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VR Is In Trouble - Printable Version +- AlienBabelTech Forums (http://alienbabeltech.com/forum) +-- Forum: Technology (http://alienbabeltech.com/forum/forumdisplay.php?fid=6) +--- Forum: Gaming (http://alienbabeltech.com/forum/forumdisplay.php?fid=8) +--- Thread: VR Is In Trouble (/showthread.php?tid=1452) |
VR Is In Trouble - SteelCrysis - 12-06-2016 https://www.techpowerup.com/228419/2017s-weak-vr-ar-demand-may-burst-vr-investment-bubble Quote:Many research firms' numbers also have shown that VR product sales in 2016 have been weaker than originally expected due to lack of content and high product costs. Google's Daydream View, HTC's Vive, Oculus Rift and Samsung Electronics' Gear VR have all achieved sales that are weaker than market expectations, and even the current mainstream poster-boy for VR, Sony's PSVR, is showing adoption numbers that are as lowly as low can be (even in Japan, where Sony expected the PSVR sales to be greater - only 0.7% of the existing PS4 and PS4 Pro user-base has made the jump for a VR headset). RE: VR Is In Trouble - dmcowen674 - 12-06-2016 You can't force people to like something, look at 3D TV, never took off. RE: VR Is In Trouble - SteelCrysis - 12-14-2016 https://www.extremetech.com/gaming/241025-latest-steam-update-adds-full-ps4-controller-support-4k-home-streaming Quote:Currently, the HTC Vive is up to 0.21% of total Steam users, while the Oculus Rift has ticked up 0.01%. This isn’t necessarily bad news — we don’t know how many people run Steam and participate in the survey, and that matters when trying to estimate total VR sales. These increases, modest as they are, still likely reflect some tens of thousands of unit shipments. That’s not exciting relative to the entire gaming market, but it’s not bad for an extremely expensive technology currently marketed towards early adopters. RE: VR Is In Trouble - ocre - 12-15-2016 Compared to the yesterdays of long ago VR, today things have truly come to an amazing place. But is VR really where it needs to be yet? That I would not bet on. All these competing companies, its not good in a market that hasnt even grabbed foothold. There are different headsets, different platforms, and different ways to use them. Its surely confusing. I think vr is really interesting at this point. I mean, I have been waiting decades for VR to finally be here. And it is here...kind of. I find the progress right now as awesome. But it still seems to be in very early and incomplete stages. I have a few headsets, the samsung one is nice. Its very interesting and fun but its just feels like there is a ways to go. The content is all over the place. Ranging from okay to good. But I think there is so much more that could and should be done. The technology needs to keep advancing, especially bad in some areas. Like controls. No matter how convincing the visual pull off, the experience is so limited. Great to look around from a stationery location. You can turn around look every direction, even under things. head tracking has really come a long way. It actually works pretty darn good. But-- the second you experience starts moving forward, such as walking....thats a problem. Its like gliding on rails, or floating. The motion is really a drawback. Controls and menus, it never feels right to me. There is no way to have a realistic feel having these major limitations. I love VR, love the idea. But we only have accomplished the ability to be transported to stationery body, at least convincingly. There has to be better ways to control the experience and make it feel righr, like you are there. For the most part, the controls and motion take me out of the experience. It takes it away for me. The floating around or rollercoasters are only fun a few times. RE: VR Is In Trouble - SteelCrysis - 01-25-2017 https://www.extremetech.com/electronics/243280-3d-tv-finally-blessedly-mercifully-dead-will-vr-follow-suit Quote:The story of 3D’s rise and fall is a cautionary tale for the VR industry as well. I love VR and would like to see it shape the future of gaming, but many of the issues that doomed 3D TV and 3D content could also kneecap VR adoption. Like 3D, it requires expensive, personal peripherals. Like 3D, games need to be designed explicitly for VR in order to showcase the technology to best effectiveness. Like 3D, VR can cause nausea and headaches. Like 3D, working in VR has an entirely new set of best practices, some of which aren’t intuitive to people who spent their careers working on conventional design. RE: VR Is In Trouble - SteelCrysis - 02-09-2017 http://www.pcgamer.com/best-buy-is-closing-roughly-200-of-its-500-oculus-rift-demo-stations/ Quote:In May 2016, Oculus VR and Best Buy teamed up to install Oculus Rift demo stations in 48 North American stores, a number that eventually ballooned to 500 locations leading into the holidays. But nearly half of them will soon be gone: Business Insider reported today that roughly 200 of those demo setups are being closed down because of "store performance." RE: VR Is In Trouble - ocre - 02-10-2017 lets give oculus our most honored award
RE: VR Is In Trouble - SteelCrysis - 03-02-2017 Good news, Oculus cut the price: http://www.tomshardware.com/news/oculus-slashes-rift-touch-price,33789.html And LG is making a good VR headset too: http://www.tomshardware.com/news/lg-vr-hmd-prototype-gdc,33792.html RE: VR Is In Trouble - ocre - 03-03-2017 Vr, the future of porn RE: VR Is In Trouble - RolloTheGreat - 03-03-2017 I don't think VR can take off due to the hardware involved. Can't see most people wearing giant headsets and holding controllers. RE: VR Is In Trouble - SteelCrysis - 04-03-2018 https://www.extremetech.com/gaming/266791-high-end-vr-market-dead Quote:Consider this lack against, say, the early days of 3D acceleration in PC gaming. Then, as now, adding a 3D accelerator to your system was a significant investment. The original 3dfx Voodoo card, which debuted in 1996 for $299, was worth $482 in 2018 dollars. It was by no means certain that gamers would spring for these solutions or that 3D-accelerated graphics would win out, or that one specific type of 3D acceleration would win out (betting on the wrong horse nearly killed Nvidia out of the gate). With that said, here’s a short list of games that launched in 1997 and 1998 — within roughly two years of the appearance of third-party hardware accelerated GPUs: RE: VR Is In Trouble - SteelCrysis - 08-01-2018 https://www.extremetech.com/gaming/274518-vr-sales-are-tanking-but-is-the-market-in-a-tailspin Quote:So what are we to make of all this? Right now, VR is still niche territory. The games that are shipping for VR are mostly smaller indie titles, with a few AAA exceptions. There are no must-have VR games right now, and there aren’t a ton of virtual reality games coming in the immediate future. And part of the problem is undoubtedly the slowing pace of PC evolution. Consider this: If VR had launched in 2004 and this were 2006, we’d be on our second new GPU architecture just since VR debuted. Back then, it was normal for GPU performance to nearly double every year. Instead, AMD and Nvidia have launched one new architecture each since VR deployed. This matters, because new architectures are how the GPU market principally drives performance to lower price points. There also needs to be better clarity regarding what kinds of VR experiences are practically supported on hardware, to avoid situations in which someone buys an Oculus Go thinking they’ll be getting something they can use for PC or console gaming. As the market grows (assuming it does), those kinds of confusions will become more commonplace. RE: VR Is In Trouble - SteelCrysis - 08-21-2018 https://www.extremetech.com/gaming/275660-sony-announces-psvr-has-sold-more-than-three-million-headsets-over-20-million-games Quote:Unfortunately, it’s just not clear that Sony is immune to the downturn in VR sales that Digital Trends has been tracking. According to an article from July, Sony’s PSVR bundles haven’t exactly been selling well, either: RE: VR Is In Trouble - SteelCrysis - 08-30-2018 https://www.extremetech.com/gaming/276258-microsoft-had-an-xbox-vr-solution-in-the-works-but-killed-the-project Quote:VR adoption, in other words, is moving at a glacial pace. 0.3% of the Steam market owns one (we can’t compare to historical records, even now that Steam’s database appears to be working properly again, but 0.3% ownership more than two years after launch is ugly). Frankly, it’s not hard to see why. I’ve never used a Vive, but the entire process of setting up a Rift from start to finish can take more than hour. Much depends on how much room you have to maneuver and for camera placements, but I wound up skipping most of the steps in Oculus’ setup program because it was nearly impossible to finish some of them properly. The system works fine, but getting the hardware properly configured was anything but turn-key — and that’s 2.5 years after launch. Virtual reality doesn’t just have a pricing problem — it has an entire initial user experience problem, and that’s not going to be easy to solve. RE: VR Is In Trouble - SteelCrysis - 09-06-2018 https://www.techpowerup.com/247405/idc-despite-sharp-decline-in-vr-headset-shipments-in-q2-2018-market-outlook-remains-positive Does anyone else feel like this is Baghdad Bob? Quote:Worldwide shipments of virtual reality (VR) headsets were down 33.7% year over year in the second quarter of 2018 (2Q18), according to the International Data Corporation (IDC) Worldwide Quarterly Augmented and Virtual Reality Headset Tracker. IDC expects this to be a temporary setback as the VR market finds its legs. The arrival of new products, such as the Oculus Go and HTC Vive Pro, and new brands, combined with the need for greater headset fidelity all point to a positive outlook for the quarters ahead. RE: VR Is In Trouble - SteelCrysis - 01-04-2019 https://www.techpowerup.com/251170/2018-was-the-year-of-vr-headsets-except-it-wasnt-according-to-steam-hardware-survey Quote:More interesting and important than the "doubling" in VR headset attachment rate to Steam's user's is the fact that this only increased said attachment rate to around 0.8% of Steam's user base. Of these 0.8%, 0.37% of Steam users who took part in the December survey carry an Oculus Rift, with HTC Vive close behind at 0.33%. The overall increase in usage for each of these headsets was 85% and 65% throughout 2018, respectively - still definitely a far cry from the kind of market penetration that was expected of this latest generation of VR. As for Windows Mixed Reality products? They make-up 0.07% of the Steam survey's results. |