Valve CEO: 'We're comfortable with the idea that VR will turn out to be a complete failure'

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May 11, 2008
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At the moment i have not seen anything that makes me really interested in VR.
But that is because it all looks so Nintendo for kids like.
Doom alike image quality in VR would be interesting.
Especially when combined with a good sound system.
 
May 11, 2008
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Anyway, think of the dead sea. Where you can float in water without sinking. Make a sort of open diving suit with acceleration sensors attached to your feet, lower and upper legs, your hands, lower and upper arms. And your head. Add a waterproof VR set like a diver goggle. Add that with a serious multicore cpu gpu combination like 1080ti or upcoming vega. A soundsystem with speakers that are immersed under water, you hear the sound through the water as well. Add waterproof earbuds. All that and a small water basin filled with a substance like for example salt to give you buoyancy, just like in the dead sea.

That will be a killer gamepark attraction. The salt water will give you total freedom in all axis. And you can simulate walking ,jumping, flying, basically everything by tracking the acceleration sensors on all extremities. People would be standing in line and probably do not want to go home.

edit:

Add actuators to create waves in the water to create the effect of physical resistance or the feeling that something is touching you.
All that controlled by a powerful pc system with good software.

Keep medic staff ready for people with anxiety attacks. ^_^
 

Nashemon

Senior member
Jun 14, 2012
889
86
91
Let me first say, I've yet to try VR. I like the idea of VR, but I don't like the idea of getting physically tired when I'm using it. Small hand movements, turning my head, the ability to relax in a chair to play, that's fine. But having to walk, jump around, throw punches, doesn't sound like fun to me, past maybe a few minutes, or in very spread apart interactions.

I still prefer a standard controller to Wii's motion controller. I want to be able to put my hands under my blanket and press a button to swing if I want to, instead of having to flick my wrist all over the place (speaking of Zelda here), or have to physically point at the screen. Maybe if there are options where you can choose the degree of motion control needed to play the game so you could set what indvidual things you want to either have no motion control (i.e. map to a button, trigger, or an analog stick), or varying degrees of motion control up to full range motion where it's extremely precise. Kind of like a mouse moving your cursor. You can change it so it's extremely sensitive and will jump across the screen from moving it and even have acceleration settings. I think this would be a more natural way to interact with VR.

Like I've said though, I've yet to try VR, so maybe this exists already in some capacity.
 

MiataNC

Platinum Member
Dec 5, 2007
2,215
1
81
Have you guys tried the VR demo they have setup in some BestBuy stores?

It really is unimpressive, and really limiting on what they let you do with it.

Store demos make this current gen of VR seem like the Wii. A fun gimmick that quickly loses its appeal once the novelty wears off.

As an avid flight and racing sim gamer the Vive (I don't have the Oculus) is a game changer. Sitting in a 3D cockpit (or race car) with a 1:1 scaling makes all the difference in the world. The experience more than makes up for the loss of resolution, screen-door effect, and other limitations of current VR.

Depending on the types of games you play, you owe it to yourself to try them in VR. The "cons" may outweigh the "pros", but you really don't know until you experience it first hand.
 

Kaido

Elite Member & Kitchen Overlord
Feb 14, 2004
48,518
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Valve CEO: 'We're comfortable with the idea that VR will turn out to be a complete failure

That's because Valve is worth $3 billion dollars. It's no skin off their back if it fails, especially because they split the cost with HTC for the hardware.

Also, Gaben gets straight the heart of things - VR is new & could be a lot better. Aside from the immersion, you can go buy a 4K gaming screen & play games at 144hz, which is pretty awesome. But VR great as-is right now; I have yet to have anyone try my Vive and be like "meh", but it's super pricey, requires a power (expensive) computer, and doesn't have much quality content out yet, so there is definitely a lot of room for growth. I am hopeful for the future, however...they have a wireless link coming out later this year for the headset. Playstation just announced that they sold nearly one million PSVR units. Higher-resolution screens are already in the works. New trackers are coming out.

The biggest block for VR, imo, is replayable content. There are very, very, very few games that I really want to play again. I probably have at least 70 VR titles in my library at this point. And it's not just a problem of low-quality games & experiences; it's the fact that you're experiencing games immersively & not just playing them on a screen. It's like watching a movie and then re-watching it a week later...well, you've already seen it, so unless it's a really stellar movie, you're not really going to want to re-watch it for at least a year or so until the details kind of dissipate from your mind. Surprisingly, the game I kept replaying the most was the QuiVR alpha, which was basically only one level (castle defense with archery). But while it's a bit hard to explain, being immersed in a VR game turns into a kind of experience that gets emotionally imprinted on your psyche, so it becomes a re-run pretty quickly. It's like visiting some place you've already visited when you want to visit some place new...it's not at all like replaying a video game on a flat screen. I'll goof around in TlltBrush sometimes, and I use my VirZoom bike on a regular basis for cardio exercise, but I'm still waiting for a truly AAA title to come out.
 

Kaido

Elite Member & Kitchen Overlord
Feb 14, 2004
48,518
5,340
136
Store demos make this current gen of VR seem like the Wii. A fun gimmick that quickly loses its appeal once the novelty wears off.

As an avid flight and racing sim gamer the Vive (I don't have the Oculus) is a game changer. Sitting in a 3D cockpit (or race car) with a 1:1 scaling makes all the difference in the world. The experience more than makes up for the loss of resolution, screen-door effect, and other limitations of current VR.

Depending on the types of games you play, you owe it to yourself to try them in VR. The "cons" may outweigh the "pros", but you really don't know until you experience it first hand.

That's where the struggle is...I think the Wii is a fantastic system because not all games are about super-great graphics, and the Wii had several uber fun games, especially to play with a group. But then...no one ever released another fun game ever again. They had a fantastic platform, but they didn't foster development & keep a fun game coming out every month. They didn't keep riding the wave of excitement...they just let it drop. The Wii U was similar, only even less because people had gotten burned by the original Wii. I have more fun titles for my Wii than I do for my Wii U. Also, Mario Kart for Wii U kinda stinks...too much going on with the visuals & hovercraft stuff, and if you fall behind third place or so, you never get anything good to get back up in the lead like you did with even the old Gamecube version (I have the GC version, the Wii version, and the Wii U version...we are avid Mario Kart fans lol). I think Double Dash is still king of the hill!

Yeah, I'm looking into building a nice multi-functional HOTAS setup later this year...I want a combination flight sim, space sim, racing, and keyboard/mouse setup. Not sure if I'm going to build it off an office chair or from an OpenWheeler setup or what just yet.
 

Kaido

Elite Member & Kitchen Overlord
Feb 14, 2004
48,518
5,340
136
Let me first say, I've yet to try VR. I like the idea of VR, but I don't like the idea of getting physically tired when I'm using it. Small hand movements, turning my head, the ability to relax in a chair to play, that's fine. But having to walk, jump around, throw punches, doesn't sound like fun to me, past maybe a few minutes, or in very spread apart interactions.

I still prefer a standard controller to Wii's motion controller. I want to be able to put my hands under my blanket and press a button to swing if I want to, instead of having to flick my wrist all over the place (speaking of Zelda here), or have to physically point at the screen. Maybe if there are options where you can choose the degree of motion control needed to play the game so you could set what indvidual things you want to either have no motion control (i.e. map to a button, trigger, or an analog stick), or varying degrees of motion control up to full range motion where it's extremely precise. Kind of like a mouse moving your cursor. You can change it so it's extremely sensitive and will jump across the screen from moving it and even have acceleration settings. I think this would be a more natural way to interact with VR.

Like I've said though, I've yet to try VR, so maybe this exists already in some capacity.

It's immersive to the point where you actually enjoy walking around. Everyone who tried my GearVR (stationary headset) tried to walk around in the games because it triggers your brain to think that you are actually "there", so it's very natural on my Vive. Fruit Ninja is one of the games I introduce people to VR with & they all get it within seconds of getting setup with the wearables. Downside is you need a decent-sized room. We liked our Vive so much that we got rid of our ottoman & coffee table to open up the room more. Totally worth it to walk around & play games. Very excited to get the wireless headset accessory later this year so we don't have a mega-long wire draping across the floor.

Roomscale VR is something you need to experience to understand. It's really quite cool. I would really only recommend it to VR enthusiasts right now, however, because it's still in the early adopter phase: it's expensive, it has glitches, there is only a small amount of quality, replayable conent available, etc. I really enjoy mine, but I'm also really into VR & it's honestly the first techie thing that has intrigued me in many years. I use mine pretty much every day.
 

MiataNC

Platinum Member
Dec 5, 2007
2,215
1
81
Yeah, I'm looking into building a nice multi-functional HOTAS setup later this year...I want a combination flight sim, space sim, racing, and keyboard/mouse setup. Not sure if I'm going to build it off an office chair or from an OpenWheeler setup or what just yet.

Checkout the Volairsim and Obutto cockpits. For the cost of a high end office chair and desk, you can have a purpose built unit.
 
Reactions: Kaido

Kaido

Elite Member & Kitchen Overlord
Feb 14, 2004
48,518
5,340
136
Checkout the Volairsim and Obutto cockpits. For the cost of a high end office chair and desk, you can have a purpose built unit.

Oooh thanks...the Obutto has an articulating keyboard tray...
 

Kaido

Elite Member & Kitchen Overlord
Feb 14, 2004
48,518
5,340
136
Anyway, think of the dead sea. Where you can float in water without sinking. Make a sort of open diving suit with acceleration sensors attached to your feet, lower and upper legs, your hands, lower and upper arms. And your head. Add a waterproof VR set like a diver goggle. Add that with a serious multicore cpu gpu combination like 1080ti or upcoming vega. A soundsystem with speakers that are immersed under water, you hear the sound through the water as well. Add waterproof earbuds. All that and a small water basin filled with a substance like for example salt to give you buoyancy, just like in the dead sea.

That will be a killer gamepark attraction. The salt water will give you total freedom in all axis. And you can simulate walking ,jumping, flying, basically everything by tracking the acceleration sensors on all extremities. People would be standing in line and probably do not want to go home.

edit:

Add actuators to create waves in the water to create the effect of physical resistance or the feeling that something is touching you.
All that controlled by a powerful pc system with good software.

Keep medic staff ready for people with anxiety attacks. ^_^

I've got one better for you:

 
May 11, 2008
20,068
1,293
126
I've got one better for you:


Interesting.
Make a suit with all the required acceleration sensors and with the actuators in it to create pressure and impact feelings and it could work really well. The soundproof helmet would incorporate the vr goggle and sound system.

Imagine having a VR game where you learn to fly and then take missions. As if you are a cyborg drone on Earth while flying alien enemies attack. Such a theme would be very popular.

Would be like the old arcade games.
 
May 11, 2008
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Forgot, with the actuators, you can also mimic as if your body is accelerating or deccelerating by applying pressure at the right parts of the body. Of course, the vestibular system is not that easy to fool but i think it could work to some good extent.
 

pj-

Senior member
May 5, 2015
481
249
116
Forgot, with the actuators, you can also mimic as if your body is accelerating or deccelerating by applying pressure at the right parts of the body. Of course, the vestibular system is not that easy to fool but i think it could work to some good extent.

What you're suggesting is somewhere between completely impractical and totally impossible. The water based system is a non starter for a million reasons, a major one being that moving your legs underwater doesn't feel anything like walking. Not to mention stuff like how to have the air supply not restrict your freedom of movement, how to mitigate the risk of drowning, how to maintain perfect buoyancy (ever scuba dive? it's not easy to stay in one place vertically), how to do accurate tracking (acceleration sensors are not sufficient, that's why vive has base stations and oculus has cameras).

The sky diving simulator + VR would only be good for simulating sky diving in different locations, since it works by having 100mph air constantly hitting your body to keep you aloft. Not really the same as flying.

It'll be a lot easier to just wait for The Matrix style VR where everything is fed directly into your brain.
 
May 11, 2008
20,068
1,293
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What you're suggesting is somewhere between completely impractical and totally impossible. The water based system is a non starter for a million reasons, a major one being that moving your legs underwater doesn't feel anything like walking. Not to mention stuff like how to have the air supply not restrict your freedom of movement, how to mitigate the risk of drowning, how to maintain perfect buoyancy (ever scuba dive? it's not easy to stay in one place vertically), how to do accurate tracking (acceleration sensors are not sufficient, that's why vive has base stations and oculus has cameras).

The sky diving simulator + VR would only be good for simulating sky diving in different locations, since it works by having 100mph air constantly hitting your body to keep you aloft. Not really the same as flying.

It'll be a lot easier to just wait for The Matrix style VR where everything is fed directly into your brain.

I never said it was perfect, but it should be a lot better than standing still or sitting down.
Also, the actuators on the body cause force effects that can mimic speedup and slow down.
If controlled properly by software. The illusion would be good enough.

Yet you say it is impractical and then you come up with a matrix style connection....

 

pj-

Senior member
May 5, 2015
481
249
116
Let me first say, I've yet to try VR. I like the idea of VR, but I don't like the idea of getting physically tired when I'm using it. Small hand movements, turning my head, the ability to relax in a chair to play, that's fine. But having to walk, jump around, throw punches, doesn't sound like fun to me, past maybe a few minutes, or in very spread apart interactions.

I still prefer a standard controller to Wii's motion controller. I want to be able to put my hands under my blanket and press a button to swing if I want to, instead of having to flick my wrist all over the place (speaking of Zelda here), or have to physically point at the screen. Maybe if there are options where you can choose the degree of motion control needed to play the game so you could set what indvidual things you want to either have no motion control (i.e. map to a button, trigger, or an analog stick), or varying degrees of motion control up to full range motion where it's extremely precise. Kind of like a mouse moving your cursor. You can change it so it's extremely sensitive and will jump across the screen from moving it and even have acceleration settings. I think this would be a more natural way to interact with VR.

Like I've said though, I've yet to try VR, so maybe this exists already in some capacity.


Most of the immersion and fun in VR comes from 1:1 actions. It is a lot of effort, but so is playing golf or riding a bike. You can still play normal games if you have a VR headset. One of the early games I played was a dungeon crawler where you can use a sword to fight enemies. Instead of "press x to attack" or "vaguely wiggle your wrist in a slashing motion to attack", you're actually face to face with an enemy and have to swing your sword and hit him. If he raises his arm to attack and you see a gap where his shield isn't protecting him, you do a quick jab in that exact spot. That same game played in 2d with a controller would be boring as hell (it's not life changing in VR but it's quite fun).

What you're talking about is like how many PSVR games (notably RE7) use a standard controller for movement and interaction and the VR headset basically just for looking. I haven't tried that game but people seem to enjoy it.

It's definitely not more "natural" to have exaggerated or non 1:1 movements though.. It's the exact opposite of natural. I think the word you're looking for is "lazy," which is perfectly fine to want.
 

pj-

Senior member
May 5, 2015
481
249
116
I never said it was perfect, but it should be a lot better than standing still or sitting down.
Also, the actuators on the body cause force effects that can mimic speedup and slow down.
If controlled properly by software. The illusion would be good enough.

Yet you say it is impractical and then you come up with a matrix style connection....



I don't think it would be better in any way than having a wireless vr headset in a large empty warehouse. You could have many users at a time, nobody would be at risk of drowning, you could put objects in the real world that match up with the VR game (e.g. walls to simulate houses). You could move objects in and out of the space easily to change the "level" that users would be playing in.

In your system, what will these "actuators" be pushing against? Every action has an equal and opposite reaction. If it's going to push against me, it has to push against something else.

Matrix style VR may be further off but it will certainly more practical than creating an expensive and dangerous setup that doesn't really enhance VR experiences in any meaningful way.
 
May 11, 2008
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I don't think it would be better in any way than having a wireless vr headset in a large empty warehouse. You could have many users at a time, nobody would be at risk of drowning, you could put objects in the real world that match up with the VR game (e.g. walls to simulate houses). You could move objects in and out of the space easily to change the "level" that users would be playing in.

In your system, what will these "actuators" be pushing against? Every action has an equal and opposite reaction. If it's going to push against me, it has to push against something else.

Matrix style VR may be further off but it will certainly more practical than creating an expensive and dangerous setup that doesn't really enhance VR experiences in any meaningful way.

Look up for example what it takes to get a "simple" ear implant. And that sure is not stereo and no high fidelity sound.
A useful interface in the back of your head is not going to happen for at least another 2 centuries. If it will happen in current way of life on Earth.

For the air it is a suit, one could use for example inflatable air pockets. I think the air system is very viable.
 

pj-

Senior member
May 5, 2015
481
249
116
Look up for example what it takes to get a "simple" ear implant. And that sure is not stereo and no high fidelity sound.
A useful interface in the back of your head is not going to happen for at least another 2 centuries. If it will happen in current way of life on Earth.

For the air it is a suit, one could use for example inflatable air pockets. I think the air system is very viable.

Yeah I would estimate 50-100 years for Matrix style VR. I would estimate never for a silly underwater system that feels nothing like moving in the real world, or a sky diving simulator that is only good for simulating sky diving.

Something like the robot control system in Pacific Rim may be possible, but it would have to be extremely complicated to allow for full movement like lying on your stomach or doing a flip.

I don't understand your "air system" at all. What would the inflatable air pockets do?
 
May 11, 2008
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It causes a pressure effect. When you have a vr goggle on simulating a rendered stream of images that make you seem to move real fast, For example the pockets would be inflated on the front of your body assuming you are standing up. When you are in a horizontal position, it would cause pressure to your shoulders and to a lower extent the upper part of your chest and back. These pockets can all be controlled individually, The game knows your physical position and orientation because of all the acceleration/ gyroscope sensors and in what orientation you are with respect to the simulation and creates pressure zones in your suit. These pressure zones mimic the air pressure while simulating moving fast in flight in the air. And when the pressure is increased more and decreased rapidly, it would mimic impacts from enemy weapon fire . It would be great for arcade style gaming at first. And when gained more experience, rtg games are great for it. The game could also control the main blower below the player. Giving the ability to stand down and take off to fly. I think you have a too negative view.

edit:

I remembered the game forsaken for the n64, such a game in VR with of course better graphics with several players combating against each other could be a lot of fun.
 
Last edited:

pj-

Senior member
May 5, 2015
481
249
116
It causes a pressure effect. When you have a vr goggle on simulating a rendered stream of images that make you seem to move real fast, For example the pockets would be inflated on the front of your body assuming you are standing up. When you are in a horizontal position, it would cause pressure to your shoulders and to a lower extent the upper part of your chest and back. These pockets can all be controlled individually, The game knows your physical position and orientation because of all the acceleration/ gyroscope sensors and in what orientation you are with respect to the simulation and creates pressure zones in your suit. These pressure zones mimic the air pressure while simulating moving fast in flight in the air. And when the pressure is increased more and decreased rapidly, it would mimic impacts from enemy weapon fire . It would be great for arcade style gaming at first. And when gained more experience, rtg games are great for it. The game could also control the main blower below the player. Giving the ability to stand down and take off to fly. I think you have a too negative view.

How fast do these pockets fill up? Where do they get the compressed air to do so? How fast do they deflate? Your altitude in an indoor sky diving room is extremely dependent on how much surface area you have exposed. If you are vertical with your hands to your sides you will fall to the bottom. How are you going to "walk around" a VR space if you have to be somewhat horizontal all the time? How are you going to remain perfectly centered in the chamber and not bump into the walls if you have a headset on? How are you going to block out the extreme wind noise of a 100mph fan?

Pressure is not the only thing your body experiences when you are speeding up or slowing down. If your brain doesn't feel the acceleration/deceleration that your eyes are seeing in VR you will likely get motion sickness.

Also think about how pressure pockets would work. If a air pocket on your chest inflates, it will also cause pressure on your back since the suit is being stretched. You can easily simulate this by grabbing the front of your shirt and pulling on it. It's not going to feel anything like being in a real situation. It's just going to be a vague tightness.

Fundamentally it will just not feel like moving in real life, and it would be a complete waste of time to pursue something like that.

I could go on all day with severe flaws in your idea.

Honestly the most reasonable way to implement this system would be in space. Even then it still wouldn't be very good.
 
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I think it would work and i hope someone is willing to try it.
And with digital signal processing, a lot can be done. Even filtering out the sound of the big fan.

You know, i would like a replicator, a teletransporter, a portable fusion unit and peace everywhere.
Point i am trying to make, it is not going to happen at once. It takes steps, errors to be made and problem solving iterations. Downright saying no , that will never work is kind of boring.
There are a lot of different scientific disciplines. Combined, something useful will be possible.
 

PrincessFrosty

Platinum Member
Feb 13, 2008
2,301
68
91
www.frostyhacks.blogspot.com
The price needs to come way down and the technology needs to get way better. We need 4k headsets before the resolution problem is anywhere close to getting acceptable, and they need to cost less than a console for the average Joe to buy one.

Captialism will fix those problems, I'm sure we'll have 4k variants before long and competing businesses in that space will drive manufacturing optimizations that drop price. I think then VR will become quite big.
 

desura

Diamond Member
Mar 22, 2013
4,627
129
101
Problem with VR right now is it is way too bulky.

If you've ever held a smartphone screen in your hand, the actual panels are really light. VR looks like they're still putting the entire smartphone in the headset.
 

zinfamous

No Lifer
Jul 12, 2006
110,819
29,571
146
I think before VR can get out of a niche position it has to either incorporate the whole body or be able to fully isolate the mind so that you can have an extended experience that doesnt feel disjointed.

Yeah. I'm not taking the plunge until we have Total Recall.
 

Red Storm

Lifer
Oct 2, 2005
14,233
234
106
The technology still needs to improve, but I had an absolute blast playing Elite Dangerous with the Rift. It really did feel like you're in the cockpit of a spaceship. Especially looking down and seeing your character's torso and legs (mirroring your body's real life position). But I was just borrowing my friend's Rift, so I didn't have to shell out hundreds of dollars to experience that. If I did, I imagine I would be slightly less enthusiastic. VR is definitely the future, and that future is oh so close, but the tech just needs a little more time to develop.

Also you really need to try VR before knocking it. Having tried both the Rift and Vive, it's hard to take someone's opinion on VR seriously unless they've actually tried it. Not even a Gear VR compares.
 
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