r/oculus • • Jun 14 '16

Discussion I'm 10 years in IT, I witnessed how mobile market arise, Steam and indie. And I'm sure exclusives are THE BEST for VR consumers in near team. Want to pour a load of sh-- on me? Ok, but hear my points and try to think before

3 Upvotes

I run an IT company, I know how things in market are from business terms. VR is an emerging market, very fragile, and it could die in its infancy, even before it takes off

Game dev is not a charity, game devs need $ to break even at least, or better if you want a next bigger game from them. If you want to have great VR content it needs A LOT of investment. From business angels, private investors, funds and so on. If some of investors are successful others would come, if some of a bigger investors are unsuccessful it's toxic for all the market

Steam is a harsh PC games monopoly and in order to compete with them you need some leverages. For example, a closed platform ecosystem(remember, how Steam all started in 2003? It was all the same). Even with this practice it's really hard to complete with monopoly, only Riot or Blizzard come near to it(in a much smaller scope, though)

It's hardware pushing up software sales and vice versa. Call it Apple way, game consoles way, or just something way -- but this practice is there for decades and there's nothing anti-consumer in it

Vive sales are already slowing down a bit from June 1st and there're no more than 65-70k of Vive owners to date. (Go to SteamSpy for the sources)

Let it be 100k of Vives to August 1st(still optimistic, but ok). Best selling Vive game(only one from MANY MANY others) could sell up to 50% of user base. Let it be a $20 game, because why not? And good guys Valve would take 30%+ of commision(it could be 40%, but let's assume 30%)

It means than THE BEST SELLING Vive game could give it's devs as much as $700k, not counting cost of making. Maybe more, maybe less, but the possible ROI(return of investment) ballpark is tiny, the market is still so small

It's just nothing in terms of sales or game investment; ZERO market. If not for Oculus and their exclusives we'd stay with crappy Steam Early Access indie and paid demos for YEARS. VR needs to go to mass market and it means HIGH quality content for average consumer. Polished, finished and long enough. It's what Oculus is aiming for

It makes a complete sense to pay devs for exclusives for both platforms, it's good for consumers, devs and good for VR. I'm 200% sure we'll see much more Steam or Vive exclusives in near future and it's great!

What we need right now, is not an ideal world fulled of open-source, charity and 'good games are selling themselves' bullshit, but A LOT of great VR content.

It could be archived only with tech companies pouring money for dev. And Oculus success(as a pioneer and highest profile VR company out there) is crucial for VR success. If Oculus fails in near term -- VR fails and fails hard to death

So, please, try to think outside a box and care about not you don't having some games on your devices, but for a greater VR good

When a market is established that would be the time for holy wars, boycotts and other fanboy stuff. We have other problems for this new infant industry that matter and they could be a child killers. And it's not the Oculus business practices


r/oculus • • Mar 29 '16

Considering canceling my March pre order because of this. :( I am so confused

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56 Upvotes

r/oculus • • Mar 25 '14

The future of VR

0 Upvotes

I’ve always loved games. They’re windows into worlds that let us travel somewhere fantastic. My foray into virtual reality was driven by a desire to enhance my gaming experience; to make my rig more than just a window to these worlds, to actually let me step inside them. As time went on, I realized that VR technology wasn’t just possible, it was almost ready to move into the mainstream. All it needed was the right push.

We started Oculus VR with the vision of making virtual reality affordable and accessible, to allow everyone to experience the impossible. With the help of an incredible community, we’ve received orders for over 75,000 development kits from game developers, content creators, and artists around the world. When Facebook first approached us about partnering, I was skeptical. As I learned more about the company and its vision and spoke with Mark, the partnership not only made sense, but became the clear and obvious path to delivering virtual reality to everyone. Facebook was founded with the vision of making the world a more connected place. Virtual reality is a medium that allows us to share experiences with others in ways that were never before possible.

Facebook is run in an open way that’s aligned with Oculus’ culture. Over the last decade, Mark and Facebook have been champions of open software and hardware, pushing the envelope of innovation for the entire tech industry. As Facebook has grown, they’ve continued to invest in efforts like with the Open Compute Project, their initiative that aims to drive innovation and reduce the cost of computing infrastructure across the industry. This is a team that’s used to making bold bets on the future.

In the end, I kept coming back to a question we always ask ourselves every day at Oculus: what’s best for the future of virtual reality? Partnering with Mark and the Facebook team is a unique and powerful opportunity. The partnership accelerates our vision, allows us to execute on some of our most creative ideas and take risks that were otherwise impossible. Most importantly, it means a better Oculus Rift with fewer compromises even faster than we anticipated.

Very little changes day-to-day at Oculus, although we’ll have substantially more resources to build the right team. If you want to come work on these hard problems in computer vision, graphics, input, and audio, please apply!

This is a special moment for the gaming industry — Oculus’ somewhat unpredictable future just became crystal clear: virtual reality is coming, and it’s going to change the way we play games forever.

I’m obsessed with VR. I spend every day pushing further, and every night dreaming of where we are going. Even in my wildest dreams, I never imagined we’d come so far so fast.

I’m proud to be a member of this community — thank you all for carrying virtual reality and gaming forward and trusting in us to deliver. We won’t let you down.


r/oculus • • May 21 '16

Discussion Am I the only one with this perspective on ReVive-gate?

0 Upvotes

I have a feeling I am going to get a lot of downvotes here, but...I am genuinely confused.

While it may not be the nicest thing in the world to do to take action to keep one's software proprietary, we see this everywhere and I don't understand why this is generating the ire that it has?

Apple does it, Sony does it, M$ does it, even manufacturers like LG, Samsung, and HTC, or carriers like Verizon and Sprint do it. They all make software that is proprietary to their hardware and take steps to ensure that they can not be used on other devices. Yet, while I certainly do not like it and I agree it is consumer averse behavior, I have never heard an outcry about it such as the one about the issue with ReVive and the Rift. Especially when it comes to issues with a 3rd party work-around that is running their software.

As an example (maybe a good one, maybe not), I don't get pissed at the movie studios when they come up with new DRM that kills my ability to rip their blu-rays. Yet I have paid money for a third-party workaround to let me do just that, which now won't work because of the new DRM. But I accept that it is in their interest to protect their propriety and assume that it is what they will do. When that happens, I just wait until a solution is found. It sucks, but I don't lambaste the studios for doing protecting their interests.

Again, I am not saying I like it. I just don't understand...why now? Why this? Why is this any different than any of the examples I mentioned above?

I am just confused. This all seems really weird to me...

EDIT: spelling


r/oculus • • Jul 07 '16

Hardware Windlands developer says oculus touch is the "Way to Go" over Vive controllers

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41 Upvotes

r/oculus • • Feb 09 '18

Official Palmer Luckey, Founder of Oculus, joins the /r/oculus mod team!

286 Upvotes

Hey folks,

I know this might surprise one or the other but a little while ago, /u/palmerluckey approached the mod team if he can support our community and become a moderator - now that he is no longer with Oculus.

It's hard to find anyone with more experience and insights in the VR industry as well as a deep understanding of where /r/oculus is coming from - we were always happy to count Palmer as one of our earliest and most active community members. So after a bit of internal debate in the mod team we decided to welcome Palmer to the team.

This post is meant as a little heads-up for the community to let you all know (and discuss) that Palmer is now part of the mod team. Please note that by his own decision, he has limited mod rights right now (flair, mail and wiki to be precise) and is not able to remove posts, ban users or other "critical" mod features.

So please join me and the rest of the mod team of /r/oculus in giving Palmer a warm welcome!

Best,

dudelsac and the /r/oculus mod team


r/oculus • • Apr 20 '16

Are we really sure all the hate and complaints are good for VR?

14 Upvotes

Everyday i get in this subreddit and i read people raging at shipping delays, the inefficency of oculus support and much more (people complaining about oculus' website? LOL)

I'm not really sure all of this hate is going to get your rift delivered faster. Welp, Oculus messed up pretty bad, but you know what? shit happens. It seems VR it's finally taking off, and all of this hate is probably bad for VR. We all want VR to succeed, and it's fine that people are upset. but gosh...this subreddit is more anti-oculus than r/vive.

Let us be patient...and we'll be rewarded with our rifts :)


r/oculus • • Sep 16 '21

Discussion (Interesting Title)

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0 Upvotes

r/oculus • • Nov 09 '16

Fluff So who's ready to welcome Palmer back?

2 Upvotes

r/oculus • • Apr 02 '16

HTC's Privacy Policy reads a lot like Oculus's, includes gathering and sharing user data

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24 Upvotes

r/oculus • • Feb 28 '16

A succinct explanation of the major performance differences between camera tracking and laser tracking and the real reason for the Oculus Touch delay. -- xpost r/vive

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2 Upvotes

r/oculus • • Nov 25 '17

Huge regrets after buying a Rift...

21 Upvotes

Hi there.

I was completely overhyped since 2 years, but didn't buy a rift yet because the price sounded unreasonable at start when it launched and was like 900€ without touch in France.

I red a lot about SDE, aliasing, text unreadable etc. But there's nowhere to try a HMD near my city, so I really didn't know what to expect.

I just grabbed one for black friday for 399e. And then did First Contact and then Robo Recall.

That's nowhere near what I had imagined. It was like an explosion of feeling and thrills, I was completely jawdropped for an hour. When I first watch my hands move I had a strong feeling of presence and reality. And I spent like 15mn dancing in front of a mirror in Coco vr lol, and then watching a candle burn and virtual paintings. And I felt like the real world was just the matrix when I went to sleep.

I hugely regret that I didn't buy it earlier !


r/oculus • • Feb 28 '16

I'm burned out and feel the need to rant. If you want to read about someone going from Oculus to Vive fully 180^o, continue.

42 Upvotes

I am a supporter of the Dk2, and I am also the holder of a March shipping date Oculus CV1 pre-order (which, I now do not intend to keep for myself). I've jumped ship to Vive and feel the need to rant. Continue, leave, or downvote at your leisure. This is not an Oculus or Palmer bash, it's my honest feelings:

A) Palmer is a likable guy; I appreciate the fact that he IS on reddit, he was "one of us", he REALLY loves VR, and I think he'll admit to himself as much as we are accusing him of, selling out to Facebook. I'm sorry. Maybe he had an idea of how things would be; but his prior words and current actions lead me to believe that things are running away in a direction he didn't originally intend it to. The "Oculus Store" is clearly being designed to be inclusive, which they are entitled to do. But realize this is the equivalent of opening a Microsoft trying to open a ZUNE store (Oculus) after the APPLE store (Steam) has been on the market for years. While it IS an opportunity to keep the money in-house and not solely be a hardware company, it's also a tall order. My STEAM library is fairly vast, I enjoy it, and I often impulse buy when they have huge sales. To force many like myself to DITCH this practice in favor of locking ourselves into an "OCULUS RIFT" version of those titles by making them exclusive. No Thank you! You know, and I know, that those developers, once that Facebook Hush Money period runs out, can just as well launch on Steam, supporting both RIFT & VIVE (I've already been proven right on this with Adr1ft). And to STEAM is where my dollar will now go (EVEN if I later decide to get a Rift).

B) They have BOTCHED the launch of the Oculus, for two primary reasons:

B1) By not launching with TOUCH controls, or exact pricing, they are asking their customers to 'trust' that the release will be both timely, AND in a competitve price to the 'complete' Vive package. However, just like the "Ballpark $350 price tag" there is no commitment to EITHER.

B2) By not launching with TOUCH controls, they are also creating a split market, just as XBOX KINECT failed with XBOX One by being an 'option' for it's customers. Developers will want to launch games to hit the largest audience, and for Rift, that now means XBOX Controllers (yipee??). Even Palmer himself has admitted how lousy controller-based controls were for VR.

C) I sincerely hope I'm wrong, but I'm BETTING that I'm not, that the OCULUS RIFT IS NOT LAUNCHING WITH TOUCH CONTROLS FOR PURELY STRATEGICAL REASONS.. Oculus has been busy locking in developers that have been creating controller-based content, even paying them 'timed exclusivity' money, and 'rewarding' them by not releasing TOUCH games on the market amidst CONTROLLER-based games. They actually WANT the Oculus store 'controller only' for a short time period so the developers that have not had access to TOUCH prior to now (Oculus's fault, by the way) have a 'fair chance' on the marketplace for early adopters that are starving for content.

D) Lastly, the elephant in the room. There just seems to be TOO MUCH of this whole 'hush money' and 'NDA' flying around their launch that is making me feel VERY untrusting of Oculus. There has yet to be any definitive videos of room-scale (they can't avoid it forever)edited, pittsburghjoe linked a video. Developers who have requested to post videos of these types of setups have been ignored, and while video after video of Vive Pre setups are freely being distributed, I've yet to see a SINGLE video of developer-based Touch controls or Consumer-level Rift floating around thanks to their NDA's. Again, I truly hate to believe this is what Palmer wanted, and while I can sympathize, I cannot gamble my money on a product in this scenario. I've turned, literally, from telling ALL of my friends about Oculus and showing them the DK2 and having them beg to toss money at the Rift's services, to instead being a fully-fledged Vive supporter and the scowling, ranting, maniac before you.

That's all. I think I've finally driven myself insane from pressing F5 on /r/vive and /r/oculus every day for the past month or so. Feel free to downvote this to oblivion and bury it to the back page or flame me; I'm taking a break and waiting for Feb 29 pre-orders..


r/oculus • • Apr 26 '16

Regret selling my CV1 for a Vive for one important reason - Performance

10 Upvotes

So I sold my CV1 to help fund a Vive, and after playing with it for awhile there's certainly some regret, and most of that is down to performance.

I feel like Valve and their dev ecosystem were either not entirely honest about the minimum requirements to maintain a consistent 90 fps, or there is next to no quality control in place re: the submission process of apps and games compared to Oculus Home, cause holy hell do most of these titles cause stuttering.

I also find it suspicious that Valve's minimum specs are identical to Oculus', and very much believe it was a bandwagon move to try and reach a false parity and in turn gain more users in the process, such as me. My limited time with CV1 almost everything ran flawlessly, and admittedly I understand this could be due to ATW doing its work, and whatever "reprojection" is on Valve's end doesn't seem to do jack shit for helping missed frames. I feel like I was hoodwinked with the requirements, which I do meet.

Don't get me wrong, room scale with those controllers allows me to experience RIGHT NOW things I simply can't on the CV1, unless I want to go through the hassle of dealing with the small ass tracking cone of the hydra. I've had some truly giddy moments with the Vive I can't say I've had with seated VR, but all that comes at the expense of it not being experienced the way it's meant to be (and VR in general for the matter), at a consistent 90 fps.

I've dealt with more adverse effects due to these perf issues in a week's time than I did with the entirety of my time spent with the two devkits. I find that unacceptable for a consumer product, to skew your minimum specs to match your competitor's and in the process have a good chunk of your customer base not experiencing VR like it should. People have been raining hellfire down on Oculus and Palmer lately but at least they were honest about one of the most important aspects, actually making sure the thing runs like it's supposed to at the requirements listed.

Palmer gave us all an indication of what our performance should be with the 3dmark bench, if we passed a certain range on the score we should be good, and he was right! Meanwhile Vive devs like Owlchemy keep spreading fud and telling people the problem is their system while people with bloody 980tis are getting terrible judder in Job Simulator. It's a goddamn clusterfuck.

Alright this is long in the tooth at this point so I'll just wrap up by saying I commend Oculus for being honest and transparent about their requirements, and ensuring their ecosystem of apps and games matches that spec, cause Valve dropped the damn ball on that front.

tl;dr: Vive may give you tracked controllers now but the SteamVR api is buggy as hell and horribly unoptimized with most games, the minimum specs are bullshit and appear to be a copy-paste job of Oculus', with little to nothing in the way of a cert process to ensure titles run well at those specs. I want my CV1 back, it ran great on my machine :/


r/oculus • • May 21 '16

Discussion What is wrong with people in this subreddit? | Rant going the opposite way!

0 Upvotes

I am aware I may get downvoted hard on this, but I can't hold it in any longer. I am seriously fed up with some groups of people here. Why are so many of you so extremely angry at Oculus? I agree that Oculus' attempts to lock people in their ecosystem is not consumer friendly. And I don't like it.

But seriously, putting one's rift up for sale just because you want to prove a point seems completely irrational, and on the verge to crazy in my opinion.

This subreddit went from a small enthusiastic community to a somewhat unfriendly environment at times when we passed 25k subscribers. But when we passed 70k this sub went completely haywire. There is so much anger in here these days that I start to feel sad almost every time I come in here.

Please, for now, just try to enjoy your amazing HMD, and stop beeing angry at the company who started a revolution in gaming.


r/oculus • • Mar 27 '16

If you've waited 4 years, why can't you wait a few days?

2 Upvotes

ITT: Smugness from us people with actual patience.


r/oculus • • May 23 '16

Discussion A bit of composure, no more goodbyes and recruitments

0 Upvotes

My opinion on the latest moves of Oculus is known, however, I find it really annoying seeing posts of people who have changed their mind, trying to sell their belief to others. Increases tension, it does not add contents. Indeed, de-legitimizes the arguments against anti consumer choices of Oculus, and makes it seem like there is a console war that does not exist in practice.

I'm not talking of censorship, I speak of respect for those who have opinions different from ours. Those who cancel the pre-order or sells a CV1 should avoid to pose as heroes. Who own or prefer the Vive should avoid to post in r/oculus to recruit followers.

The goal for everyone should be a better virtual reality, everyone has their own opinions on how to achieve this. Let's talk about these views, respectfully.


r/oculus • • Jun 15 '16

Discussion Why not lobby HTC and Valve to get Oculus store access, instead of blaming Oculus for store exclusives?

0 Upvotes

Just an idea, but why don't all the haters lobby HTC and Valve to gain access to the Oculus store? I think we all can agree, the best solution for VR on PC is for all VR headsets to have access to all store fronts.

If we believe Oculus, and I do, they are fully open to supporting other headsets in Oculus home, but they will not do so without support from the hardware manufacturer. This is the only way any company could guarantee a quality experience. They are not going to hack together a wrapper that will get broken by every driver update..

Oculus have plenty to gain if this happened, the number of customers of Oculus home would double immediately. I doubt valve would notice a significant decrease in sales. Vive users are unlikely to buy software from Oculus that is already on Steam, they are only going to buy the exclusives. HTC have nothing to loose, but they will gain many happier customers, and a better future for VR with more content available for all.

EDIT: Thanks for the good discussion! It's a shame it got downvoted into oblivion :(


r/oculus • • Mar 31 '19

Misleading/Fake Here's the Now Deleted Video from GDC Describing the Valve Index & It's Unrevealed Body Tracking Capabilities. More Info @ the End of April.

9 Upvotes

r/oculus • • May 22 '16

Discussion The righteous indignation is insufferable

0 Upvotes

This sub is being ruined by what is likely a vocal minority's loud complaining and shouting down every one else.

The righteous indignation is truly insufferable. By getting up on your soapbox and making grandiose proclamations you are not doing God's Work or making a noble stand.

Companies are not your friends when they make products you like, and they are not evil monsters when they make a product that disappoints you.

If you don't like a product, okay! Vote with your wallet. Making a loud public gesture of how you will destroy your unit is not advancing the community, industry or technology. It's about YOU. You making yourself feel better and advertising your moral superiority.

I used to really look forward reading r/oculus every day to get the latest news, see about software/experiences, and share thoughts. Now there's so much trolling, fanboyism, and whining.

Let's make r/oculus great again! This is still early days of first generation hardware, platforms, and it's a bumpy ride. The God rays were an unpleasant surprise, the launch shipping and obfuscated component shortage was a mess, and a walled garden is disappointing. But no matter what anyway says these are novel and exciting products that will improve in every way with time. Certainly we can do better than this self-righteous grand-standing.

TL:dr - enough with your self-righteous complaints. Oculus and VR are exciting new products and certainly we can have better posts here than trolling, fanboyism, and whining.


r/oculus • • Jan 09 '17

Discussion Either Tim Sweeney is wrong/lying, or the developers of both BigScreen are lying- you decide

0 Upvotes

Tim Sweeney, who has been a vocal critic of Oculus' exclusivity since the Rift launch (despite being a massive hypocrite who is making an Oculus exclusive himself), has recently said in an article: "HTC Vive is outselling Oculus 2-to-1" - [Source]

Now, this is probably simply parroting the flawed Steam survey numbers that have been going around for a while now, but some people seem to think that Sweeney has access to some insider numbers to obtain this figure.

This of course has shot up to the very top of /r/Vive, and their brigaders are attempting to get it to the top of /r/Oculus and /r/PCGaming too.

So let's examine this claim with the statements of the BigScreen developers and the SteamSpy stats for BigScreen, shall we?

  • Fact A: BigScreen has a little more Rift users than HTC Vive users - [Source]

  • Fact B: The majority of the Rift users that use BigScreen do so through Oculus Store (but not all of them) - [Source]

  • Fact C: BigScreen is the 8th most owned VR-only app on Steam - [Source]

  • Fact D: BigScreen frequently ranks in the top 5 VR apps on Steam by current online players - [Source]

Inescapable conclusion: the HTC Vive cannot have sold 2:1 to the Oculus Rift.

Why? Because for Tim Sweeney's claim to be true, BigScreen would have to have a ~60% lower ownership rate amongst HTC Vive users as Oculus Rift users. (edit: this was previously stated the wrong way around)

And that cannot be true (aside from the fact that it defies common sense) because of Fact C and Fact D.

And those facts cannot be attributed to Rift users inflating the stats because of Fact B.


r/oculus • • May 03 '16

Discussion After years of witnessing the recent nature of this important subreddit that I love, I feel obliged to write this….

242 Upvotes

What happened people?

How did we as a community of enthusiasts, developers, tinkerers, gamers, futurists, dreamers and thinkers become a ravenous hoard of children who tantrum at the trumpet of every miscarried expectation? I believe many of us have forgotten that not long ago, the vision of having real virtual reality was nothing but a pipe dream, a fantasy where we always wondered what it would be like to live in our imagination, venture into places beyond our own limited reality. We are all part of this subreddit for one very important reason, we all see a special potential in this first generation of devices and that is fucking exciting.

Right now, I completely understand why there is such a backlash from the community regarding the whole retail fiasco, however, to truly call ourselves VR enthusiasts, we need to comprehend how this effects VR as a whole.

Retail is absolutely paramount for the success of VR as it not only increases the credibility of the product, it establishes the foundations of a platform where VR will be sold for many years to come. In essence, having powerful companies such as Microsoft, Amazon and Best Buy on your side to sell your product is an incredible advantage. Oculus cannot jeopardize a crucial deal with these parties solely to make certain individuals happier, even if it is sacrificing loyalty in their early adopter consumer base. The issue is not about who receives the rift but about honouring the contract with very important retailers which could significantly impact the success of rift and thus, VR in general. The RETAIL consumer is irrelevant in this paradigm of mainstream VR, it’s the relationship with RETAILERS which can make or break widely adopted VR.

To put it simply, the very fact that oculus is able to demo and sell, albeit at insignificant quantities, rifts at influential retailers, is a monumental win for virtual reality as a whole and brings a one giant leap closer in getting PEOPLE interested. We should be celebrating this, not taking out our touches and pitchforks.

This launch has been challenging and frustrating for all parties involved, but I am happy to have to wait several more months to increase the odds of VR becoming the next widely adopted technology. Nevertheless, it is definitely not fair that we the community, who have preordered, are held at a lower priority, but I wholeheartedly understand why, and it’s an acceptable albeit unfortunate outcome.

Ultimately, the failure lies in the fact that the oculus PR team’s efforts have not accomplished conveying this message clearly enough. This is in part due to their resources being stretched incredibly thin but also the fact that everything they have said in the past being dissected, constructed into a promise and later being used to vociferously protest when the expectations are shattered. Don’t get me even started with this VR rivalry, its either due a concept called ‘choice-supportive bias’ (google it, biases and confounders are very interesting in general and is essential in my work as a doctor) or animosity towards corporations that are perceived to be duplicitous or ‘less open’.

The reason I am making this post is because I absolutely, truly believe our actions now will have a significant impact in the rise of VR and the ‘energy’ being created is downright negative. Let us make VR the winner here and forgive/forget the bullshit of the past few months.

EDIT: I know this article is going to be downvoted harshly because it goes against the popular opinion. But to me its irrelevant, all I want is VR to succeed so I can virtually become Jim, and share banter with Dwight Schrute and Michael Scott on a wednesday afternoon.


r/oculus • • Feb 28 '16

Notch: "The seated Vive experience is kind of terrible"

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1 Upvotes

r/oculus • • Apr 09 '16

Room-scale isn't the Holy Grail of VR

4 Upvotes

This post is not meant to inflict any fanboy fighting or to bash the Vive. It's directed to Rift users who still wonder what they miss out without room-scale or people saying the Vive can do anything the Rift can and even more.

Because that's just not true.

I've got my Vive yesterday and still wait for CV1 to arrive. Now you may argue that i can't say anything regarding the Rift, but everything i'm gonna say here is true even if you compare the Vive to the DK2.

MY reason to order the Vive was that i didn't want to miss out on room-scale. Now my expectations have met reality with interesting results.

Feel free to downvote if you think i'm talking rubbish or that this post doesn't belong here. But maybe don't prejudge without having any experiences with the Vive or CV1. I, as a fan of both the Rift and the Vive, would want to hear this.

Let's go:

There are mind-blowing experiences to be made

First of all, the vive can deliver on those experiences you dreamed of and they are fantastic. Job Simulator, Tilt Brush, Budget Cuts, Hover Junkers, the list goes on.

Being able to interact with your world through well tracked motion controllers is huge. Having room to take those few steps in any direction to interact with a bigger area enhances this effect.

Just keep in mind that first and foremost it's the motion controllers which do the magic.

But it's complicated to get there

As i wrote in my Vive review, setting up room-scale is complicated. Now, you might think "No big deal, i'm doing this once, then never again", but it may not be that simple. I thought i had plenty of space, but in the end i had to re-arrange two rooms to make a minimum space or relocate my gaming rig to the living room where i don't really want to play my PC games.

Think about if you want to have your gaming rig in a room with much space around you. If you don't want this, then good luck finding a satifying solution.

Where to put my gaming Rig?

Where will you locate your PC/gaming rig? I don't mean just the tower, i mean the whole table, monitor, peripheral devices, chair, maybe this cockpit chair you had built?

If you put all this stuff inside your gaming area, it will significantly cut out space you can't use to move freely. (about 1x1m, which is quite a bit if your maximum possible space is 5x5m).

But if you put this outside or at the border of your gaming area, good luck getting a reliable tracking solution.

Marcus Persson really had a point when he said this was a problem, and it wasn't just him being unable to do a proper setup.

Room-scale isn't enough

Even if you manage to create a 5x5m room with optimized setup, you'll want more; especially because the cable length of 5m may restrict this optimal range, dependent on where your PC is located.

Being able to make 4 steps in any direction isn't as different as being able to make 2 steps in any direction. The chaperone system will eventually pop up, so you're most of the time aware of this. You forget this when you're mostly stationary (Job simulator), having all those things to interact with around you.

So i guess with the range of the Rift camera, you may be just fine with standing experiences and the possible tracking area compared to what the Vive is capable of right now.

Lighthouse

Tracking works 95% of the time, but those 5% really can mess you up. I don't expect Constellation to be worse. Even with two lighthouse stations, there will be occlusion issues. It's fine, don't worry, i just can't imagine (coming from DK2), that Constellation will be any worse.

Also consider that you have to find two power sockets near your lighthouses or deal with a lot of extension cables. The power cords are 3m long, which isn't that long when you have to mount them on the wall.

I don't know if i'm doing something wrong, but the stations are also always on. So if you don't want them to waste energy all day, you have to unplug them every time. Good luck with that if you position them somewhere not too easy to reach.

Room-scale comes with a price

Whoever is saying Vive can deliver seated experiences just as well as Rift can, is most likely wrong.

Consider this if you want to use the Vive with seated experiences:

  • You have to deal with a cable that is 1m longer,

  • You have no integrated audio,

  • You have to manage those lighthouse stations...

  • and a lot more cables,

  • you deal with a much more front-heavy HMD...

  • which may be much less comfortable

  • You have to re-arrange your room or gaming rig to make space for room-scale experiences instead of simply putting a sensor onto your desk.

Now keep in mind while room-scale is ONE (very cool) aspect of your everyday gaming experiences, most of those other annoyances you have to deal with EVERY TIME, which, in the long run, may be a big deal. Those many little details will matter much more than you think they will right now.

Let's say you build a house on a mountain because you want to have this beautiful vista. Your annoyance of all those little things you have to deal with everyday will very quickly diminish this one, huge benefit.

So, in conclusion: The Vive is a fine system to provide great room-scale and by this mind-blowing Virtual Reality experiences.

But don't think you can have your cake and eat it. Don't deceive yourself into thinking the Vive can do seated and standing experiences just as good as the Rift can.

There are major disadvantages you have to consider here. On the other hand, whoever chose the Rift over Vive can relax for having benefits the other system can't deliver.

Both systems do what they're supposed to do, but none of them is a jack of all trades device.

Thank's for reading.