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It's razor sharp, that res is quite worthy of being called 2nd Gen VR. But the FOV is what nails it. It's WAAAAAY more immersive just because of that.

For my own purchases, I still require 90fps min (120 is better since it's an even multiple of 60p and 24p too, for 3D movies even with interpolation even multiples of frame rate are better), eye tracking, and wireless, on top of higher res. Ideally HDR too would be perfect. (HDR OLED phones are out now so HDR + VR can't be far off).

When you work in the field and wear VR headsets all day you tend to get more particular.

Within one more year we should have all or most of these things. As soon as wireless comes out too, with wide FOV and higher res, VR is going to start turning even the worst naysayers into believers. And wide FOV also helps a LOT with motion sickness. Not worrying about a wire is also a huge irritant and nuisance which kills immersion and reminds you constantly you're just in a sim. Especially when you are doing standing room VR games and worrying about tripping over wires, that's not the best way to play a game IMO. You should worry about in-game obstacles and objects only, not something which could literally cause you injury in real life.
 

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Most people who have come over to try my Vive have said they needed to get one, and that is only after trying an easy intro tech demo like The Blu or The Lab. Then they hear the price and most say they will wait for it to go down, yet a few have taken the plunge without regret. The people who didn't want to buy it, were mostly my grandparents...

So just imagine how this will catch on when prices are more mainstream and resolution is sky-high, wireless and eye tracking are a thing as well as inside-out tracking. Full, high-quality titles are really just getting started in VR, and many VR games have made their developers millionaires already. As for sales of the HMD's, they are not as abysmal as people think given their price. I believe HTC has sold ~500,000 units at $800 a piece. That's 400 million bucks on that headset alone, but in reality let's say half of them also purchased a conservative $1000 VR ready PC who didn't already have one. That adds up to $650,000,000 just for the consumers that wanted to use a Vive. The Rift has already lowered their price by 25%, so I think prices will be much more affordable in the next few years, whilst the experience will be exponentially greater as well.

Those who think it is isolating, have not played online multiplayer games in VR. The sense of camaraderie and presence of others is unparalleled as you work together or against each other. You are there, and you see the other people's movements and hear them in real time. Heck, you can give them a high five or give hand signals, or get up close and whisper strategies so that the enemy doesn't hear you. As for others around you in real life, well, your in VR partially as escapism so who cares? lol! Seriously, though- it's actually a lot of fun watching on a monitor what someone is doing in VR or seeing them walk around like a crazy person. There are also asynchronous multiplayer games where one person plays on the headset, and others on a PC- or even several using the wands around the room. They are getting pretty inventive.

As much as I sound like it, I'm not a fanboy I am just thinking of this logically ( I know that's what a fanboy would say ). Looking at all the people who have had their minds blown and love the experience in VR, I have no doubt whatsoever that this will continue on and be huge in coming years.

BTW, some of the more full-blown and polished games I speak of include: Resident Evil 7, Arizona Sunshine, Raw Data, Racket: NX, a bunch of Oculus funded games like Robo Recall and The Unspoken, and there are definitely more especially upcoming. Also, while everyone is complaining about many of the games being short tech demos, I find this to be true but also great. Being an adult, I don't have that much time to delve into those long, deep story lines. So I very much enjoy being able to get through a short, enjoyable experience in an hour or two or less. It also allows developers to experiment and figure out what works and also get some practice in before moving on to bigger things.

If anyone's actually read this far, I am very sorry for the huge wall of text! I've gotten off into a tangent here...
 

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It's interesting to see all those on this site that were rooting for 3D TV to die and were successful in it's demise now have another nascent technology to kill just because they aren't a fan of it. Your attitudes suck and if you don't like 3D in any form just don't participate and keep your ill will and negative opinions to yourselves as you all come off as trolls rather than tech enthusiasts:mad:.
 

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Hmmm, I think you have misread the impact of these forums on 3D. Yes there are lots of people on other non-3D forums that wish 3D would die quickly, but on these forums, we are worried that poor implementations of consumer 3D will kill 3D. Especially, the current influx of cheap VR glasses using cellphones with poor images. The fun doesn't last, and people get jaded against 3D. Same with 3D TVs. They can be just too complex to use (my neighbor and a best friend are good examples), and therefore they don't use it. Plus, now some movie directors and companies are pushing away from 3D because of the additional costs. If anything, the people on these 3D boards are enthusiasts, who are trying like heck to keep the 3D candles burning. But we do like to point out when technology gets pushed into the wrong direction and makes it self-defeating as VR is doing. I've got many friends who have tried the VR glasses with their phones and think it's absolute junk, why bother. Plus it's nauseating. It's why this thread got started in the first place. Bad implementations just put more nails into the 3D coffin...and we worry about that too.

That said, the fact that you are worried that 3D opponent trolls are going to ruin it for the rest of us, says you are a real 3D trooper, and for that I will give you some teeth :D.
 

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Just saw this. I was part of the big jump into life-size VR modeling for automotive companies and architecture design of buildings, malls, etc. back in the late 1990s. Anyway, we fell into the trough of disillusionment at the time because of the large expense needed to drive the technology at the time--huge 3 crt projectors set to do shutterglass VR driven by million dollar computers. Anyway, the auto design engineers didn't really like it as it threatened their jobs. It also took weeks to months to design prototypes using extremely complicated software--a lot of it still used today for movies. The VR design cycle was just too long and complicated. We built a complete mall that you could walk around in, and that caused huge pushback from artists who painted 3D sketched renderings of buildings--still done mostly that way today. It's still being used, but mostly for testing designs for crash worthiness, and perhaps engineering design to see how all the parts operate together. But full mockup vehicles that you can sit in and play with in a VR state just didn't make it--though some companies show models in their marketing and at trade shows, but that's mostly for hype and fluff. Anyway, here's where the consumer market is now, and it's suffering some of the same overhype that I experienced back in the day.

http://www.msn.com/en-us/news/technology/virtual-reality-companies-navigate-the-trough-of-disillusionment/ar-BBA6T7v
 

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Just saw this. I was part of the big jump into life-size VR modeling for automotive companies and architecture design of buildings, malls, etc. back in the late 1990s. Anyway, we fell into the trough of disillusionment at the time because of the large expense needed to drive the technology at the time--huge 3 crt projectors set to do shutterglass VR driven by million dollar computers. Anyway, the auto design engineers didn't really like it as it threatened their jobs. It also took weeks to months to design prototypes using extremely complicated software--a lot of it still used today for movies. The VR design cycle was just too long and complicated. We built a complete mall that you could walk around in, and that caused huge pushback from artists who painted 3D sketched renderings of buildings--still done mostly that way today. It's still being used, but mostly for testing designs for crash worthiness, and perhaps engineering design to see how all the parts operate together. But full mockup vehicles that you can sit in and play with in a VR state just didn't make it--though some companies show models in their marketing and at trade shows, but that's mostly for hype and fluff. Anyway, here's where the consumer market is now, and it's suffering some of the same overhype that I experienced back in the day.

http://www.msn.com/en-us/news/technology/virtual-reality-companies-navigate-the-trough-of-disillusionment/ar-BBA6T7v
Manufacturing Cars with Virtual Reality

Ford's VR program has been going on for years.
 

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Manufacturing Cars with Virtual Reality

Ford's VR program has been going on for years.
We had a similar article published back in 2000 about how GM was using VR, and I can tell you, it was mostly just a couple of engineers in their advanced research design area. The day-to-day engineers were off doing their own thing as they have done year and year. So take that article as a lot of fluff from their advanced research center. That said, I would love to be wrong and it says they are building caves in Europe as well, and maybe they are finally using it to actually produce cars. I will have to check with some buddies of mine still in the industry. Thanks for the link to that article.
 

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We had a similar article published back in 2000 about how GM was using VR, and I can tell you, it was mostly just a couple of engineers in their advanced research design area. The day-to-day engineers were off doing their own thing as they have done year and year. So take that article as a lot of fluff from their advanced research center. That said, I would love to be wrong and it says they are building caves in Europe as well, and maybe they are finally using it to actually produce cars. I will have to check with some buddies of mine still in the industry. Thanks for the link to that article.
No problem!

I'm not worried at all about the current growth rate- I own a Vive but I'm not going to recommend it to anyone who doesn't have plenty of disposable income or at least a very strong interest in VR, because I see the hardware evolving very rapidly, and the current headsets being obsolete in a year or two. The next major headsets will likely be wireless, higher resolution, more comfortable, and be equipped with eyetracking to allow not only new levels of interaction and social immersion, but also leverage foveated rendering to improve quality/performance/reduce the entry level PC spec requirements. I'm also looking forward to having outward-facing stereo cameras for augmented reality, and built-in depth sensors for environmental scanning without external beacons, as well as hand/finger tracking.

In the short term I'm looking forward to the wireless addon, deluxe audio strap, and software like MindShow, MakeVR, music apps, Budget Cuts, Fallout 4, a Vive version of Resident Evil 7, the 3 games Valve is working on, and the countless sleeper hits and announcements to come.

For what it's worth, before consumer headsets launched, Palmer Luckey and Mark Zuckerberg (both from Oculus) said we're entering the Palm Pilot days of consumer VR and it would take at least 10, maybe 20 years to go mass market, and that it would take time to figure out what to even do with VR. It's safe to say they weren't wrong about early VR, but I'm also optimistic that content and hardware creators will prove them right in a decade.
 

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Bob- I bought the goggles from Walmart that you alerted me too and while much of what you observed I agree with, the little I invested seems well worth the experience of using them with my 360° camera content. It's a while new experience to play the 360 video I shot on my iphone 6+ and pan around with my finger vs, put the iphone 6+ in the goggles and just look around. It's good for a viewing of short play experience. But the pixel viewing does get annoying after a short time watching. The only thing that will cure this is higher resolution. With the iphone 6+ and my camera I am limited to 2K recording as it is earlier technology. The next step is to upgrade my camera to a 4K system which should increase the resolution considerably but will probably still not give the result of a smooth high resolution image. Then with 3D it adds to the problem.

If I had a desire to use these VR systems for long serious viewing like cakefoo, for gaming etc, then I would be inclined to go with the best I can afford. But I'm not into it like that. I do enjoy the quick VR experience of those $20 cheap goggles. So I shoot something with my 360camera, dump it to my iphone. Put the iphone into those goggles and within a minute or two, I am experience the VR world that is fun. But after 5-10 minutes, off they come and I'm ready to shoot some more. Then there is the live view:

Live view is really fascinating. I can shoot and stream to my iphone6+ in the goggles. Then as it is recording I can play that back later with the goggles and view what I missed before.

Ready for more fun? dji has a way you can control the dji Mavic Pro drone now with "Flight mode" controlled by VR head gear. This was just released last week in a firmware update which I have but I have not yet tried it. It may require their head gear. I only know what it does but not sure how to use it yet.

So, while I'm not into this like cakefoo, I look to his lead on these things and currently enjoy the ride. Not sure where it will take me. :)

I don't expect 8K still photogrphy quality or 8K 3D but the look around control is an experience that is just plain fun!
 
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We got our VR headset back when Samsung gave them away with the S7. I think we used them for a total of 45 minutes and they haven't been touched since. I think my 10 year old has them buried somewhere in his closet.

My main reason for giving up on them is the feeling of isolation from human interaction. It just got old fast being locked in the VR while sitting on a sofa with folks around you watching TV etc.

So this will probably fade away just like 3D at home died. Just another flash in the pan fad.
 

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VR isn't going to replace any standard mode of gaming, and it's certainly not going to be a mainstream use for smartphones, but I think there will absolutely be a permanent niche for PC and console based VR going forward. The sense of presence is something you can't currently get any other way, and the hardware is only going to get better over time.

Resident Evil VII was so much more visceral and intense in VR, even with the hit in graphical detail. Star Trek: Bridge Crew is a game that only really makes sense in VR. And there are plenty of other examples. I think it's here to stay.

- Jer
 

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It certainly went 'thud' for us...

We bought a Rift for our son on his birthday and the Oculus setup software will not install (just an endless "Installing").

I spent hours and tried everything I could find across the net to fix it, I even did a Windows repair install just in case and no dice.

Back to the store it goes and never again will I venture down the Oculus path.

- Jason
 

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It certainly went 'thud' for us...

We bought a Rift for our son on his birthday and the Oculus setup software will not install (just an endless "Installing").

I spent hours and tried everything I could find across the net to fix it, I even did a Windows repair install just in case and no dice.

Back to the store it goes and never again will I venture down the Oculus path.

- Jason
After avoiding computer gaming for 15 years, the Oculus Rift sale had me seriously considering jumping back in and I was even pricing out some PC gaming rigs. But I read posts like this and I am reminded why I left PC gaming in the first place.

I've been having a lot of fun with my Playstation VR; it may not be as powerful or as accurate as its PC brethren but it is about as close to plug and play as you can get right now and the quality of the experiences is still very good.
 

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My main reason for giving up on them is the feeling of isolation from human interaction. It just got old fast being locked in the VR while sitting on a sofa with folks around you watching TV etc.

So this will probably fade away just like 3D at home died. Just another flash in the pan fad.
Many of the PSVR games are played with participation of other players on the 2D screen. One player is in the game in VR, the others are outside. It's very fun.

I'm sure many more games will be designed with this gaming mechanism. Then of course dual and quad VR headset capability. Then everyone on the couch can have one :).

Since getting the PSVR, my kids don't want to play the regular games anymore, lol. It is the future of gaming IMO. The immersiveness is off the charts compared to "old school" 2D.
 

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I have no plans to let my 9 year old become an isolated gamer. It's bad enough now that he plays his XBox and tunes folks sitting right by him out at times, I can only imagine how anti-social he would become if he strapped one of those godawful VR headsets on for hours on end. No thanks, it will be a sad day if the world becomes full of folks wearing a VR sets everywhere. It's bad enough with smartphones.

We're are quickly turning into the world from the movie WALL-E.

 

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I have no plans to let my 9 year old become an isolated gamer. It's bad enough now that he plays his XBox and tunes folks sitting right by him out at times, I can only imagine how anti-social he would become if he strapped one of those godawful VR headsets on for hours on end. No thanks, it will be a sad day if the world becomes full of folks wearing a VR sets everywhere. It's bad enough with smartphones.

We're are quickly turning into the world from the movie WALL-E.

It's kind of old-fogey-ish to think that being social can only occur in the flesh.
 

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Meh, not really.

It's bad enough society is wrapped up in zoning out with their smartphones, video games, TV, then to add the layer of strapping on a mini TV to your face so you can't even see the people in the room around you, that to me is just too much, especially for a young kid.
 

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Meh, not really.

It's bad enough society is wrapped up in zoning out with their smartphones, video games, TV, then to add the layer of strapping on a mini TV to your face so you can't even see the people in the room around you, that to me is just too much, especially for a young kid.
It's no worse than parents that a put a TV in their child's bedroom, and the kid just stays alone in their bedroom all day glued to the tube, only coming out to eat occasionally. Studies have shown putting a television in a child's bedroom is one of the worst things you can do for a child's development, socially, emotionally, and educationally (that might not have been a word till just now...)
 
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