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Oculus Rift Virtual Pinball Cabinet
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BorgDog:
I think he seems to be underselling the cost a bit in the video.. "for $100..."  sure for a piece of foam board and some buttons.  To make it really work it would need force feedback, and a full size cabinet to get the proper nudge feel of a full sized cabinet, or some springs or something to simulate that.  Doesn't seem to do much for multi-player, get 4 headsets hook them all up and you can all stand around and watch?  Now as an add-on to my vp cab it might be rather fun, assuming I have enough of a computer to run it.. so on oculus site they say GTX970 or R9-390 and an i5-4590 OR BETTER, which generally means you want better, and they have special pricing on computers, basically $1000.  Now a gtx970 and i5-6600k is what I plan on putting in my new vcab build so it may work, assuming I want to spend another $600.  Would I love to have one, sure I would, but I would also love some more real pinball machines too.
shponglefan:

--- Quote from: Howard_Casto on April 04, 2016, 02:15:46 pm ---Not it's completely true.  Indie games can sell well, but developers only charge 1-5 dollars for the games.  So you have to sell exponentially more copies to equate to a best-selling AAA game that sells for 60 dollars.  Even when they do sell, that don't drive bleeding edge tech nor do they support it nor do people buy $600 headsets to play a cruddy 5 min flash game.  Let me know when you want to accept reality and we can continue this discussion.
--- End quote ---

I'm going to assume you are either working with private definition of "indie title", or you simply haven't paid any attention to the indie PC gaming scene.  Because it's the only way to explain what you are writing.

Most of my PC gaming has shifted to indie titles in the last 5+ years.  As a result, I consider myself reasonably informed with the quality of indie titles available.  As mentioned, I define "indie"  as a title funded and published independent of a major publisher.  That covers a wide gamut of games, most of which are well beyond the $1-5 price tag you seem to think these titles have.  You might want to visit the list of indies on Steam (http://store.steampowered.com/tag/en/Indie#p=1&tab=TopSellers) and acquaint yourself with the modern reality of that market.  Also check out sales numbers courtesy of Steamspy (http://steamspy.com/genre/Indie).  Lots of indie games with 6-7 figure sales numbers.  And finally, three of the top 10 best-selling PC titles are indie games (including the #1 and #3 spots; source: https://en.wikipedia.org/wiki/List_of_best-selling_PC_games).  Suffice to say, your characterizations of the indie market is objectively false.


--- Quote ---I think the problem is you are thinking pc gaming is like it was in the early 90's.  Pay attention to the landscape.  With two or three exceptions like WOW or Minecraft, nearly every AAA game the pc gets is a console port.  Thanks to services like steam where the price of a title drops faster than a penny thrown off the empire state building, people don't create high end games just for the pc anymore because there isn't any money in it.  They go where the money is, namely consoles, and the pc gets the sloppy seconds.
--- End quote ---

This is true of major publishers, sure.  But as I said, most of my gaming has shifted to the indie scene.  And there you are starting to see the opposite: games developed for PC, but then ported to console after the fact.  I think a lot of that may be due to the rise of Early Access and crowdfunding as a funding model; something that's not really possible in a traditional console development cycle.

Anyway, the line between console and PC has been blurring over the last decade or so.  We're seeing console-based controls (i.e. Xbox gamepads) becoming ubiquitous on the PC thanks to Microsoft's push.  And consoles are gaining more PC-centric features over the years.  It's becoming less of a delineating factor when it comes to gaming.

Regardless, the idea that VR is initially being supported by indie developers shouldn't put you off.  It's not the development ghetto that you seem to think it is.
shponglefan:

--- Quote from: vwalbridge on April 04, 2016, 03:19:32 pm ---On the other had: I pretty much agree with pbj. I feel like we have already "been there, done that" with VR. And if it was going to succeed on a wide-scale basis, it already would have.
--- End quote ---

VR has long failed to succeed in the consumer marketplace because the technology just wasn't there to make it affordable.  If you wanted a premium experience, you'd have to pay for it (i.e. $10,000+).  Or you had consumer level hardware that was extremely gimped to the point of not being worth it.

We've finally reached a point where the technology is good enough and cheap enough to make the idea of VR a reality for consumers.
fablog:
I agree with all you said Shponglefan. I tried the first generation of VR headset (VFX1) and it was very bad but in the next 3-5 years everybody could have an affordable quality headset. Early adopters will pay for the rest of us and I'm sure Facebook and Sony will put the money to be the first in the market when it will explode. Remember Amazon and the money they put in the e-business many years before to  make any profit. Now they are huge and make a lot of profit. It's my opinion but I don't have any crystal ball, all could fail because of bad business decision.
dkersten:
VR has never "been" where it is now.. There was NEVER screens that were only a couple inches wide that could do over 1000 lines of resolution until just the past few years.  The popularity of smartphones has driven the technology to this point and opened the door for VR that actually looks as good or better than what you have in front of you right now.  And the public has never been more ready for this kind of technology.

As for "Indies", most of the top developers over the past few decades started as independent studios, pieced together from a couple young visionaries who saw things most others didn't see.  Indie titles have always been a major factor in the rise of the video game, and the market they influence is bigger than Hollywood. To say that Indie developers have no bearing on driving the market is like saying Indie authors have no bearing on the shift in book sales to ebooks or Indie films have no bearing on the shift in movie genres (or in the rise of youtube type video media).  It is patently untrue. 

Although most of this is old arguments not worth rehashing, I see a lot of potential in VR.  It doesn't mean I am going to rush out and be an early adopter any more than I rushed out to buy the first $20,000 plasma TV's or spent thousands of the first smartphones.  It does mean that after the first couple iterations have run their course and content creation is in full swing by the larger studios scrambling to get a piece of the pie and hardware is as cheap and common as a smartphone or flat screen tv is today, I will probably spend my money on it.  And I think there are hundreds of thousands of people just like me in that regard. 
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