The current attitude towards VR, and the "metaverse" in general, has got to be the second most delusional thing I have ever seen - due in no small part to the close integration with NFTs, the first most delusional obsession I've seen. It's complete and utter vaporware, with absolutely nothing behind it. I have done lots and lots of reading about the metaverse, what it promises, what it wants, and I still can't find a place where substituting the word "metaverse" with "cyberspace" doesn't create the same sentence. But everyone is afraid of missing out on the "next evolution of the internet" that all rational thought has gone out of the window. VR is not the future of anything besides the mentioned gaming niche.
VR gaming has potential that is not realized due to people sticking with game formats they know work. Innovative game design is going to be needed, but once it's here it will definitely have something else.
As much as I like VR I have to agree it will stay a niche product. The need to wear something on your head is a major hurdle. Like 3D TV's that have mostly disappeared. Also when you are in a VR environment you want to interact with it. You need free physical space to do that which is an other hurdle. There are more niches than gaming only though. Like education and product design and demonstration.
The main problem with 3D tv was the content. 3D really only works with bad movies like resident evil. You are not going to have need or want 3d in a movie that is an oscar contender.
Ehh, the content is the problem because there is a lack of bad content ? There's a heap of 3D content and growing. Like last years Marvell movies, James Bond, Dune. And movie theaters still show those in 3D. Which works because people go to a movie theater for the experience and donning 3D glasses is a minor annoyance with that mindset. Most people don't go to the movies very often. However people wanting to view a quick movie at home don't want that annoyance.
It's a bit the same with VR I think. When you go to an arcade or a friends house the space is already available and you accept being isolated because it's expected. Going for a quick VR session at home is an anti social hassle (unless you got a dedicated VR room or live alone).
I'm just saying that things flying out of the screen rarely add value to the movie. I had 3d tv and my only shows for it were some documentaries, Avatar, Paddington bear, and 3d adventure of tintin.
2 kids movies
1 animated movie
some short but interesting documentaries.
(horror movies runner up (mostly resident evil lol)
This reminds me of a joke Norm MacDonald did on his podcast:
Did you see the Great Gatsby? Did you see it in 3D? It was almost like the sober examination of the unrestrained materialism and absent moral center of the roaring 20s jumped right out at you.
The timeline for consumer level glasses with ar + vr will begin shipping 2023. "Apple" level ones 2025. These devices will be as ubiquitious as the smartphone or earbuds.
Bad take given how well the Oculus Quest 2 is selling.
Primary improvements in OQ2 over previous headsets: Higher Quality + Lower Price + More Portable.
Very easy for me to believe if you just keep improving in those areas you end up with a device that will be present in every lower-middle-class+ household.
Because the Valve index is very expensive and needs to be tethered to an also expresive gaming PC via cumbersome cables plus the need to install the IR lighthouses in your living-room, and require maintenance of drivers and VR compatible SW(I was a PC gamer, I know). All this expense, physical installation work and general friction is a non-starter for most consumers and that's why yours sits on the shelf unused.
The Quest(2) is not tethered but has the "gaming PC" built inside of it, no need to bolt lighthouses to your living room walls, and has the frictionless ecosystem polish of the PS/X-box. So it sits charging on my couch, always updating itself and the games in the background, and when I have 10 minutes of boredom during WFH, I can slip it on my head and will instantly resume the last game state I was on, no cables, no PC, no maintaining or curating drivers and SW, none of that stuff. Zero friction. And I can also put it in my backpack and take it to a friend's place instead of having the whole setup bolted to my living room.
I also had work colleagues with gaming PCs buy the Index and return it in the 30 day window after getting bored of the nuisance of cables and SW, then buy a Quest 2 and keep it.
The Quest absolutely killed the Index for the mainstream VR market and got Valve to move in the same direction.
That doesn't explain why someone who has an Index doesn't use it. The setup and expense is just one time. The updates are all automatic via Steam. It's just a matter of putting on the headset and go. And yet, just like @wayoutthere , I find myself using it less and less. Not because lack of content either. It's just so inconvenient and awkward to isolate yourself from the other people in vicinity. Plus you'll be moving your arms without regards of your physical environment. So basically you need a room with a 2 meter by 2 meter clear space and no other people available. Most people don't have that.
I used the quest 2. Personally I was not impressed. Graphics are soft and simple compared to the Index and the field of view is so small. You can tether it to a PC for better graphics but then you loose the main advantage of not having a cable. And you still keep a small field of view.
>That doesn't explain why someone who has an Index doesn't use it. [...] It's just a matter of putting on the headset and go.
It definitely is not (saying as a PC gamer for over 15 years). If you don't already use your gaming PC regularly for other stuff so that the whole loading, update and maintenance is part of the daily experience anyway, then, you first have to fire up the gaming PC, wait for it to load, login to Windows, then you might have Windows nagging you for an update, then maybe Nvidia gaming hub or whatever they're calling it nowadays nags you for an update, then maybe you have to reboot, then open the steam launcher, then maybe that also want some updates, then fire up the game, then you have to clear your surrounding environment to make room for the cable tether and make sure you don't trip on it, then put on the Index, then finally you can play.
To most people that wohle ritual gets annoying and puts off the casual gamers who want a quick gaming session every now and then without dealing with any of that crap. The Quest is literally just put on and go since it's just like a console, which is also more popular for gaming than PCs for the convenience and the lack of friction.
If you only use your PC one day a month then yes, you may have to wait sometimes for updates. If you use your PC a few hours every week, nope. If you only use your Quest 2 once a month you've demonstrated my point: there is a barrier to using it.
Windows updates don't prompt anymore. They download automatically and apply at the next reboot. Steam starts at boot and updates every thing in the background. Never had an Nvidia popup, don't use anything else than a driver for my GPU. As soon as you put on the headset and turn on the controllers it wakes up, starts SteamVR and you can play.
I don't care how long you've been a PC gamer in the past. The time that gaming on Windows was a chore is long gone. Stuff just works on Windows now.
>If you only use your Quest 2 once a month you've demonstrated my point: there is a barrier to using it.
Which barrier? People can game twice a month due to lack of time, not because of a barrier from the device. And those two times a month they have the time to game, they want to jump into the game directly, not do OS/driver/game updates first.
That's one of the reasons the Quest destroyed the Valve index in sales and why consoles are more popular then PCs for gaming.
That’s actually not my problem with it; my big problem with it is that the whole thing gives me a headache after about 15 minutes. And you can’t use your phone, have something on in the background, etc. Also basically every game was way easier to play outside VR.
In my mind it’s a novelty you will be far more productive without.
I think maybe because you haven't played any great titles bespoke made for a fun experience in VR. I think this is where the Quest shines. It's not trying to play PC games in VR, but it has great titles made bespoke for it wich are great fun in VR. Same how you don't buy a Switch to play PC games, but you play the games made by Nintendo for it which are also great fun. Quest has the fun factor through its library of great VR titles. Without any fun VR titles, the Index is just an expensive peripheral. The ecosystem makes the whole experience make or break.
>And you can’t use your phone, have something on in the background, etc.
The Index has plenty of VR titles; there’s a whole VR section in steam with all the standard ones (there really aren’t that many native VR games, maybe a hundred give or take), Half Life: Alyx, Serious Sam VR, etc.
My favorite VR experience was actually a game that wasn’t designed for VR but sort of serendipitously worked extremely well (Elite: Dangerous). Space dogfights in VR are incredible and super-immersive. It still gave me a headache after a bit of playtime but I usually pushed through until my ship was out of ammo and I needed to reload.
But after playing E:D in VR, most VR native games like Space Pirate Simulator, Beat Saber or Superhot VR just feel like shallow toys. E:D is closer to an immersive experience than any of them; I actively wanted to stay in VR longer but my eyes would not let me.
> I don't get what you meant here.
I meant that it’s hard to simultaneously perform VR and non-VR activities (or switch back and forth between them quickly).
Anecdotally, I know people with both Indexes and Quest 2s, and from my experience the Q2 gets way fewer strain/headache/motion sickness complaints than the Index.
Note: it already has a health niche. Now that I think about it, one could create a startup in that space. The health niche will be expanding. I'd argue that Apple is excellently positioned for VR.
I find your analysis excellent apart from this bit. It’s really far from obvious to me that VR has any future outside a gaming niche.