in first person, and that it’s a much, much more scaled back experience.

Even as VR keeps running into initial stumbling blocks, I do believe in the long term future of the platform. It is going to change the world someday, but each misstep will push that dream further and further back. Too much is being invested in VR for it to completely fail at this point. The tech is there, and it will only get better in time. But it needs to do everything it possibly can to make a good first impression, lest the general public be scared off from the idea for years to come.
Somebody betta stop those consumers from buying them the second they are available! :meh:



Rollins you are on a roll d00d as you been posting many articles in the PS and Nintendo threads.
But I'm afraid they all have something in common...

I been reading some negative outlook Scorpio/Xbox articles... I wonder if it be okay to post some of them?
Nahhh
 
Somebody betta stop those consumers from buying them the second they are available! :meh:



Rollins you are on a roll d00d as you been posting many articles in the PS and Nintendo threads.
But I'm afraid they all have something in common...

I been reading some negative outlook Scorpio/Xbox articles... I wonder if it be okay to post some of them?
Nahhh
He posted this article in th VR is a gimmick thread. Get of his tip. You seriously can never stop playing the victim card.