this post was submitted on 02 Mar 2024
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I've been on the vr train since 2016, i eveb did dev work for a few vr companies. imo I think there are 2 problems with vr this time around. 1st is movement, joystick style movement makes half the userbase sick to their stomach, teleport feels terrible to the other half, supporting both invariably breaks game balance. There are hardware solutions but they are still in their infancy and are huge and expensive for the most part. The result is an already small userbase fracturing even more.
Second problem is less serious, there are games with fun mechanics, there are games with good, long stories and progression. There are very very few games that have both. This makes all the games feel like demos.
I love the potential of vr games, but there just isn't enough content out there to make it worth.
the main reason i have avoided vr is it feels uncomfortable as fuck to have a brick on my face imo...
tho i saw some recently on a utube video that used micro oleds and were more like goggles than a brick. looked a lot lighter and more comfortable. still not really tempted to buy one tho
A proper fit and we'll designed headset is also very important and often neglected. For instance the valve index is almost twice the weight of the vive, but most agree the index feels lighter. Getting a good fit is the difference between your neck hurting in 15min vs 2hrs+.
Nevermind the walled garden problem. We've got potentially great content locked behind different storefronts requiring different hardware for each.
In the quest for dominance, everyone is losing.
Like, I understand Valve's "no exclusive content" stance, but they really should consider pumping publishing money into vr software studios, but with an open platform clause. A healthy ecosystem of software will enable VR to thrive. Either that or engage in negotiations with the other players to create a VR collective agreement. It'll never happen, but one can dream.