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Oculus Rift
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Howard_Casto:
Hmm... maybe I should elaborate a little bit more so some people that are thinking with their hearts instead of their heads will understand. 

The reason nearly all optional video game accessories fail is due to the fact that game companies are NOT out to make fun games, rather they are out to make a profit with as little effort and risk as possible.  The fact that they sometimes release a game that is also fun is a nice side-effect.

Let's say you are AAA game developer #364 and you are working on a new game.  The game will be sold for 60 dollars.  You don't get to set this price as it's the industries set upon price and any time a game is released for more than this price without including some sort of hardware widget people complain.  You can make sequel #42 the same way you always do, with your tride and true dev kit that you've been using since before the console was released and make the game as efficiently and cheaply as possible while still creating a quality product or you can take a risk diverting manpower, development hours and money on supporting a new, costly accessory that the large majority of your consumers most likely won't own.  The answer is obvious... 9 times out of 10 the company will take the safe, conservative route.  What about indie developers and smaller studios?  Well they are faced with the exact same choice, only they don't have the large resources in terms of manpower or cash to back them up.  For them the risk is potentially even greater.  Some of them inevitably will take the risk due to desperation to make their mark on the industry (and thus make more money) but unless the risk really, really pays off it could end up being the companies last game. 

So don't get me wrong, I think it would be great if VR happened and made me look foolish as a result.... I'd certainly buy one if it became successful and thus had a lot of games, but I've got to look at what most likely will happen, not what I want to happen. 

Before someone brings up Sony and Microsoft's attempts I'll remind you that they are optional hardware for the consoles... so see above, and they both experimented heavily with 3d tvs last gen and now games that support the tech are virtually non-existent. 
shponglefan:
The problem of adoption of VR hasn't been an issue of content: it's been an issue of hardware.  For decades, the idea of VR has always exceeded the hardware's ability to realize it.  But now, we seem to be finally on the cusp of the hardware catching up to the idea.  And that's what's so exciting about this.

Once the hardware is in place, then next comes standardization, content, affordability, and all the rest.
dkersten:
with ultra cheap cardboard VR headsets that use your phone as the display, this is the year hardware will no longer be a limiting factor...

Although all I can think of when pondering VR is motion sickness (I get severely motion sick from first person shooters on a regular monitor, I can't even imagine how bad it would be if the fov was 100%). 

There are some pros outside of games though.. a VR headset is like a really large TV (perceptually), and new tech has put the resolution at least as high as the typical tv, so for those who can't afford a 60, 70, 80, or larger inch screen but want that big screen experience at home, this is a cheaper alternative.  Personal TV show viewing has become a standard with the younger generation, but holding a tablet or even smart phone up a few inches or a foot or two in front of your face for 2 hours is uncomfortable.. to be able to wear it is probably the next big thing for this generation.  Also, anyone doing 3D design could benefit from it.  Then there is the simulation market, not really games so much as tools for learning all sorts of tasks.  By making the hardware super cheap, it opens that up for even small companies to utilize effectively.

There is an untapped market here that goes beyond the multi billion dollar game market, and I am betting that the sudden explosion of dozens of choices ranging from less than $30 to over $3k is because companies recognize this.  Personally, it's like a 3D printer to me: intriguing but mostly useless.
edekoning:

--- Quote from: dkersten on January 06, 2016, 10:16:19 am ---with ultra cheap cardboard VR headsets that use your phone as the display, this is the year hardware will no longer be a limiting factor...

--- End quote ---

Except that the Oculus Rift requires a beefy PC that the average gamer does not have.

I would love to try one out though, but I first need a game PC, as my Intel NUC won't cut it ::)
yotsuya:

--- Quote from: dkersten on January 06, 2016, 10:16:19 am ---Personally, it's like a 3D printer to me: intriguing but mostly useless.

--- End quote ---
I'd get more use out of a 3D printer, but I pretty much agree with this sentiment.
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