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Author Topic: The upcoming virtual reality hardware war - Orders now live, $600 Rift  (Read 13551 times)

LordBucket

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So it's looking like 2015 will be the year that VR goes mainstream. It's been a year since Facebook bought Oculus Rift, annoying a lot of kickstater funders, but also putting billions of dollars of backing and incentive into VR development. For a long time it was looking like facebook would be the leader in VR, followed next by Sony's Project Morpheus. The primary difference being that the RIft was primarily intended for PC, wheres Morpheus would be for consoles.

But then a few weeks ago HTC and Valve announced the Vive headset. Which is interesting because it makes a fundamentally different assumption that the Rift and Project Morpheus. Rather than assuming that a user will be sitting in a chair with a standard gaming controler, Vive assumes that you have an up to 15x15 foot empty room, and comes with wall-mountable cameras to track your location in the room and a pair of motion detecting handsets. While Morpheus and Rift attempt to be VR headsets,  Valve's Vive headset attempts to be a Star Trek holodeck. Complete with the promise that a 15x15 foot space is large enough to trick you into thinking it's much larger through clever use of turns. And the ability to have multiple people in the same room all participate in the same simulation because the tracking cameras can track multiple headsets. And incidentally, also solves the infamous motion sickness problem. Why? Because when you push a controller forward and see youreslf move forward but your body doesn't actually move, the fluids in your inner ear and feeding you sensory data that disagrees with what the headset is feeding your eyes. But creating a visual experience, but allowing actual real of your body to match, that problem is solved.

But Valve's design does come with a few quirks. How many people have 15x15 empty rooms to game in? Sure, the cameras work perfectly well if confined to a smaller space, but what about pets and coffee tables? Vive's software apparently puts up a visible effect to warn you of objects, but probably more than a few people will be banging their shins into things while gaming. And how many gamers are going to want to spend hours of gaming time walking around? Meanwhile the Rift seems to intended for more specific types of simulations.A cockpit or driving simulator for example, where it's expected that you would be seated. Like Eve Valkyrie, for example. While Vive can do that too, it also does things Rift can't: create a more fully immersive experience. Sitting in a chair and pushing a controller forward is not going to be as immersive as actually walking forwards. But then, can Valev's controllers compete with the Nimble Sense hardware acquireed by facebook, that allows you to interact with your hands directly without a controller at all? And while room wide positional tracking is something the Vive is built for, the Rift can do that too, though not particularly well.

And then with have Microsoft Hololens, supported by default with the upcoming release of Windows 10, complete with yoru own personal virtual assistant, Cortana. Microsoft's hololens demos seem impressive, but they're not exactly the same as the other hardware up for discussion. While Rift, Morpheus and Vive are intending to create virtual reality simulations, Hololense is intending to create an augmented reality experience, where the virtual aspects sit on top of the background rather than replace it. While interesting, it's been my observation that Microsoft never does anything right on day one. Their usual model seems to be to release terrible products and then refine them over years until they gradually dominate. Their choice to have minecraft be a flagship AR game, for example, seems especially suspect. But Microsoft is good with the long game, and their domination of the operating market is likely to give them an advantage.

And finally, worthy of mention for those who won't be spending several hundred dollars on a headset and who happen to already have cellphones or tablets with motion tracking, is google cardboard. Build it at home, pop in your device, and voila! Instant VR.

Personally? Morpheus doesn't interest me. I'm a PC gamer. Rift seems great, but I dislike facebook, and the immersion of being able to walk around with the Vive appeals to me. At the same time, the Nimble Sense hardware seems superior to Valve's handsets which remind me of wii controllers. And Hololense? I think Microsoft doesn't get it. But in a few years they might have caught on and overtaken everyone. We'll see.

So when will all these devices be available? Google cardboard is available right now, if you have a cardboard box handy. Oculus Rift developer's kits have been available for a while, and a commerical release of the Rift is anticipated by Winter of 2015. Vive? By the end of 2015. Morpheus? Not until 2016. But if you're exclusively a console gamer, it might be worth the wait. Hololens? No official release date yet, but developer versions are anticipated in July 2015, and with a promised 2015 release of windows 10 so it would come as no surprise if the hardware were released this year as well. If we're fortunate, we'll have a lot of choices by Christmas 2015.

And 2016 is going to be a very interesting year in VR.



Rose

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Re: The upcoming virtual reality hardware war
« Reply #1 on: March 15, 2015, 04:52:22 am »

Because screens are easy.
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Sergarr

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Re: The upcoming virtual reality hardware war
« Reply #2 on: March 15, 2015, 04:57:12 am »

Because while our brain works on neurons, our mind works on words. Can directly interface brain, can't directly interface mind (yet).
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LordBucket

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Re: The upcoming virtual reality hardware war
« Reply #3 on: March 15, 2015, 05:00:47 am »

So far, it all just seems to be various means of headtracking + sticking a screen directly in front of your face. Why aren't we doing direct-brain interfacing yet? Don't tell me we can't: Sony patented the technology to do so back in 2004. Why are we still fiddling around with screens?

If I recall correctly, the resolution of that method was very poor. Good progres has been made in read side of it. Here's a video of a guy playing WoW by thinking at a cap, for example. But I think the write side is still not very good. Picking up thoughts seems to be easier than delivering images. Though DARPA is working on an implantable solution. Personally I'm not keen to allow the US military to put hardware in my brain.

~Neri

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Re: The upcoming virtual reality hardware war
« Reply #4 on: March 15, 2015, 05:09:14 am »

I'd be fine with implants if they functioned similarly to the ones my KX9 race uses. Buuuuut I don't really trust DARPA or the military, or anything remotely related to the US government. They really are not out for their citizen's interests.
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miauw62

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Re: The upcoming virtual reality hardware war
« Reply #5 on: March 15, 2015, 05:12:23 am »

Also of note would be that Oculus support is apparently MUCH easier to implement than Morpheus support (which I've heard people say requires to design the game with it in mind).

Also, you misspelled voila.
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DJ

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Re: The upcoming virtual reality hardware war
« Reply #6 on: March 15, 2015, 05:58:53 am »

Personally I think that the whole thing will flop on the market. I've had opportunity to use Oculus, and while it's cool and all it just can't stand up to the classic computer screen when it comes to competitive gaming.
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Arx

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Re: The upcoming virtual reality hardware war
« Reply #7 on: March 15, 2015, 06:09:07 am »

But competitive gamers aren't the majority of the market, surely?

greatorder, I'm pretty sure there's already a mod to make Minecraft Rift-compatible.
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Sergarr

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Re: The upcoming virtual reality hardware war
« Reply #8 on: March 15, 2015, 06:18:21 am »

The majority of the market doesn't like to get tired from gaming, and if there's one thing I can say for sure that comes from the goggles where you have to turn your head physically to see something to the side of you in game, it's that it'll be much more tiring to play. The modern keyboard/mouse/gamepad/joystick combo has the benefit of requiring minimal movement from the bodyparts not optimized for prolonged movement (like your head) and that benefit is not there in case of VR.
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DJ

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Re: The upcoming virtual reality hardware war
« Reply #9 on: March 15, 2015, 06:19:39 am »

Well, it's not really comfortable for gaming in general. You really want to be able to see your coffee mug or your bowl of snacks when you sit down to play a game. And you can't really use a keyboard well enough if you can't see it at all, and no input device for gaming comes even close to speed and versatility of keyboard.
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Sergarr

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Re: The upcoming virtual reality hardware war
« Reply #10 on: March 15, 2015, 06:28:16 am »

Well, it's not really comfortable for gaming in general. You really want to be able to see your coffee mug or your bowl of snacks when you sit down to play a game. And you can't really use a keyboard well enough if you can't see it at all, and no input device for gaming comes even close to speed and versatility of keyboard.
That's because language is overpowered.

Seriously, there are like 20-30 letters in most European languages, and only about 50 000 commonly used words, yet we can express almost the whole fucking world with them.

nerf language too OP
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DJ

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Re: The upcoming virtual reality hardware war
« Reply #11 on: March 15, 2015, 06:39:46 am »

Sure, you don't need to look at the keyboard while your left hand is relatively static in the WASD area, but when you need to move your hand to reach some keys on the right side (your right hand is reserved for the mouse, remember), you'll flounder around for like 5-10 seconds if you can't see the keyboard and flounder again when trying to return to WASD.
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alexandertnt

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Re: The upcoming virtual reality hardware war
« Reply #12 on: March 15, 2015, 07:07:22 am »

Sure, you don't need to look at the keyboard while your left hand is relatively static in the WASD area, but when you need to move your hand to reach some keys on the right side (your right hand is reserved for the mouse, remember), you'll flounder around for like 5-10 seconds if you can't see the keyboard and flounder again when trying to return to WASD.

That's why they have home keys, with those distinct tabs. Feel out the J key with your pinkie and you know exactly where all the keys are.

I can type fairly efficiently with only my left hand.
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DJ

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Re: The upcoming virtual reality hardware war
« Reply #13 on: March 15, 2015, 07:10:50 am »

Again, that takes some seconds of floundering around. If you don't believe me, try timing how long it take you to type a paragraph of text with your eyes closed using just your left hand, and then time yourself again with your eyes open. The difference might seem relatively small, but unless you're playing a turn-based game it'll make a world of difference.
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Reelya

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Re: The upcoming virtual reality hardware war
« Reply #14 on: March 15, 2015, 07:24:56 am »

Quote
Virtual reality sickness (also known as cybersickness) occurs when exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms. The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy. Other symptoms include postural instability and retching. Virtual reality sickness is different from motion sickness in that it can be caused by the visually-induced perception of self-motion; real self-motion is not needed. It is also different from simulator sickness; non-virtual reality simulator sickness tends to be characterized by oculomotor disturbances, whereas virtual reality sickness tends to be characterized by disorientation.

Might as well add rectal prolapse, abdominal bleeding and death to the list. Some infectious diseases are more benign than this.

Quote
While certain features are known to moderate VR sickness in head mounted displays, such as playing from a seated position rather than standing, it has also been found that this merely puts off the onset of sickness, rather than completely preventing it. This inherently presents an issue, in that this type of interactive VR often involves standing or walking for a fully immersive experience. Gaming VR specialists argue that this unique brand of VR sickness is only a minor issue, claiming that it disappears with time spent (multiple days) using the head-mounted displays, relating it to “getting your sea legs”. However, getting users interested in sickness for multiple days with the promise of “probably getting over it” is a struggle that developers of head-mounted gaming tech are struggling with. These same developers also argue that it has more to do with the individual game being played, and that certain gaming aspects are more likely to create issues, such as change in speed, walking up stairs, and jumping, which are all, unfortunately, fairly normal game functions in the predominant genres.

Ok, so you're good as long as you don't stand up, turn your head or do any movement-related things in the game. VR should be safe for Dwarf Fortress I think.

Quote
Some companies, such as Valve, have been developing and addressing these issues with simulator sickness for more than ten years. While Valve’s currently nameless VR head mounted display (HMD) is not yet being marketed or tested to the extremes of the Rift or the Morpheus, users who have been able to test it have argued for drastic differences in the likeliness of sickness. It is an important note, however, that Valve’s HMD has been purely used for research, and is not a commercial product like the Rift or the Morpheus; having said that, it is not out of the reach of possibility that Valve’s HMD will be the slowest to commercial availability, but the most thoroughly researched and properly constructed to address the issues of simulator sickness in this unique type of display.

Valve could actually be the winner because they're the only company taking the "games shouldn't make you puke and have diarrhea" issue seriously.
« Last Edit: March 15, 2015, 07:34:53 am by Reelya »
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