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Next Gen Consoles Can't Compare to Oculus Rift

Exactly and imagine moving your head around sitting at one place for more than an hour...I don't think its practical. Its good for small period but doing that for hours will be painful and most likely a health risk.


Why do you have to sit in one place for hours?
Why is it a health risk?
 
There glasses
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What's the news here? Seems more like an opinion thread, especially since we don't know anything about the new consoles yet.

I think the implication is that Oculus is a major emerging topic and discussion of it doesn't need to be contained to a single mega-thread.
 
but for a lot of people, the OR will make gaming LESS viable, not more viable.

Indeed. It's funny how 3D and motion gaming are some of the most controversial gaming additions here, yet here people are tripping over themselves for the OR which combines both of them.

I'm pretty confident the allure of coming home after a day's work and mounting a head rig and having to move your head around constantly just for basic camera functionality is going to lose its appeal rather quickly.
 
Indeed. It's funny how 3D and motion gaming are some of the most controversial gaming additions here, yet here people are tripping over themselves for the OR which combines both of them.

I'm pretty confident the allure of coming home after a day's work and mounting a head rig and having to move your head around constantly just for basic camera functionality is going to lose its appeal rather quickly.

You have to "move your head around constantly just for basic camera functionality" in real life. Imitating reality is kind of point of VR. It's a particular kind of experience, and yeah, it might be more intense/demanding than your average person wants after a long day of work. That doesn't mean it's pointless, doomed, or not viable.

That said, it's not the only way to control the camera in a VR game despite it being the most natural. The Oculus demo of Doom 3 BFG Edition uses head tracking as a fine adjustment that allows you to nudge the camera around, with your crosshairs and turning being handled by an analog stick or mouse and keyboard like normal.
 
You have to "move your head around constantly just for basic camera functionality" in real life. Imitating reality is kind of point of VR.

And the same applies to most motion-controlled games too, except you're controlling non-camera related things. Also, games will be far more demanding on where you need to look than real-life is.
 
And the same applies to most motion-controlled games too, except you're controlling non-camera related things.

Looking around by turning your head isn't really the same as simulating a real life motion by waving around a wand with no force feedback. The type of "suspension of disbelief" involved is fundamentally different.

Also, games will be far more demanding on where you need to look than real-life is.

Well, yeah. It's not perfect for every type of game. No one claimed it was.
 
Looking around by turning your head isn't really the same as simulating a real life motion by waving around a wand with no force feedback.

There have been plenty of examples of motion controls simulating things that don't need FF. Hell, the Wii came with a game built on that concept.
 
Well, yeah. It's not perfect for every type of game. No one claimed it was.

I don't think there are enough games that could be made of sufficient interest that could sustain such a platform for the aforementioned reasons, before the novelty fades.
 
There have been plenty of examples of motion controls simulating things that don't need FF. Hell, the Wii came with a came built on that concept.

Right, but what I'm saying is that putting yourself in some other environment with VR will almost always be less of an abstraction than the types of motion control games we've seen so far.
 
I can't wait until someone pairs this thing up with all the other immersion technology out there: force feedback and all the other things we've seen over the last five years.
 
Right, but what I'm saying is that putting yourself in some other environment with VR will almost always be less of an abstraction than the types of motion control games we've seen so far.

But it's not even about the level of abstraction; it's about the effort required to play a game. I don't think it's something most of the gaming populace will be willing to put up with for the long-term. Plus there's always going to be that barrier that you need to strap something to your head, which is a lot more of a commitment than picking up a controller.
 
I don't think there are enough games that could be made of sufficient interest that could sustain such a platform for the aforementioned reasons, before the novelty fades.

We'll see in the months to come. I'm of the mind that it'll do better than you think, since there are some pretty influential titles confirmed already and the only basic requirement to support Oculus is a first person camera.
 
But it's not even about the level of abstraction; it's about the effort required to play a game. I don't think it's something most of the gaming populace will be willing to put up with for the long-term.

Most of the gaming populace doesn't need to support VR for it to succeed, grow, and have its space in the medium. It doesn't need to "compete" with normal controller-and-screen gaming any more than Polo needs to compete with soccer/football, arthouse films need to compete with Michael Bay blockbusters, gourmet restaurants need to compete with fast food, or chamber orchestras need to compete with Justin Bieber. Niches exist.
 
Damn looking at the comments in this thread and many others, it seems like a lot of people lack the imagination to see how this works, hopefully they will show Oculus in stores for people to try out.
 
Most of the gaming populace doesn't need to support VR for it to succeed, grow, and have its space in the medium. It doesn't need to "compete" with normal controller-and-screen gaming any more than Polo needs to compete with soccer/football, arthouse films need to compete with Michael Bay blockbusters, or a gourmet restaurant needs to compete with fast food. Niches exist.

Replace the word "most" with "enough" in my original post and I stand behind what I said.
 
Damn looking at the comments in this thread and many others, it seems like a lot of people lack the imagination to see how this works, hopefully they will show Oculus in stores for people to try out.

I've tried things like, albeit, inferior to the OR. But it's the exact same concept: a motion-controlled, 3D VR headset. The OR is not unprecedented; it's merely better.

I think the gulf between "not enough" and "most" is a very, very wide one. Like I said, we'll see how things play out soon enough.

It is, but "enough" is the point I was getting at seeing as my conclusion as always unwavered: I have little hope for the long-term success of the OR as long as it resembles anything that it does in its current state.
 
First, I'd like I hate the name of this thing. It sounds like a place in a bad sci fi movie. The thought of wearing head gear for an extend period of time makes this more of a novelty to me. Because right now the technology is not at the point where I'm going to forget that there are two little screens strapped to my face.
 
Indeed. It's funny how 3D and motion gaming are some of the most controversial gaming additions here, yet here people are tripping over themselves for the OR which combines both of them.

I'm pretty confident the allure of coming home after a day's work and mounting a head rig and having to move your head around constantly just for basic camera functionality is going to lose its appeal rather quickly.
How about coming home from a hard day at work and then teleporting yourself to a beautiful beach, listening to the waves, looking at the nice blue sky. That is what Oculus has the potential to do.

This is not the typical 3D you've seen in the past, this is 3D done right, it should feel natural as if your really there.
 
OR features will be the motion controls "gimmick" of this gen... with dual scren play.

So you're saying it'll be used by some developers to deliver unique experiences that can't be duplicated any other way, be influential enough to force competitors who weren't considering it before to change their strategies to include it, and continue to be used for years to come? I can live with that.
 
I can't wait until someone pairs this thing up with all the other immersion technology out there: force feedback and all the other things we've seen over the last five years.
Sounds like a great way to make a headache worse!

But then I probably wouldn't want to use something like this with a headache, depends on how addicted I am to a game I guess.
 
I've tried things like, albeit, inferior to the OR. But it's the exact same concept: a motion-controlled, 3D VR headset. The OR is not unprecedented; it's merely better.

But this is VR done right, being better really does mean it's unprecedented, because the small things make the biggest difference. There is nothing else like it that the general population can have access to at such a low price, that itself is unprecedented.
 
There is nothing else like it that the general population can have access to at such a low price, that itself is unprecedented.

Agreed; the experience, however, is not unprecedented. But it takes a lot more than merely being first in the consumer space to be a success.
 
Agreed; the experience, however, is not unprecedented. But it takes a lot more than merely being first in the consumer space to be a success.
It's far from the first.

TrackIR is a success despite most 'hardcore gamers' on this very forum not even knowing what the hell it is.
 
Agreed; the experience, however, is not unprecedented. But it takes a lot more than merely being first in the consumer space to be a success.
Also Agreed, but it seems like they already know that and are trying to get as much support as possible to actually make it a success.

Ah well only time will tell. I'm not saying I'm 100% this will turn out as good as I imagine, it could be a big failure, but I'm pretty optimistic right now. Whatever happens, happens.
 
TrackIR is a success despite most 'hardcore gamers' on this very forum not even knowing what the hell it is.
I think this is a wonderful point.

In the end, I see everyone thinking they were right: Rift fans will see the landscape of hardcore gaming irreversibly transformed, and immersion taking a massive leap. Detractors will see that it doesn't reach an audience of dozens of millions and see that as a failure.
 
The Virtual Boy was a Ferrari in its time. A Ferrari that no one cared about.

Oculus Rift will be the same if it gets no software support.

The Virtual Boy was a Ferrari for its time? LOL, WAT?

That thing was pure red/black eye rape and the software for it sucked. There's a reason why it's one of the most returned consoles of all time. Hardly anybody had anything good to say about it.

The Oculus Rift on the other hand is getting nothing but praise and support by a number of industry people. The word of mouth alone is getting the attention of developers to develop for it.

There's no comparison.
 
Damn looking at the comments in this thread and many others, it seems like a lot of people lack the imagination to see how this works, hopefully they will show Oculus in stores for people to try out.

Can't speak for others, but for me it's the exact opposite. Every time something new and exciting gets announced, my mind goes into overdrive, thinking about all the possibilities. And every time it ends up being disappointing and just a fraction of what it could've been.

I really hope OR will have a significant impact on game development. It could be exactly what a dwindling industry needs right now. Unfortunately, I just don't see it happening. My biggest gripe with VR headsets is similar to the fundamental problem I have with motion controllers. Both sell me visions of immersion, both fail miserably because they're partial solutions to a bigger issue. OR replaces and expands on the camera control function of a controller. But the disconnect starts happening when I'm forced to use the same sticks and buttons I've been using for years. 'Immersion' to me can't be just a realistically moving head, nor can it be just a realistically moving hand.
 
I think this is a wonderful point.

In the end, I see everyone thinking they were right: Rift fans will see the landscape of hardcore gaming irreversibly transformed, and immersion taking a massive leap. Detractors will see that it doesn't reach an audience of dozens of millions and see that as a failure.
The bigger failure to me is developer support and how well games use it. Kinect sold nearly 20 million, but to me it's a failure anyway because very few game use it in a way that either allows FUNCTIONAL complexity or the implementation is minor, such as yelling FUS ROH DAH at the TV or whatever. It'll be easier to take advantage of 3D and head tracking though, and I guess if it can pretend to be a mouse virtually any game can support it anyway.
 
I invested in the darned thing. I believe in it that much.

Look, there are two kinds of people in the world. Those that doubt the Rift and those that have tried it and are believers.

Games will need to be built for it. You can't just slap it into another game. View bob needs to not be on, for example, or it winds up causing disconnect between what you're seeing and inner ear.

Once you put it on and fly up and look up it is the closest I've felt to that dream we've all had when you can fly. When you walk to an edge and look down you feel genuine vertigo. And it's light - super light. The screen is quite good.

Flying in the cock pit of a space fighter and looking around to flip different buttons. Checking your 3 and 9. Same thing with a race car. Imagine flying in a Red Baron style fighter. Scuba diving games. Horror. Adventure. All of it.

Imagine v2 of it. It's only going to get better/cooler.
 
I invested in the darned thing. I believe in it that much.

Look, there are two kinds of people in the world. Those that doubt the Rift and those that have tried it and are believers.

Games will need to be built for it. You can't just slap it into another game. View bob needs to not be on, for example, or it winds up causing disconnect between what you're seeing and inner ear.

Once you put it on and fly up and look up it is the closest I've felt to that dream we've all had when you can fly. When you walk to an edge and look down you feel genuine vertigo. And it's light - super light. The screen is quite good.

Flying in the cock pit of a space fighter and looking around to flip different buttons. Checking your 3 and 9. Same thing with a race car. Imagine flying in a Red Baron style fighter. Scuba diving games. Horror. Adventure. All of it.

Imagine v2 of it. It's only going to get better/cooler.

Exactly. Cliffy knows what's up.
 
I think it'll do well if they can get good support and get a decent price. In fact I'm rather surprised someone hasn't bought them out yet.
 
I invested in the darned thing. I believe in it that much.

Look, there are two kinds of people in the world. Those that doubt the Rift and those that have tried it and are believers.

Games will need to be built for it. You can't just slap it into another game. View bob needs to not be on, for example, or it winds up causing disconnect between what you're seeing and inner ear.

Once you put it on and fly up and look up it is the closest I've felt to that dream we've all had when you can fly. When you walk to an edge and look down you feel genuine vertigo. And it's light - super light. The screen is quite good.

Flying in the cock pit of a space fighter and looking around to flip different buttons. Checking your 3 and 9. Same thing with a race car. Imagine flying in a Red Baron style fighter. Scuba diving games. Horror. Adventure. All of it.

Imagine v2 of it. It's only going to get better/cooler.

Well that's an endorsement if I've ever read one. When you say light, how light? Light as in, you can use it for hours on end without fatigue, or light for an hour or so? Do you barely feel it, is it comfortable? I know it's going to be different for everyone, so your own impressions are fine.

Finally, did you play a real game on it, or were they basic demos. If the info is under NDA by all means don't break it, but you've got my attention so I'm curious to know.
 
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