@crymore_noob VR Gear is the HMD that interfaces only with a cell phone. How would that work with a console?
And yes, VR is just undoable at such a low framerate. The consoles could still implement VR, but the games would have to be much more visually simple in order to keep performance good enough to maintain a comfortable framerate.
@oldtobie I'll concede to that. You just said it was "dumb," and compared it to something very loosely, tangentially related. Okay, this reply, not the original comment, is absolutely right, assuming you weren't insinuating anything. In this case, your first comment is still incredibly un-insightful.
@VegasDawg Yes, simulation sickness is a thing, and some people are always going to get sick. Sometimes, it will be more dependent on what kind of game is being played, than specifically of the device and function itself. This does not prove your statement that "most people get sick".
"VR is not out because it makes a ton load of people sick Period end of story..."
This device is not out yet because the manufacture quality and general functions have not been developed to the potential that they want to release at a massive scale. It makes some people sick, and they are never going to fix that entirely. That is just one of many components, many reasons that the device is not out yet. There are also considerations regarding optics and widening the field of view, by display, by lenses, and by distortion. There are also audio, particularly of 3D/positional audio, that the company want to release with, and have since bought a company to do very such.
There are also developments being made to software sided issues with DirectX etc., as well as third-party hardware such as our GPUs and drivers therein.
The reason it is not here is because it is still being developed. Two years from patented concept to consumer release is not enough time to develop a product.
"Did you make up all that by yourself?"
Did I make all of what up? I didn't say anything that was could even be construed as fabricated, other than criticize the anecdotal "statistic" that "most" people get sick. If we wanted to use observed, personal experiences, the Crescent Bay prototype has made practically no one nauseous, but the device won't suddenly come out because there are still general development and manufacturing processes for a consumer piece of hardware. The current Dev Kits are not user friendly by any stretch of the phrase. They do not interface with Windows or any other OS well AT ALL. There are a ton of reasons this thing is not out yet.
"…going on to add… “this is still incredibly early hardware. There are plenty of technical challenges left to solve for the consumer Rift..."
Exactly, but you seem to think there is only one challenge, and because of it, the device hasn't been released, and it's because more than 50% of people who try it become nauseous.
I don't know why you're dropping a microphone, you never defended your original point; you only linked to articles that discuss what motion sickness is and how it applies.
@oldtobie There are plenty of genuine reactions on YouTube. If people can be scared shitless in Amnesia and Outlast on a 2D monitor, they're certainly going to be scared in this.
@VegasDawg It makes some people sick, just like sailing does, and it largely depends on the type of game. Obviously, games that do stuff that would make a lot of people sick in real life, would get sick in the Rift as well.
It was also earlier, crappier versions of the Rift that made people sick. Even with the DK2, most people can play many games just fine.
The reason it's not out is because it has only been in development for a couple years. It was a single adult teen in his parents' garage not just a couple years ago.
@wtf_damn It's light enough that many people can play for 4 to 6 hours with little discomfort, and later versions (Crescent Bay prototype) are even lighter.
@jackzor123 This device's first iterations will be on PC only. The company is partnered with Samsung to make mobile versions, of which they already have one, and it's pretty damn good considering they're using a non VR-appropriated phone/hardware for the thing.
Sony has their own, currently a little more experimental, VR HMD for their console. So far, Microsoft and Nintendo have not really put forth anything specifically in the VR department.
All of these headsets are relatively cheap/affordable. The Oculus Rift's consumer version will likely sell for around $300.
@grin89 Firstly, with the DK2, you'll need 75fps. Secondly, I wouldn't buy any hardware until the CV1 is out, or about to be released. It's a developer's kit, so if you don't know what kind of performance issues you're having now, then you should seek other avenues of advice and troubleshooting, like the OculusVR forums etc.
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