Why virtual reality makes a lot of us sick, and what we can do about it.

  • @Kage520
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    41 year ago

    The Quest is really easy to use since you don’t need external sensors, but it’s underpowered and also from Facebook.

    We need wider FOV and better screens. The controllers are okay I think. Hopefully with apple stepping in we get more desperately needed content.

    • magic_lobster_party
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      21 year ago

      I’m not sure if even Apple can turn the tides. I can’t see how Apple can succeed if Meta struggle finding a market even with their much cheaper models.

      Maybe they will find a market among the most diehard Apple/tech enthusiasts, but it’s probably going to end there.

        • MudMan
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          11 year ago

          You can use the Quest as a PC HMD, both wired and wireless. So no, it’s not a problem of performance.

          The reason the Quest can’t secure content is the content doesn’t sell. Which is the same reason Sony struggles to secure content. They both basically have to finance the entire library. Sony and Valve sidestep this by having VR be a feature in flatscreen games, but even then people arent’ queuing up to get them.

          And nobody wants to use VR as a monitor, either. Maybe in a plane if you’re a weirdo or to watch movies in private if you live in cramped quarters, but nobody is going to get to their desk and slap on a face-screen to type a text document, no matter how fancy and expensive it is.

          The application is just not mainstream enough.

            • MudMan
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              11 year ago

              We could talk a lot about how much Meta has been getting out of their investment, but ultimately they’ve not been spending that money on funding huge triple-A releases, and you can’t buy your way into a platform’s worth of content.

              And yes, of couse profiting from the games matters. ESPECIALLY if you’re selling the hardware at a huge loss, which is really where a bunch of those Meta billions ended up going. The idea was to get money from the games and the data funnel, but without software and hardware that people use daily both of those things dry up.

              As for VR headsets being garbage for the VR monitor use case… that’s not a design issue. The issue is that when I’m using a monitor I want to be able to also look at other stuff. If I want to check my phone, or read a piece of paper I don’t want to be looking at things through a camera and a screen, let alone take a whole set of glasses off.

              VR as a monitor is a bad idea not because the tech is bad, but because it’s a bad solution to a problem that doesn’t exist. You want to look at an image in space? We solved that problem in the 1940s, and that solution didn’t require you to strap an opaque thing to your face.

                • MudMan
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                  1 year ago

                  Good passthrough is very much not indistinguishable from reality. That’s why on my face there is currently a set of lightweight lenses instead of screen with a camera attached to it.

                  In fairness, you’re not alone in being wrong about the issues with the VR business being about incremental hardware upgrades. That’s a very costly mistake that a lot of very smart people have made.

                  But they’re wrong.

                  It’s not about the quality of the hardware or missing improvements to the features. The mode of usage, the application itself, is simply not a go-to, first-use thing. You’re NEVER going to use a headset instead of a monitor. The quality of the headset doesn’t matter. It’s just not a leading application or a leading solution to the problem of having a display.

                  So no, Apple Vision Pro will not fix this problem. If I had to guess, they are aware enough of this to charge a ridiculous amount for it and see what happens before betting the farm on it like Meta did. And my guess is the takeaway will be that their branding goes a long way but people who do buy it still won’t use it as their daily driver for eight hours a day of work.

                  That sunk cost fallacy right there is how Meta bled money on this until it was untenable to keep it up. Those goalposts have been moving for a decade now. First it was when the shipping version of the Rift got out, then when the lag got better, then when inside-out tracking was solved, then when resolution got better, then when the price was right, then when passthrough improved…

                  …it’s none of those. It’s the fact that you’re in VR.

                  Being in VR is the dealbreaker for VR as mobile phone-like quantum leap in consumer electronics, which is what Meta thought they had.

                  It’s not. It’s a cool bit of tech with a gimmick that you crack out at parties sometimes. Or, you know, for weird porn if you live alone. I’m not judging.

                  That’s a fine thing to be, but you need to spec your product to that target.