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Ancient-Red-Dragon: VR is also never going to take off until if & when they fix the problem of making games with instantly & always immersion-breaking disembodied hands that float all around the sky, which makes the games unplayable.

I don't care at all what the excuses they give for that crap are; if they don't know how to make a game without disembodied floating hands, then they shouldn't make the game, period.
Try boneworks. It has full body awareness. Too bad that the games has basically next to no story.

I also prefer full body awareness, but to be fair, floaty hands are not much worse in VR than they are in traditional FPS games. In both cases it's silly to not see my own chest, or at least my feet.

Half-Life Alyx only has floaty hands, but it was a VERY good game ,especially if you have the Index for full finger tracking, allowing natural grabbing and being able to show G-Man the bird.

That brings me to the main reason why VR isn't taking off. It;s your run of the mill catch 22 situation. Nobody makes quality VR games, because nobody buys VR kit. Nobody buys VR kit, because nobody makes VR games.
My friend got into VR before me and he had me play some "games". I was incredibly underwhelmed.

It was like playing miniclip.com type flash games, except in VR. who cares about low quality pancake simulators that have next to no collision detection, interesting gameplay or story?
There are a few "AAA" VR games, but they all last like an hour. Big publishers are scared to invest into VR, so we only have indies and Valve, who print money passively.

Indies gave us Boneworks which has amazing gameplay, but a very boring premise/story. Then there's Half-Life Alyx. Truly a proper AAA game made for VR. Great gameplay, great story, great VR experience. There's collision detection for everything. You can pick up everything and you cannot shove your hands through walls. You can still shove your head into a wall, but the game will black out the headset, so you couldn't cheat.

Half-Life Alyx made me buy the Index, but unfortunately it;s been gathering dust ever since, What few other decent VR games may exist are exclusive to Meta.
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Darvond: I'm fond of old videos talking about things that people were predicting. From the pre-internet era of the multimedia revolution, that sort of era.

One prediction that was always laughable was voice control. Using an input method that is more exhaustive (and typically slower) than simply moving your fingers about which itself ignores several major problems; language, dialect, accent, speed, cadence, volume, security, and more.

Virtual Reality is another. While it is sort of a thing, it's nowhere close to the complete immersion and saturation that they often posited; because wearing even a slightly bulky hat prove too much for most people; that and predicting it'd be so by 2003 was worthy of a sensible chuckle.

Edit:
You are allowed to discuss other failed paradigm shifts, just you know, keep it somewhat dated.
Voice control and virtual reality are both technologies that have advanced significantly in recent years, but have not yet reached the level of complete immersion and saturation that some early predictions suggested they would.

Other examples of technologies that have not yet fully lived up to early predictions include artificial intelligence, which has made significant strides in recent years but still falls short of the fully autonomous and self-aware systems that were once envisioned. Another example is flying cars, which have been a staple of science fiction for decades but have yet to become a practical reality.

Additionally, in the past, predictions have been made about the widespread adoption of technologies such as paperless offices, smart homes and telecommuting, which have also not yet been fully realized.
On the topic of voice control: Elite Dangerous also has it.
The idea is to bring it more immersion: you're flying a futuristic ship in space -- so, obviously it should have voice commands!
''Deploy landing gear'' ''Engage hyperdrive''

Have not tryed it, so can't tell how immersive it really is; would not probably be my taste. But it is there - and some use it.

On the topic of VR:

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SargonAelther: That brings me to the main reason why VR isn't taking off. It;s your run of the mill catch 22 situation. Nobody makes quality VR games, because nobody buys VR kit. Nobody buys VR kit, because nobody makes VR games.
*snip*
Here are a few more reasons why VR has not become mainstream:

* Price. While there are cheap headsets good ones cost money.
* No one wants to wear a toaster on their face. Headsets are bulky. Only recently is wireless even an option.
* Nausea. Some people are way more susceptible to nausea in VR. You need a minimum 90 FPS for good VR which means expensive VR.
* No Killer App. You need software to sell hardware as every console manufacturer knows.
* Hard to give demos. When you experience a good VR headset you are impressed but someone new it is hard to convey how good the experience is.
* UI suck in VR. There is a reason the mouse+keyboard has been around for ages -- it is highly efficient.

Not my comment btw; stole it. But can't be bothered to change a few things I would word differently.
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Lord_Kane: I would have to go with Motion Controls/Gestural Inputs, more annoying and silly then anything
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J Lo: The motion controls [on the Wii] were pretty fun. I wish there were something like it for PC or Switch.
Yeah, the motion control on the Wii was fine - in general.

Of course, you had the usual stinker of a game here and there, where the motion control was only implemented because it was THE USP of the WIi, and therefore some devs squeezed it into their games, whether necessary or not (e.g.: one game comes to mind, that forced you to shake the Wiimote to jump, instead of simply pressing a button...what were they thinking?) sigh

But overall, I liked it.
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BreOl72: Of course, you had the usual stinker of a game here and there, where the motion control was only implemented because it was THE USP of the WIi, and therefore some devs squeezed it into their games, whether necessary or not (e.g.: one game comes to mind, that forced you to shake the Wiimote to jump, instead of simply pressing a button...what were they thinking?) sigh
Reminds me of Castlevania: Dawn of Sorrow, where they shoehorned the Nintendo DS touchscreen into the game, making it required to seal bosses once they reached 0 HP.
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BreOl72: Of course, you had the usual stinker of a game here and there, where the motion control was only implemented because it was THE USP of the WIi, and therefore some devs squeezed it into their games, whether necessary or not (e.g.: one game comes to mind, that forced you to shake the Wiimote to jump, instead of simply pressing a button...what were they thinking?) sigh
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dtgreene: Reminds me of Castlevania: Dawn of Sorrow, where they shoehorned the Nintendo DS touchscreen into the game, making it required to seal bosses once they reached 0 HP.
That was annoying.
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dtgreene: Reminds me of Castlevania: Dawn of Sorrow, where they shoehorned the Nintendo DS touchscreen into the game, making it required to seal bosses once they reached 0 HP.
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discountbuyer: That was annoying.
And fortunately did not make it into the other DS Castlevanias.
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Skyl1ne9: I remember using the PS2 headset in the SOCOM games and the game Lifeline, and being reasonably impressed. But I can't remember any other game putting it to use really.
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Sachys: Manhunt on the PS2 allows you to taunt the gangs and use your voice as a distract / bait. Another PS2 version superior to that on PC.

Intravenous has it similarly to manhunt (though its more an afterthought from what i gather).

Binary Domain also has it for commands.
I forgot that Manhunt used it as well, I guess because it's not as closely tied to the gameplay mechanics.
Remember Kinect? How long did it take for them to just completely give up on it when it released with Xbox One, like three, four years? Think a few games like Battlefield 4 used it for leaning, but never implemented dedicated leaning because they couldn't figure out how to use the 16 buttons and joysticks.

Remember when stereoscopic 3D was being pushed? Don't see that option anymore.

Is anyone still pushing phone apps these days? Seemed like a weirdly obsolete out-of-the-gate feature to implement.
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Warloch_Ahead: Remember Kinect? How long did it take for them to just completely give up on it when it released with Xbox One, like three, four years? Think a few games like Battlefield 4 used it for leaning, but never implemented dedicated leaning because they couldn't figure out how to use the 16 buttons and joysticks.

Remember when stereoscopic 3D was being pushed? Don't see that option anymore.

Is anyone still pushing phone apps these days? Seemed like a weirdly obsolete out-of-the-gate feature to implement.
The whole, "Secondary Device" paradigm seems to have neatly collapsed in on itself.

Oh, here's one: Holograms. Of either the glass plate art type or the 3D projected type.
Post edited January 27, 2023 by Darvond
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Warloch_Ahead: Remember Kinect? How long did it take for them to just completely give up on it when it released with Xbox One, like three, four years? Think a few games like Battlefield 4 used it for leaning, but never implemented dedicated leaning because they couldn't figure out how to use the 16 buttons and joysticks.
Reminds me that, I believe, Microsoft threatened to sue (or something to that effect) anyone who would make a Linux driver for the hardware, but then backtracked on that threat once such a driver was actually made.
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Lord_Kane: I would have to go with Motion Controls/Gestural Inputs, more annoying and silly then anything
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J Lo: I remember playing Goldeneye on the Wii with the zapper that came with Link's Crossbow Training. The motion controls were pretty fun. I stomped a lot noobs, too. Wish there were something like it for PC or Switch.
I will never stop mourning the death of the Wiimote/Nunchuk and IR based pointer controls.

Metroid Prime Trilogy, Goldeneye, Conduit, Sin & Punishment, Epic Mickey, Red Steel 2... with good programming you had precision like a mouse, with the analogue movement of a controller. Depressingly enough, the final game to use these type of controls was Call of Duty: Ghosts on Wii U, and at that point, Treyarch had utterly perfected them, the speed and fluidity, not to mention customization was unparalleled. I have never felt more comfortable with an FPS on a console than I did with that one... too bad they were wasted on one of the worst actual shooters ever made...
Post edited January 27, 2023 by ReynardFox
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SargonAelther: I also prefer full body awareness, but to be fair, floaty hands are not much worse in VR than they are in traditional FPS games. In both cases it's silly to not see my own chest, or at least my feet.
While not the norm, there is a decent amount of non-VR FPS games where you do see your body. And I always award the game some bonus points for it.

What is very rare however, is player character shadows. Most games seem to disable them for some reason, no idea why. But it really kicks up the immersion factor and I have no idea why FPS games don't do it regularly.

But hands are an absolute minimum. I hate the "floating weapon" style, where not even hands are visible and swapping weapons is instant where the weapon model on your screen instantly changes. One of the greatest drawbacks of Painkiller for example. It doesn't feel like you're playing a character, but a floating weapon model.
Post edited January 27, 2023 by idbeholdME
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BreOl72: Now, is voice control something, I would want to play my games with..?
Probably not.
"Defeat that boss" ... Ok, amazing, and now let's beat another game. :p

However, it could be interesting for certain genres, especially those that could use real dialogue rather than simple voice commands. Say, a detective game where you have to interrogate suspects.
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Darvond: I'm fond of old videos talking about things that people were predicting. From the pre-internet era of the multimedia revolution, that sort of era.
One (or two) prediction(s) that seemed common e.g. in the early 90s and so was that if and when video calls become a real thing:

1. First failed prediction was that video calls would pretty much replace normal voice calls altogether, ie. as if people always wanted and needed to see the other person they are talking with, and show their own messy appearance to the other party. In reality, people don't use video calls or switch their Teams camera on, unless there is a good reason for it.

So while video calls are possible, they haven't replaced normal voice calls. I usually take a Google Duo/Meet video call to my wife only if I need to show her something (ie. "is this the product you wanted me to buy from the grocery store?"), or I want to prove to her that yes I am meeting my friends watching ice hockey, and not with a bunch of hookers again.

2. The other failed prediction was that we would make those video calls from our living room, from a 200" wall screen TV. Why the heck would we ever do that? First of all there can be all kinds of disturbances around you (shouting and running kids, you are watching TV at the same time or doing something while calling, etc.), and generally people want some privacy when making calls, not making them public to everyone in the vicinity.

So regarding this second point, it has actually moved to the opposite direction: people's communication, even those video calls, have become more and more private, with their personal handheld device, or laptop, or whatever. Star Trek TV-series predicted that well with their handheld communicators, hey those are just like mobile phones! Even though oddly they always used a speaker, not holding the communicator to their ear like normal people.

Off-topic: what's with all those idiots who keep a phone horizontally in front of their mouth while talking, as if it was a sandwich they are about to eat? It looks so stupid.

Apparently I am not the only one who has wondered:

https://www.theregister.com/2018/07/13/no_seriously_why_are_you_holding_your_phone_like_that/

https://www.quora.com/When-people-are-talking-to-their-smartphone-assistant-why-do-they-hold-the-phone-horizontally-up-to-their-mouth-like-its-a-slice-of-pizza-that-they-are-about-to-take-a-bite-from-Is-that-necessary
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Darvond: voice control

Virtual Reality
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BreOl72: Voice control worked on the C64 already, and VR is pretty immersive - if correctly done.
Voice control has its place in situations where you need to concentrate on something else at the same time. Like driving.

Other than that, nah...
Post edited January 27, 2023 by timppu