I know that some of you think VR will not succeed and some of you don't want it to. That's fine, but in this thread, imagine it truly is a runaway hit, just like Radio, or TV, or cellphones.
Name a single person who actually said this.
I hope it doesn't take off, but I have a feeling its inevitable.
so this is what Gabe is saving all the steam money for; subsidizing hardware. 500$ 24gb hbm2 steam machines, eating the massive loss on hardware to grow steam by 1 billion percent.
You're joking, but you just made me think about it for a second. It would be possible I suppose, but foolhardy. They'll just have to sell them at comparably higher prices than consoles.
so this is what Gabe is saving all the steam money for; subsidizing hardware. 500$ 24gb hbm2 steam machines, eating the massive loss on hardware to grow steam by 1 billion percent.
Perhaps, it doesnt really fit with Valve's current strategy I would think, they don't seem to use their money to push steam directly in the short term, how much of it is tied up in R&D for the OS, controller and vive I dont know but they haven't really leveraged it in the way traditional platforms do with shiny exclusives that the mainstream seems so fond of, they always seem to be playing the longer game.
Yeah. If the games people plan to play with vr require any graphical power, you are looking at closer to $1500.
it'd bomb worse than Ouya
Are you kidding me? There's at least one in almost every other VR thread, manName a single person who actually said this.
Trust me, nobody's gonna quote your gross misinterpretation of what VR is, and the desires of its proponents, except in this thread right here.Ok I will say this once. The VR crap will be a fad. Nobody wants to put on goggles to play a game. This whole notion on ngaf that Virtual Reality will take the place of TV-based gaming is completely bonkers. Nobody wants to put on a headset to play a damn videogame.
You can quote me later, when you all realize VR is a fad. Straight up.
Quit.
What are you two even talking about? Are you saying you'll quit gaming if some company comes out with some super expensive and misguided VR console? That would be much more than just an overreaction.Yup.
SoÂ…Â $1500 including the headset to hit the recommended spec, just as Iribe said? Are you disagreeing with me? =/No, oculus said you shouldn't spend more than $1500 to get the full setup. I have a build with their recommended specs plus an oculus rift headset for $1500:
3 suggested rift all-in-one builds: $1000, $1500, $2000
It would not be difficult at all to, as an example, cut out additional costs like the windows license, the second harddrive, etc.
So, December 2018? I thought you were talking about something coming out late in 2016. Then yeah, in 30ish months your $1000 budget will be far more reasonable.Assuming a $300 headset+controller and $700 for the box. This should leave us with $500 for the CPU+GPU+RAM combo.
By 12/18, this should get you something equivalent to a high end i7 and something around 4 times the horsepower of a 980ti thanks to hbm2 +shrink @ 32gb.
And support it for only 2 years because the specs are out of date?
"$1000 premium Steam machine", heh. That's like how much you're going to drop on video cards alone to have a decent VR experience for a couple of years.
Completely off topic but while I have your attentionÂ…Â I posted this around the time of your most recent ban. Did you happen to notice it, and if so, did you have a chance to try it out? lol
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I really see the first wave of commercial VR games foregoing locomotion all together. I think things like Sony's heist is what the first wave will be like - self contained action set pieces that transition from one to another.
No thanks. I'm not that obsessed that I would ever need to plop down a $1000 for such a system.
I have a life which heavily makes that a no money wise when i can use that on other travels.
Elite: Dangerous? not sure what you consider locomotion, but outer space dogfighting seems to be an obvious place to start. also racing sims. basically anything were you've got a cockpit around you.
I've tried many of the lateral rotation solutions, it's one of the single biggest problems facing VR and it's one everyone is trying to solve. As such, proposed solutions get thrown around all the time. The big one everyone is talking about right now is ratcheting - being able to grab the environment and pull yourself around with your hands. I've been talking about that one for a long while now. These half-solutions are better than using a stick, but they're not quite right. They don't feel very natural at all, they really break a lot of the illusion.
The single best solution I've seen has been simply using a swivel chair and spinning around. A lot of people question how someone can do this without being tangled by wires, and my solution thus far has been to route the wires to come down from above me, using a boom mic stand. Most people probably will not do this. This is really where you can see the benefit that a wireless or self-contained solution would bring. Even though Gear VR is so limited in what it can do, the ability to let people freely spin makes for some great VR experiences.
"Blinking" is another solution gaining steam, and I bet it'll ultimately be the solution most games use. Blinking is when you select a spot and orientation in front of you, and the game fades out and in to the next position. You don't actually walk. Naturally, this would dramatically dictate the way your game works, and it would probably work best with room-scale tracking (so you could at least walk around a little) but it is the one that least breaks the illusion that you are in this other reality.
I really see the first wave of commercial VR games foregoing locomotion all together. I think things like Sony's heist is what the first wave will be like - self contained action set pieces that transition from one to another.
I don't get it. Valve is building a console. And they are building an hmd (with htc). So why wouldnt they bundle the two at some point?
Fear of change.Why do VR threads always bring out the grumpies?
You really don't. Valve isn't "building a console", they provide software layer to hardware companies who want to build PCs for Steam gaming. And Valve isn't "building an HMD", they provide software support for HTC's hardware in Steam.
Bundling something which they don't build isn't up to them. Launching something which will effectively limit their reach as a distribution platform is completely against their business model. What Valve do right now is trying to expand that, not limit to some "premium VR console" bullshit platform which won't sell nearly as well to make any sense for Valve to be involved in it.
So, you've tried my solution? What sucked about it?I've tried many of the lateral rotation solutions, it's one of the single biggest problems facing VR and it's one everyone is trying to solve. As such, proposed solutions get thrown around all the time.
Oh, really? I talk about ratcheting all the time, but nobody ever even responds to me. =/The big one everyone is talking about right now is ratcheting - being able to grab the environment and pull yourself around with your hands. I've been talking about that one for a long while now.
Yeah, anything that requires the user to physically turn around very much is probably not gonna gain much traction until we have wireless headsets, whether sitting or standing.The single best solution I've seen has been simply using a swivel chair and spinning around. A lot of people question how someone can do this without being tangled by wires, and my solution thus far has been to route the wires to come down from above me, using a boom mic stand. Most people probably will not do this. This is really where you can see the benefit that a wireless or self-contained solution would bring. Even though Gear VR is so limited in what it can do, the ability to let people freely spin makes for some great VR experiences.
Yeah, Marks is a big proponent of teleportation. He brings it up whenever locomotion is discussed. lol It seems like a nice solution, but my main concern would be targeting. Although, thinking about it now, if your wand worked like a variable sword, you could probably indicate your target pretty precisely, especially with some practice. Apart from something like that though, it seems like you'd be kinda restricted to teleporting between predetermined destinations."Blinking" is another solution gaining steam, and I bet it'll ultimately be the solution most games use. Blinking is when you select a spot and orientation in front of you, and the game fades out and in to the next position. You don't actually walk. Naturally, this would dramatically dictate the way your game works, and it would probably work best with room-scale tracking (so you could at least walk around a little) but it is the one that least breaks the illusion that you are in this other reality.
Could be. Apparently, Sony will be showing a lot of Morpheus-exclusive content tomorrow, so I'm actually eager to see what devs are doing with the DS4.I really see the first wave of commercial VR games foregoing locomotion all together. I think things like Sony's heist is what the first wave will be like - self contained action set pieces that transition from one to another.
The $999 machine must include one VR headset, no keyboard/mouse included.
That will not be "premium".
Ohhhhhhh! That makes a lot more sense! lolIn december 2018. Oh goodness, I wasn't clear in the OP. Going to fix that now.Vr is a runaway hit in 2016 and Valve releases in december 2018, 2 years later. That's what I meant...
Ok I will say this once. The VR crap will be a fad. Nobody wants to put on goggles to play a game. This whole notion on ngaf that Virtual Reality will take the place of TV-based gaming is completely bonkers. Nobody wants to put on a headset to play a damn videogame.
You can quote me later, when you all realize VR is a fad. Straight up.
Valve won't do it until they actually get their own in house steam machine out. Still, hardware partners can release steam machine/steam vr bundles and it doesn't limit anything. It's a likely consequence of having consoles (small, cheap, controller driven, game focused, and in the console aisle at retail) branded with steam, as well as headsets branded with steam. They go together.
The decision doesn't need to be up to valve as it's an open platform and anyone can do it.