First, it's married pretty closely to the Playstation ecosystem (it requires PS Eye/Controller/Move to track your motion). That could be gotten around, technically speaking, but I don't think it will be done in a way that makes it convenient to do so - much like the PS3 controller was never really made available in that manner, and despite "official" compatibility, even the DS4 controller is anything but plug and play.
Second, it's pretty much just a Sony-branded Occulus. So there is/will be direct competition (on devices other than Sony equipment).
Third, I think that any device that requires you to strap it on to your forehead is going to have a significant barrier to entry before it becomes anything close to main stream. They may have a good niche following and support, but there are going to be a lot of people that just won't be attracted because a) They can't see what's going on around them b) It interferes with other devices (glasses, hearing aids, etc) c) It makes them physically ill (motion sickness, claustrophoic, etc) d) They just find it uncomfortable to wear for any period of time e) They are wired devices (for now), and if you try to step away, your going to yank something off a table/shelf/jerk your neck/etc
As much as I don't think it's quite there yet, I think that a solution like Kinect + IllumiRoom will ultimately be what brings VR semi-mainstream. You end up with something closer to a Star Trek Holodeck and farther away from a scene inLawnmower Man.
It at least shouldn't have the API incompatibility problems that trouble stereoscopic 3D for PCs. But API issues aren't the only or even the largest barrier to widespread adoption of stereoscopic 3D. As Ridelynn pointed out, having to strap something to your face is an issue.
As I've said in the past, it's much easier to do stereoscopic 3D properly for television than computer games, so if you want to know if it's going to catch on, television is the thing to watch.
First, it's married pretty closely to the Playstation ecosystem (it requires PS Eye/Controller/Move to track your motion). That could be gotten around, technically speaking, but I don't think it will be done in a way that makes it convenient to do so - much like the PS3 controller was never really made available in that manner, and despite "official" compatibility, even the DS4 controller is anything but plug and play.
Second, it's pretty much just a Sony-branded Occulus. So there is/will be direct competition (on devices other than Sony equipment).
Third, I think that any device that requires you to strap it on to your forehead is going to have a significant barrier to entry before it becomes anything close to main stream. They may have a good niche following and support, but there are going to be a lot of people that just won't be attracted because a) They can't see what's going on around them b) It interferes with other devices (glasses, hearing aids, etc) c) It makes them physically ill (motion sickness, claustrophoic, etc) d) They just find it uncomfortable to wear for any period of time e) They are wired devices (for now), and if you try to step away, your going to yank something off a table/shelf/jerk your neck/etc
As much as I don't think it's quite there yet, I think that a solution like Kinect + IllumiRoom will ultimately be what brings VR semi-mainstream. You end up with something closer to a Star Trek Holodeck and farther away from a scene inLawnmower Man.
A. is a potential problem depending on how you play game B. the ocuclus rift claims you can wear glasses of course some glasses may still pose a problem C. With dev kit 2 the rift people claim this has been corrected via improvement likes lower latency, higher resolution and the elimination of motion blur D. this could be a problem but then sitting at your pc for hours upon hours can be uncomfortable too, I do not think this problem is unique to this device though it may make the issue more apparent E. most of my devices are wired, mouse keyboard , controllers etc etc wireless is nice but has it's own issues.
While like you say I do not think it will be mainstream quite yet I do believe the niche market for it will be bigger than some think IF what they are claiming with dev kit 2 is accurate.
C is definitely the deal breaker for me but if dev kit 2 has really resolved this issue I would get one.
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
Originally posted by Asm0deus most of my devices are wired, mouse keyboard , controllers etc etc wireless is nice but has it's own issues.
The problem with it being wired is two-fold, and it's not just "convenience"
First, you can't see the cord while your playing. You have no idea if you have plenty of slack or if your ready to jerk the thing off the table.
Second, It's VR, your supposed to be moving your head around, looking around, maybe even stand up and walk around a little bit (no, it doesn't track steps, but it wouldn't be far-fetched to just want to stand up, or shift positions on the couch, or what have you). A mouse sits on a mousepad. A keyboard on a desk (or maybe in your lap). Controllers you can just set down. This is strapped to your head - that's a significant difference.
Originally posted by Asm0deus most of my devices are wired, mouse keyboard , controllers etc etc wireless is nice but has it's own issues.
The problem with it being wired is two-fold, and it's not just "convenience"
First, you can't see the cord while your playing. You have no idea if you have plenty of slack or if your ready to jerk the thing off the table.
Second, It's VR, your supposed to be moving your head around, looking around, maybe even stand up and walk around a little bit (no, it doesn't track steps, but it wouldn't be far-fetched to just want to stand up, or shift positions on the couch, or what have you). A mouse sits on a mousepad. A keyboard on a desk (or maybe in your lap). Controllers you can just set down. This is strapped to your head - that's a significant difference.
It's strapped to your head, not clamped to your head. If you want a break push them up onto your forehead, or flip them up like a helmet visor.
I can only see 2 significant issues for these headsets:
Weight and comfort (long-term use)
Motion sickness
Neither of those are impossible to solve.
If the gaming experience is sufficiently awesome, nothing other than clear physical side-effects will stop this toy.
Originally posted by Asm0deus most of my devices are wired, mouse keyboard , controllers etc etc wireless is nice but has it's own issues.
The problem with it being wired is two-fold, and it's not just "convenience"
First, you can't see the cord while your playing. You have no idea if you have plenty of slack or if your ready to jerk the thing off the table.
Second, It's VR, your supposed to be moving your head around, looking around, maybe even stand up and walk around a little bit (no, it doesn't track steps, but it wouldn't be far-fetched to just want to stand up, or shift positions on the couch, or what have you). A mouse sits on a mousepad. A keyboard on a desk (or maybe in your lap). Controllers you can just set down. This is strapped to your head - that's a significant difference.
Pretty much what Spottygecko said there Ridelynn, As for the wires it is no where near a huge hurdle, my pc is hooked up my my main tv with the pc sitting next to the tv stand. My mouse wires and KB wire plug in back of it and go around 1 wall and half another, at the bottom tucked under carpet right to my couch and under it and up the side so when I play my KB is in my lap as I casually sit there with the mouse on the arm rest. I have never had problems with the wires that a nice extension didn't solve.
I am sure they kept the fact you need move your head around in mind as they added positional tracking. I really do not see how this is a huge problem.
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
I think the biggest obstacle for this thing will be its effect on your coordination. For example you wont be able to turn around without using some kinda controller or having a room dedicated to your vr game world that has a wireless headset. Even then when you reach a wall you gotta turn around to continue moving forward ect ect. After moving around a world in such a manner you take off your visor then try to control your real body using a completely different system. Just an example you turn the head to see what's behind you and turn right on the keyboard to level it out. Now your real head is facing backwards and your character is stuck in that position. To correct your head you look back forward and now your character is walkng backwards.
Originally posted by filmoret snip.......... Just an example you turn the head to see what's behind you and turn right on the keyboard to level it out. Now your real head is facing backwards and your character is stuck in that position. To correct your head you look back forward and now your character is walkng backwards.
Hmm I don't think it will work like that, granted I haven't tried one but I think if you turn your head so you see left it will only control the camera view, If you keep looking left and turn left with kb your char will turn left but your view will turn left too. that way when you (physically look forward again) in game your view will align itself correctly with the character.
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
In a Tuesday afternoon shocker, Facebook announced it is buying hot virtual reality gaming company Oculus VR for $2 billion. That includes $400 million in cash and 23.1 million shares of Facebook stock. Theres also an additional $300 million potential earn-out in cash and stock based on the achievement of certain milestones.
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
Originally posted by filmoret snip.......... Just an example you turn the head to see what's behind you and turn right on the keyboard to level it out. Now your real head is facing backwards and your character is stuck in that position. To correct your head you look back forward and now your character is walkng backwards.
Hmm I don't think it will work like that, granted I haven't tried one but I think if you turn your head so you see left it will only control the camera view, If you keep looking left and turn left with kb your char will turn left but your view will turn left too. that way when you (physically look forward again) in game your view will align itself correctly with the character.
This is Sony's version of the Oculus Rift, and it looks a LOT flimsier and cheaper than the Oculus Rift which makes me immediately go "nope!".
That, and the API for the Oculus Rift is forward-facing towards the gaming community rather than Sony only giving access to certain big companies.
Oculus Rift almost has an "Open Source" approach towards their API and the community.
SONY is too late to the party to really get any attention.
That's what Nintendo said to Playstation when it came out in the 90's. This is Sony not some new backwater company. They will make it so their VR headsets can be used on a PC. I think they are both gonna make it cuz OR has Facebook backing them.
Comments
I don't think so.
First, it's married pretty closely to the Playstation ecosystem (it requires PS Eye/Controller/Move to track your motion). That could be gotten around, technically speaking, but I don't think it will be done in a way that makes it convenient to do so - much like the PS3 controller was never really made available in that manner, and despite "official" compatibility, even the DS4 controller is anything but plug and play.
Second, it's pretty much just a Sony-branded Occulus. So there is/will be direct competition (on devices other than Sony equipment).
Third, I think that any device that requires you to strap it on to your forehead is going to have a significant barrier to entry before it becomes anything close to main stream. They may have a good niche following and support, but there are going to be a lot of people that just won't be attracted because
a) They can't see what's going on around them
b) It interferes with other devices (glasses, hearing aids, etc)
c) It makes them physically ill (motion sickness, claustrophoic, etc)
d) They just find it uncomfortable to wear for any period of time
e) They are wired devices (for now), and if you try to step away, your going to yank something off a table/shelf/jerk your neck/etc
As much as I don't think it's quite there yet, I think that a solution like Kinect + IllumiRoom will ultimately be what brings VR semi-mainstream. You end up with something closer to a Star Trek Holodeck and farther away from a scene inLawnmower Man.
It at least shouldn't have the API incompatibility problems that trouble stereoscopic 3D for PCs. But API issues aren't the only or even the largest barrier to widespread adoption of stereoscopic 3D. As Ridelynn pointed out, having to strap something to your face is an issue.
As I've said in the past, it's much easier to do stereoscopic 3D properly for television than computer games, so if you want to know if it's going to catch on, television is the thing to watch.
A. is a potential problem depending on how you play game
B. the ocuclus rift claims you can wear glasses of course some glasses may still pose a problem
C. With dev kit 2 the rift people claim this has been corrected via improvement likes lower latency, higher resolution and the elimination of motion blur
D. this could be a problem but then sitting at your pc for hours upon hours can be uncomfortable too, I do not think this problem is unique to this device though it may make the issue more apparent
E. most of my devices are wired, mouse keyboard , controllers etc etc wireless is nice but has it's own issues.
While like you say I do not think it will be mainstream quite yet I do believe the niche market for it will be bigger than some think IF what they are claiming with dev kit 2 is accurate.
C is definitely the deal breaker for me but if dev kit 2 has really resolved this issue I would get one.
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
The problem with it being wired is two-fold, and it's not just "convenience"
First, you can't see the cord while your playing. You have no idea if you have plenty of slack or if your ready to jerk the thing off the table.
Second, It's VR, your supposed to be moving your head around, looking around, maybe even stand up and walk around a little bit (no, it doesn't track steps, but it wouldn't be far-fetched to just want to stand up, or shift positions on the couch, or what have you). A mouse sits on a mousepad. A keyboard on a desk (or maybe in your lap). Controllers you can just set down. This is strapped to your head - that's a significant difference.
It's strapped to your head, not clamped to your head. If you want a break push them up onto your forehead, or flip them up like a helmet visor.
I can only see 2 significant issues for these headsets:
Neither of those are impossible to solve.
If the gaming experience is sufficiently awesome, nothing other than clear physical side-effects will stop this toy.
Pretty much what Spottygecko said there Ridelynn, As for the wires it is no where near a huge hurdle, my pc is hooked up my my main tv with the pc sitting next to the tv stand. My mouse wires and KB wire plug in back of it and go around 1 wall and half another, at the bottom tucked under carpet right to my couch and under it and up the side so when I play my KB is in my lap as I casually sit there with the mouse on the arm rest. I have never had problems with the wires that a nice extension didn't solve.
I am sure they kept the fact you need move your head around in mind as they added positional tracking. I really do not see how this is a huge problem.
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
Another article with some specs.
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
Currently Playing: ESO and FFXIV
Have played: You name it
If you mention rose tinted glasses, you better be referring to Mitch Hedberg.
Hmm I don't think it will work like that, granted I haven't tried one but I think if you turn your head so you see left it will only control the camera view, If you keep looking left and turn left with kb your char will turn left but your view will turn left too. that way when you (physically look forward again) in game your view will align itself correctly with the character.
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
the best way to use a VR goggle (wireless) is from your bed so... if you are married, take a deep breath and have a lengthy conversation with her/him.
This is Sony's version of the Oculus Rift, and it looks a LOT flimsier and cheaper than the Oculus Rift which makes me immediately go "nope!".
That, and the API for the Oculus Rift is forward-facing towards the gaming community rather than Sony only giving access to certain big companies.
Oculus Rift almost has an "Open Source" approach towards their API and the community.
SONY is too late to the party to really get any attention.
Facebook to buy Oculus Rift for 2bil$
http://www.forbes.com/sites/briansolomon/2014/03/25/facebook-buys-oculus-virtual-reality-gaming-startup-for-2-billion/
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
Good Call. I didn't think of it that way.
That's what Nintendo said to Playstation when it came out in the 90's. This is Sony not some new backwater company. They will make it so their VR headsets can be used on a PC. I think they are both gonna make it cuz OR has Facebook backing them.