The General State of VR Gaming in 2022 *spawn*

Or you can be at the forefront of a tech market only to see a competitor innovative product explode in popularity and dominate the market while you languish with limited sales. MS was in the smartphone business early only to be outcompeted by both Blackberry and Apple/Google.

Windows Mobile and Internet Explorer were both markets Microsoft dominated, but lost through neglect and never got back. Whether Microsoft dominated a market in the first place (Windows Mobile, IE, tablets) then let it decline, or try to enter a market late (Zune, Music/PlaysForSure, Xbox, servers), I can't think of any market that they have managed the dominate that they weren't in from the start (Windows, Office, Enterprise). If they aren't there day 1 then they're settling for 2nd/3rd/4th place. And this makes increasing sense going forward because people are investing more in long-term ecosystems.

Switching MP3 players was easy, switching your VR setup is not because not everything simply works on all devices.

It’s not like MS is not in the VR/AR business, they just operating in high end wares where the technical challenges aren’t necessarily encumbered by needing cheap solutions.

They don't need to be building their own hardware, the patent situation probably makes this tricky.. Valve makes good hardware. Microsoft just need to partner up and provide the capability.[/QUOTE][
 
Windows Mobile and Internet Explorer were both markets Microsoft dominated, but lost through neglect and never got back. Whether Microsoft dominated a market in the first place (Windows Mobile, IE, tablets) then let it decline, or try to enter a market late (Zune, Music/PlaysForSure, Xbox, servers), I can't think of any market that they have managed the dominate that they weren't in from the start (Windows, Office, Enterprise). If they aren't there day 1 then they're settling for 2nd/3rd/4th place. And this makes increasing sense going forward because people are investing more in long-term ecosystems.

Switching MP3 players was easy, switching your VR setup is not because not everything simply works on all devices.



They don't need to be building their own hardware, the patent situation probably makes this tricky.. Valve makes good hardware. Microsoft just need to partner up and provide the capability.

microsoft has some very high end vr tech in development . It shares dna with hololens.
 
VR will explode when 4k volumetric vr porn videos release

Depends how high quality the filters are to be applied to the source models before digital media release... Seeing more detail isn't always desired. :LOL:
 
yes totaly, you can go to any porn website with the quest browser and watch 360 3D videos.
you can do that since the oculus go actually.
 
My impression is most people aren't excited about VR. Most people here don't seem to be. I don't think that a bunch of new subsidized big budget games will do much about that any more than the last bouts of that. PSVR 2 certainly won't be cheap entry like Quest 2.

Microsoft? WMR, which uses Hololens tech, basically flopped. Probably because you need the expensive PC to use it. It is somewhat interesting they didn't feel like investing in a XBO edition of that considering it is superior to PSVR. But yeah probably sales volume reasons.
 
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My impression is most people aren't excited about VR. Most people here don't seem to be. I don't think that a bunch of new subsidized big budget games will do much about that any more than the last bouts of that. PSVR 2 certainly won't be cheap entry like Quest 2.

Microsoft? WMR, which uses Hololens tech, basically flopped. Probably because you need the expensive PC to use it. It is somewhat interesting they didn't feel like investing in a XBO edition of that considering it is superior to PSVR. But yeah probably sales volume reasons.

The quest is pushing the tech forward. My 3 nephews all have a quest 2 and my cousin bought one for her son this holiday.

The issue with wmr is that the interface on the pc was lousy and microsoft of course went with their oem concept. Having 5 or 6 companies making a niche product is just going to stop any concept of price scaling from happening. If microsoft did it on their own even the paltry amount of units they actually sold would have allowed for some pricing flexibility.

Aside from that , don't expect vr from microsoft until wireless performance is high enough
 
I kinda like the WMR interface. Flashlight view by voice is handy, and so is the ability to have the Phone app or an Edge app floating behind me for things while playing a game. And their DirectX 12 motion estimation / reprojection works well.
 
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Aside from that , don't expect vr from microsoft until wireless performance is high enough

Even wireless can be problematic for VR. Sometimes it's even worse than being tethered by a cable. Sure you won't ever get tangled up in a cable, but it's also significantly easier to forget that you're in VR when you don't have a cable hanging off of your head. I know people that have walked and sometimes run into walls at full speed with a wireless headset where they didn't do that when wired. Basically in room scale VR, they forgot they were wearing a headset and while reacting to the happenings in game dodged or ran into a wall. At that point the guardian systems can't come up nearly fast enough to prevent them from smashing into the wall. A girl I know got scared in a VR horror game and just flat out ran into the wall (this happened with a wired headset). One person I know broke his hand because he unknowingly walked close to a cabinet and smashed his hand hard into the cabinet. Also broke the controller.

Then there's the whole issue of having to have a large clear space with little to no objects (including dangling ceiling lights) for room scale. Some way to prevent any people from wandering into the play space. A friend of mine gave his kid a black eye because he smacked him in the face hard while playing Beat Saber. The room he had setup for VR didn't have a locking door and of course his kid didn't remember or didn't care that he wasn't supposed to go in there while his father was using VR. :p He got some weird looks from the doctors and nurses when he rushed his kid to the ER at the local hospital. His wife made him get rid of his VR headset. :p Another friend tripped over her kid while playing VR.

Obviously most of the time, people gaming in VR won't run into any problems. But back when many of my friends were playing games in VR, I'd hear all kinds of stories about how they hurt themselves or someone else. Don't hear many stories anymore. A combination of learning from their experiences (like lock yourself into a room, don't have any furniture in the room and set the guardian system a few feet away from any walls or objects) and the fact that the vast majority of them haven't put their VR headset on in the past 6-12 months. Oh and some of the ones that ran/dodged into things while using a wireless headset have gone back to using a wired headset so that there'd be a chance that it might remind them to be careful while wearing VR headset so that maybe it'll help prevent them from doing that again. :p

Regards,
SB
 
Even wireless can be problematic for VR. Sometimes it's even worse than being tethered by a cable. Sure you won't ever get tangled up in a cable, but it's also significantly easier to forget that you're in VR when you don't have a cable hanging off of your head.

That's the entire point of VR so pretty difficult to chalk it up as a disadvantage.

I agree about the danger of accidents and injury, I myself have had a few of what you describe below on the original (wired) Rift. I can see how going wireless would increase the chance of that but it's still a clearly better experience as long as you prepare the room and guardian system properly.

For me, wireless would be the one killer feature that would convince me at this stage that it's clearly better to stay on PC VR than to pick up a PSVR2 for my VR gaming (likely still sticking with PC for 2D gaming provided it becomes affordable again).
 
Clearly we're gonna need to bungee tether people to the center of their play space. Ceiling mounted bungee thing for sure. Let me start up these new safety guidelines for VR. ;)

orangepelupa was at one time concerned about flying out of windows or off patios too so this would prevent that as well haha.

Also, padded walls great for sanitariums and VR as well.
 
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Even wireless can be problematic for VR. Sometimes it's even worse than being tethered by a cable. Sure you won't ever get tangled up in a cable, but it's also significantly easier to forget that you're in VR when you don't have a cable hanging off of your head. I know people that have walked and sometimes run into walls at full speed with a wireless headset where they didn't do that when wired. Basically in room scale VR, they forgot they were wearing a headset and while reacting to the happenings in game dodged or ran into a wall. At that point the guardian systems can't come up nearly fast enough to prevent them from smashing into the wall. A girl I know got scared in a VR horror game and just flat out ran into the wall (this happened with a wired headset). One person I know broke his hand because he unknowingly walked close to a cabinet and smashed his hand hard into the cabinet. Also broke the controller.

Then there's the whole issue of having to have a large clear space with little to no objects (including dangling ceiling lights) for room scale. Some way to prevent any people from wandering into the play space. A friend of mine gave his kid a black eye because he smacked him in the face hard while playing Beat Saber. The room he had setup for VR didn't have a locking door and of course his kid didn't remember or didn't care that he wasn't supposed to go in there while his father was using VR. :p He got some weird looks from the doctors and nurses when he rushed his kid to the ER at the local hospital. His wife made him get rid of his VR headset. :p Another friend tripped over her kid while playing VR.

Obviously most of the time, people gaming in VR won't run into any problems. But back when many of my friends were playing games in VR, I'd hear all kinds of stories about how they hurt themselves or someone else. Don't hear many stories anymore. A combination of learning from their experiences (like lock yourself into a room, don't have any furniture in the room and set the guardian system a few feet away from any walls or objects) and the fact that the vast majority of them haven't put their VR headset on in the past 6-12 months. Oh and some of the ones that ran/dodged into things while using a wireless headset have gone back to using a wired headset so that there'd be a chance that it might remind them to be careful while wearing VR headset so that maybe it'll help prevent them from doing that again. :p

Regards,
SB

Wireless can be a big win in vr centers where they can match a room furniture with a vr world.
Like the first quest demo
 
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