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Getting the ski-mask ready to rob a bank maybe. Neah,it's too expensive and probably a fud like 3D TVs.
I might sink my teeth into VR maybe 5 to 10 years down the road when it becomes a norm with programs and has support by almost every dev or whatever. for now I feel it is just one big beta test for better things to come down the road :)
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JDelekto: I have a GTX970 (which was a required bump I needed to play Witcher 3), but I have one of the 8-core AMD processors. There's a VR test application they have on Steam (I was interested in purchasing the Vive) which does a performance test of your system and lets you know whether or not it's capable of VR.

You may want to try it if you haven't already.
I definitely have a VR capable system, but I also know that if, in foreseeable future, AAA titles start supporting VR, I won't be able to run them on graphical settings acceptable to me. I think it's worth waiting unless VR gets widespread enough first, when sold hardware and drivers are actually optimized around VR - then again, for that to happen, we need people like you to adopt the technology, so go right ahead :-P
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DreamedArtist: I might sink my teeth into VR maybe 5 to 10 years down the road when it becomes a norm with programs and has support by almost every dev or whatever. for now I feel it is just one big beta test for better things to come down the road :)
That's kind of how I felt almost 20 years ago when VR was first cutting its teeth. However, there is a time and place for everything and I feel like technology has actually advanced to the point where it can be enjoyable and not just a parlor trick.

A lot of people bought into the Kickstarter that became the Oculus Rift, so if it says anything, the 'demand' is out there for it. Yes, there are going to be people who wait for the technology to become more mature and mainstream and that's certainly understandable.

I'm not usually a person who goes for first-generation tech, and while the Oculus, Vive and PlaystationVR may be considered first generation, there were many attempts before them. The Viewmaster was ahead of its time and really took the world by storm in the 1940's, now apply that same awesome 3D technology to moving pictures and it's a new realm of things.

Of course, VR may not become mainstream until another century or two, but I'm certainly not going to dismiss the current state of the art.
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Fenixp: .... then again, for that to happen, we need people like you to adopt the technology, so go right ahead :-P
I'll gladly jump on that grenade. :)
Post edited April 03, 2016 by JDelekto
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hedwards: I've used the old school gear from the '80s and from the '90s
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phaolo: Lol, me too!
I tried Doom in VR ages ago XD
I remember playing a bit of heretic. It wasn't terrible, but for $650 it wasn't something that was worthwhile. It was just a couple of screens that were in front of your eyes and they weren't particularly immersive.
TL;DR

I will be ready at the same time VR is actually ready... in 2+ years...
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JDelekto: OK, It seems that the VR wars are going to start really gaining momentum now that Oculus Rift has (or in some cases hasn't) been shipping and that HTC Vive is now starting to ship to customers.

While there are already "x vs. y" battles brewing on the internet regarding one over the other, the ultimate goal for the end-user is to have a really good experience. Hopefully in some way, shape or form, the technology itself coalesces into something standards-based where not only any competitor could follow up, but the game developers only have a single set of APIs for which to develop.

I ended up investing in the HTC Vive, only because I felt the hardware was a bit more advanced than what the mainstream Oculus out of the box. However, I am looking forward to both of these headsets actually bringing VR to more mainstream channels than old solutions did.

I used to have a Forte VFX-1 headset and I used it to play the original half-life and watch movies. Unfortunately, it was only better at the latter, but made watching movies almost like the experience of going to the movie theater. However, the hardware at the time was not advanced enough to catch attention.
Not in a world where Facebook owns the technology, no thank you.
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hedwards: I remember playing a bit of heretic. It wasn't terrible, but for $650 it wasn't something that was worthwhile. It was just a couple of screens that were in front of your eyes and they weren't particularly immersive.
Woa, luckly I didn't buy it myself.
Indeed the technology was way too behind for VR.
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JudasIscariot: Not in a world where Facebook owns the technology, no thank you.
Well, that's one of the reasons why I went with the HTC Vive. It wasn't the "popular choice", it was a bit more expensive so I had to save longer for it. I'm not a big fan of Facebook myself, but I didn't let that subjectivity make my decision.

While Steam is one of GOG's competitors, I imagine with the support Unity is adding to their engine selling VR-ready games wouldn't be outside GOG's reach.
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JDelekto: OK, It seems that the VR wars are going to start really gaining momentum now that Oculus Rift [..]
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JudasIscariot: Not in a world where Facebook owns the technology, no thank you.
Yeah, the Oculus RIPs.
Post edited April 03, 2016 by phaolo
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JudasIscariot: Not in a world where Facebook owns the technology, no thank you.
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JDelekto: Well, that's one of the reasons why I went with the HTC Vive. It wasn't the "popular choice", it was a bit more expensive so I had to save longer for it. I'm not a big fan of Facebook myself, but I didn't let that subjectivity make my decision.

While Steam is one of GOG's competitors, I imagine with the support Unity is adding to their engine selling VR-ready games wouldn't be outside GOG's reach.
I am sure we have some games already with VR support as that is up to the game devs to add it :) IIRC I think Ether One and maybe Among the Sleep have VR support but don't hold me to it :)
Ask again in two years if and when the headsets get more affordable and more vide spread support. I have no interest in being among the first adopters.
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JDelekto: Well, that's one of the reasons why I went with the HTC Vive. It wasn't the "popular choice", it was a bit more expensive so I had to save longer for it. I'm not a big fan of Facebook myself, but I didn't let that subjectivity make my decision.

While Steam is one of GOG's competitors, I imagine with the support Unity is adding to their engine selling VR-ready games wouldn't be outside GOG's reach.
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JudasIscariot: I am sure we have some games already with VR support as that is up to the game devs to add it :) IIRC I think Ether One and maybe Among the Sleep have VR support but don't hold me to it :)
I think Mind: Path to Thalamus might be another from what I was reading. Agreed, it's up to the developer to add that support, I'm looking forward to it in Elite Dangerous. I think if the APIs do coalesce and standardize, then game developers and players alike will benefit, while those designing the hardware will get to focus on making it that much better.
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Wishbone: I have a Samsung GearVR headset and a Galaxy S7 to use with it, and it has led me to draw a conclusion:

VR is not yet good enough to actually be usable.

In the end, it comes down to a single factor: resolution. In the current generation, it is much too low. I can see the sub-pixel structures in the image, that is the individual red, green and blue LEDs in the screen, which pretty much ruins the entire experience for me. At first I thought "Well, this is a bootstrapped solution using a phone for a screen, I'm sure the dedicated headsets coming out have much higher resolutions than this". Then I checked up on the specs of the other various VR headsets and was mortified to find out that out of all the current (and near-future) VR headsets, mine has the highest resolution.
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paladin181: The Galaxy VR headsets are a good cheap solution, but you will get what you pay for. The sensors and hardware just aren't there for a great experience. It's good for watching movies or a quick light tech demo, but remember: it's still run on phone hardware. Phone hardware is decent, but no where near as good as a desktop PC with a dedicated GPU, powerful CPU and cooling system. The sensors in the phone really don't do the VR headsets justice. You'll need a real headset anda good PC to really determine what VR can do for you.
Congratulations, you absolutely did not read a word of my post beyond the first two lines.

The sensors in the GearVR headset are top-notch. The headtracking is spot-on, with no lag whatsoever. The only thing, the only thing, wrong with it is that the resolution is much too low, and all the other dedicated VR headsets have resolutions lower than that.
I feel like I'm the only person in gaming who really doesn't care about VR.

Don't get me wrong, it's certainly cool. I was impressed with the little I played of the Rift, and the Vive looks like it could be even cooler. But everyone seems to think it's going to be this huge evolution for gaming, and I really don't think it is.

First, the most obvious thing: I'm not going to shell out that much money for a Vive or Rift until there are a few genuine killer apps that don't just rely on the VR tech (or gimmicks surrounding the VR tech) to carry the experience. It really doesn't matter how cool the technology is if there isn't software to prove its relevance. It's not that there aren't good games for VR, but I have yet to see any title that I feel is a *must play*, either in VR or in general.

Second, I'm not convinced that VR is actually a good fit for established genres. I mean, sure, it could be, but I have yet to see any proof. All the VR games I've seen seem designed around VR that same way a lot of Wii games were designed around motion controls: the tech is either a visible handicap, or is used as a gimmick/crutch. I'm sure we all remember how motion controls ultimately failed to live up to their promise. I could easily see VR falling into the same trap, with games getting wrapped up in the novelty of the technology and failing to develop experiences that are compelling apart from that novelty.

Third, it's true that VR brings a new heightened sense of presence to game worlds--for now. But that's true of just about any advancement in display and graphical technology. I remember just how amazing it was to play Half-life 2 for the first time, after years of owning a Windows 2000 computer stuck in the late 90s. The physics especially gave this whole new sense of "realness" to the world I'd never experienced before. It was just as exciting as putting on a Rift for the first time. And as the physics technology became common place and the graphical fidelity lost its edge, that excitement faded. I don't really even notice physics simulations anymore, and games that use them certainly don't feel more immersive or captivating than games that don't. It's that way with a lot of videogame technology. At first it seems like a whole new world has opened up, but eventually the senses get jaded and often I end up feeling that the technology itself doesn't ultimately add much. It's still gameplay, narrative, and aesthetics that create a long-lasting immersive experience. Not whatever technology is rendering those things. So yeah, right now VR feels like it's bringing something to the table all on its own, but what about when we're all used to VR? I don't know that VR games will actually end up being that much more immersive or engaging that non-VR games.

My point isn't that VR is bad, or a waste of time. Just that I don't think it's going to be the game-changer everyone's saying it will be. At best it will be a cool next step in graphical technology, nothing more or less. Likely it will be for enthusiasts, and might reach mainstream relevance when/if VR-exclusive "killer apps" hit the market.

EDIT: Never mind, sounds like most people in this thread aren't particularly excited either :P
Post edited April 04, 2016 by jefequeso