It's going to be interesting to see how this plays out. Right now it seems like just an Oculus vs Vive thing, but I think as more and more steam vr hardware shows up (eg osvr) it's really going to turn into an Oculus vs everyone else thing, and Oculus didn't have a sufficiently strong launch for them to win that fight, and in addition, Oculus store can't just show up out of nowhere and be a stronger platform than steam.
That said, we have seen shady corporate tactics that are detrimental to the consumer pay off in other industries (hint hint)
It's not just those two though. Samsung is into VR and might want to go deeper as hardware advances take away the need for a PC. Google is also investing heavily into VR and might make a play. Don't forget Sony and maybe Microsoft. And then there is Magic Leap, which if it works could make everything everyone else is doing obsolete iPhone style.
I have the hardware to run VR. What is the $300+ software you are talking about?
When you really stop and consider how much more intuitive, convenient, and portable it is for computing to work in this way, you'll come to the conclusion that computing has to and will go the direction of vr/ar.
It's no different than side scrolled games leading to 3d games.
If you want to stay seated that certainly doesn't mean PSVR is the only option... Oculus is seated for now, and plenty of the lesser known competing headsets like the Razer one are seated / non-room space.
I cant imagine PSVR will be all that great unless its limited only to PS4 Neo since it just lacks the grunt to push the FPS needed with any modern level of graphics
If you want to stay seated that certainly doesn't mean PSVR is the only option... Oculus is seated for now, and plenty of the lesser known competing headsets like the Razer one are seated / non-room space.
I cant imagine PSVR will be all that great unless its limited only to PS4 Neo since it just lacks the grunt to push the FPS needed with any modern level of graphics
Sorry, you're right- I wasn't specific. I really just meant personal computing, but I think the broader point is that vr / ar in general should eventually take a lot of share as an i/o device vs m/k + monitor, or even mobile device.I'm not sure what you mean here by computing, do you mean you think that system/network administration will go this way? DBA? Or do you mean gaming.
I've just played a few new games that I purchased during the steam sale and I am more convinced than ever that VR is where I want to spend the majority of my gaming time.
If the money is of any consequence to you ($600-800 hw + $300+ software) then waiting is the sane choice. If you can afford it and don't want to wait, there is a ton of stuff to play and a lot of it is extremely fun.
I played an online 4 player, 18 hole round of vr minigolf earlier and it was so god damn fun, even though the course wasn't that great and the graphics are pretty dull.
Please share what games you like best and would recommend others to purchase. No need for lengthy analysis just a worth purchasing or not. Which golf game? Would you recommend buying it? I was pretty unhappy with my audio shield and gallery purchase so I'm going to be more careful buying stuff in the future
It depends on what kind of stuff you enjoy. Everyone is going to have different standards for "worth buying", and I would feel bad recommending something that you buy and don't like.
The VR minigolf game is called cloudlands, it has a demo, and it's on sale for $10. Holoball is a fun pong-like game. Pool Nation VR is great if you like pool. House of the Dying sun is a fun space sim and seems to have a lot of content. Battle Dome is going to be a great FPS once it has some more time in the oven. Final Approach is fun and polished experience and it now comes with a free side game where you can pilot the planes.
You can always buy stuff and refund if you realize quickly that you don't like it, even though they discourage that kind of usage.
Shit, man, what have they done with Instagram? Have they tightly integrated it with Facebook and used it to lock you in? No, they have not. So if they haven't done this after buying another social network, why in the world would they do it with a VR firm?
The potential social network style applications for VR are clear cut and could be massive, so they have every reason to be involved at this point
PSVR will definitely reach more gamers. They are touting around 50 PSVR games by end of 2016 and early 2017...or perhaps just whenever the thing releases. It will include a small box that looks similar in shape to the PS4 that somehow allows the PSVR to work just fine. There is already some hands on reviews and is considered a mid ranged VR solution but if I can have a more robust library of seated games on it than Vive/Rift then I'll have to go that route if I want VR.
Unless there is some option/hack or work around to having a seated experience with room scale games....but at least there's VorpX, even if it's function is not the best, games like Metro would be pretty epic with the I'm there feel.
There are only 2 things you can do to make a relatively slow system like the PS4 output VR. 1) reduce graphics complexity, 2) hack on high FPS timewarp continuously https://developer.oculus.com/blog/asynchronous-timewarp-examined/ which means you're not really hitting your FPS but you are compromising somewhere lower than that.
In either scenario, the PSVR experience will be worse than any modern gaming PC VR experience which can push the same graphics at a real 90 fps, as is always the case between PC and consoles.
In any case my point is that PSVR is not by any means the only seated VR experience. Oculus is too. The Vive / Rift split is definitely not helping the PC VR ecosystem though.
So? Since when did consoles provide an equal or superior experience to PC's? They have already stated they will use some kind of artificial 120fps. That's what that external box that looks like a small PS4 is for. The PS4 Neo should also help in this regard which is what I'll likely get anyway.
The Rift will still have games that require room scale once their Touch controls come out. I don't think you read my post. All of PSVR games will be seated/standing which is the kind of library I'm more looking for regarding VR. I don't want a library where some future titles that I may really want might be room scale only cause that's not how I want to play. For example if a VR version of TES6 ever came out that's room scale only, I'd be limited to the non VR version leaving my $800 hardware limited to my hopes and dreams that most of the future library will offer seated options and there is no guarantee of that.
-It carries out object-based 3D audio processing ("really good and important to VR").
-it displays the social screen - undistorting the VR output for display on TV. Quality is lost in this process, so it scales the image up and crops it so you don't see edges.
-"Separate mode" - a completely separate audio and video stream you can send over to TV, as opposed to the mirrored social screen. It's sent compressed to the PU and then uncompressed by the device and sent to the screen. We're told that this was "an innovation that came quite late" in the development of the system.
- It displays PS4's system software interface in cinematic mode, handling the display of traditional 2D content.
The external box doesn't do reprojection, it does:
The good thing about pc vr is the flexibility. A lot of games are being updated with alternative movement controls (e.g. stick based instead of teleportation), because some people actually prefer that and don't suffer from the nausea that it causes in others. I doubt you will see any large budget VR game that REQUIRES roomscale, especially if it is multiplatform.
PlayStation VR has a 120Hz display that also supports 90Hz. The lower framerate will be used for titles running natively on the console, though the higher option will be available to developers that are running their projects a 60fps on the console. PlayStation VR is then capable of low latency (18ms) ‘reprojecting’ this content in 120fps in-HMD, though it’s also possible for some times to run at this framerate natively.
For example if a VR version of TES6 ever came out that's room scale only, I'd be limited to the non VR version leaving my $800 hardware limited to my hopes and dreams that most of the future library will offer seated options and there is no guarantee of that.