It's a thing.
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"techno snob" is an insult, bruh
The first time I played Elite Dangerous in VR, I wound up playing for 6 hours uninterrupted in VR.
You don't perceive the screen as being close to your eyes. That's what the lenses are for. Your eyes focus at infinity. When you see depth in VR, your eyes focus like they are looking at that correct depth.
VR can cure lazy eye syndrome
VR enables man to see in 3D stereoscopy for the first time in his life
Honestly, if that's how you feel, then I'm thinking you have some sort of perception issue. While using it, I feel it is nothing like typical 3DTVs or the 3DS in terms of depth. That's a really strange comment to read, to be honest.No, there is no real depth in vr.. It's the same kind of effect you get from the 3ds or 3d glasses. I have tried the oculus and its impressive but it works almost exactly like a 3d TV for the depth perception.
No they haven't, because they haven't existed in VR.
your dismissal of flight games in this topic keeps coming back to the same flawed assumption - "they're not popular now, so they can never be popular."
That is a laughable notion.
Have you experience with VR for hours in one sitting? (I'm legitimately interested in this health/exhausting topic.)
If I look at my smartphone at night, that is exhausting. So I imagined looking at a screen so close to my eyes would be even more exhausting and cause red/dry eyes etc.
I also certainly hope we will get a study about the use of VR and the health of the eyes.
It's a thing.
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Honestly, if that's how you feel, then I'm thinking you have some sort of perception issue. While using it, I feel it is nothing like typical 3DTVs or the 3DS in terms of depth. That's a really strange comment to read, to be honest.
I have discovered, while showing it to people, that not everyone can see 3D in the same way (if at all).
I'm saying even when they were popular, thanks to a much bigger technological and computational revolutionary step like 3d graphics and physics simulation, they were pretty small compared to the Minecraft, dota, cod phenomenons of today.
So, I've recounted this before, but my first attempt into VR as a career was actually in teledildonics (remote, virtual sex, in other words). I had built a VR demo using the SDK for a mechanical vagina from a company called RealTouch. Unfortunately, shortly after, Real Touch lost the license to a key component of their technology and could no longer produce or manufacture the hardware and that basically killed all prospects.
but the sort of things we were envisioning were wild and extremely sexually liberal. Real Touch actually had a system that linked up a man and a woman remotely. The woman basically pleasured herself with an automated dildo that was covered in capacitive touch sensors. The friction of her skin would pick up on the sensors and transmit equivalent motion to motors inside this giant mechanical vagina that would work the opposite of whatever she was doing. So a thrust inward on her end would result in an an equivalent but opposite motion in the mechanical vagina. The idea was to get them both going the same way eventually, so if the man thrusted into it, the woman would feel the same sort of motion.
We thought about what ramifications this would have for, example, gender fluidity. Imagine two men being able to have sex with each other - each thrusting into a receptacle, but the other would feel the "counter thrust" on their end. Or two lesbians with automated dildos.
Then we started realizing that what we had boiled sex down to was essentially a series of instructions for motors and servos in these apparatuses. And you could store those instructions and play them back at will. Meaning you could actually record sex and then relive those sexual encounters whenever you wanted. We thought about VR swingers - people swapping sexual data with one another.
And it would have all been safe, too. Entirely STD and pregnancy resistant, because the two people would never actually physically engage.
I still very much believe in that industry, I just have taken my career in another direction. But the genie is out - eventually what I describe will come to fruition. It's obvious.
How will you like your crow served.This VR craze is really going to burn when it crashes.
No, there is no real depth in vr.. It's the same kind of effect you get from the 3ds or 3d glasses.
Is it weird to think of this as tremendously unhealthy and creepy? Because I think most people would think of it as that.
Which unit did you try?I had to shove my glasses into the thing and it wasn't really fitting on well either. I tried that demo where you're on a rollercoaster underground.
Are the newer ones better about glasses? It was awfully uncomfortable when I tried it.
Well I also own a Sony HMZ-T1 which uses two OLED screens but displays traditional 3D content rather than VR stuff. It lacks the depth of proper VR due to the way content was designed, though the lack of cross-talk did help a lot.VR stereoscopy doesn't work like that at all. You are presented two wholly independent images.
Thanks for the reply! Also glad to hear that VR can solve some eye-issues. Imagine a Google Maps VR or something like that, it could be a huge thing for some people.
I will say to this point, I have never had anything more than a passing interest in flight games. Until Elite: Dangerous I'd never bought one, or been excited by them. But I bought Elite because I owned a DK2 and it was one of the few full VR games available, and like many people who have played it in VR it was a revelation. I put dozens of hours into it. I recently sold my DK2 to prepare for CV1/Vive and I'm back to having no interest in playing Elite -- or anything like it -- until I can do so in VR again. Pretending to fly a jet on a 2D screen continues to hold little interest to me. VR can make even the most mundane activities engaging and exciting so when it comes to something as thrilling as flying a jet or a spaceship, and actually feeling like you're doing it and not just playing a game on a screen, it's legitimately mind blowing.your dismissal of flight games in this topic keeps coming back to the same flawed assumption - "they're not popular now, so they can never be popular."
Well, since we're going to bring up research statistics in this...
One third of people in all EU countries between the ages of 11 and 64 years old said they are interested in owning a VR headset, regarldess of gender
79% of Generation Z members in the US said they plan on purchasing a VR headset. 73% of millenials. 70% of generation Xers. 64% of baby boomers.
Keep in mind that research shows 68% of those researched are aware of the differences between other wearables and VR
What's the sweet spot price point according to all these researched? "Around the same price as a console."
So these same people you said found 3D glasses so cumbersome? They overwhelmingly want VR.
And this is ignoring, of course, that GearVR launched to great results.
I will say to this point, I have never had anything more than a passing interest in flight games. Until Elite: Dangerous I'd never bought one, or been excited by them. But I bought Elite because I owned a DK2 and it was one of the few full VR games available, and like many people who have played it in VR it was a revelation. I put dozens of hours into it. I recently sold my DK2 to prepare for CV1/Vive and I'm back to having no interest in playing Elite -- or anything like it -- until I can do so in VR again. Pretending to fly a jet on a 2D screen continues to hold little interest to me. VR can make even the most mundane activities engaging and exciting so when it comes to something as thrilling as flying a jet or a spaceship, and actually feeling like you're doing it and not just playing a game on a screen, it's legitimately mind blowing.
I'd guess most VR devs keep their developments secret, just like we do, unless their stuff is coming out soon - That doesn't mean devs don't know what to do with it. What Sony has shown at PSX was embarrassing, but that doesn't mean that all devs that work with VR are making crap.
Things like this have me so excited for games like Euro Truck Sim, as I've had fun playing it traditionally, but I feel like the additional cues would really make it something special.
Playing that with a wheel, an hmd and a moving car Simulator that simulates turns would be incredible.
Edit: something like this: https://youtu.be/vipkVohvD-8
The first link: 180 million people responded, based on if the price was acceptable to them.
9% of all respondents were "very interested" in buying a VR headset.
24% were "somewhat interested.
21% were "not very interested".
39% showed no interest at all.
A massive sample set. Over half the people were not very interested or less.
why yes, if you combine those two in-congruent figures, you do arrive at a figure that is similar to the number of people who complained about wearing glasses. Too bad that number doesn't represent the people who don't want to use VR at all, like you want it to represent.That sits in the same range as people that didn't want to wear glasses.
Over half of those surveyed reported they had some form of concern about trying VR.
A relatively small number of Americans. Over half were concerned at health issues.
So, where in those studies do you reach the conclusion that those people that have an issue with wearing a headset want VR? If anything, they marry up with them surely?
These statistics show awareness among youth and greater demand for VR if a person is already in an ecosystem that can use it, and that the market has great appeal. They also show that concerns are present and not to be ignored. Which was entirely my point.
You're not going to observe real life in VR though, real life is much better at that. You're going to observe things that require much more effort than real life. From filling in missing qualities to actually doing superhuman stuff.No. Do you find looking to be exhausting? Observing vr requires as much effort as observing real life.
You're going to observe things that require much more effort than real life.
Gameindustry messed up that article. If 180 million people responded that would easily have been the largest scientific survey ever conducted by a factor of thousand (barring a complete census). The time period also doesn't make sense. They interviewed some thousand most likely, generalizing to the population size of the sum of the countries.The first link: 180 million people responded, based on if the price was acceptable to them.
You're not going to forget you aren't safe in VR.
Uhm yes, it's called visual search, but observing is more than moving your eyes, it's also interpreting images.lol what a nonsense sentence. "when you look in VR, you look harder"
no, no you don't. And nobody gets up and says "whew! I'm exhausted from all that looking"
Uhm yes, it's called visual search, but observing is more than moving your eyes, it's also interpreting images.
Of course you do. I just explained why. You need to fill in more gaps because of limited mutimodal information and you are often taking on roles or viewpoints with epistemic frames that are alien to you.These are automatic processes we do millions of times per day. You will perform visual searches IRL just as frequently as you perform them in VR. It doesn't take more to interpret a VR image than it does any other image.
Of course you do. I just explained why. You need to fill in more gaps because of limited mutimodal information and you are often taking on roles or viewpoints with epistemic frames that are alien to you.
By the year 2001, there won't be a person on this planet who isn't hooked into it, and hooked into me.
VR doesn't have a deficit of multimodal information on a order high enough to cause fatigue like you are saying. At best, you're going to be as fatigued as you would be watching any animation on any kind of screen.
Nobody is going to get winded or exhausted from observing VR, that's hyperbolic nonsense. You're extrapolating a minor difference to paint a dumb argument.
No - nobody gets tired from looking in VR.
I enjoy gaming and movies on my 3D projector and do not find it a gimmick at all.
Then we started realizing that what we had boiled sex down to was essentially a series of instructions for motors and servos in these apparatuses. And you could store those instructions and play them back at will. Meaning you could actually record sex and then relive those sexual encounters whenever you wanted.
I find this very interesting and fascinating. Imagine if you could record and play back emotional experiences. The App Store would be a very different place then.![]()
Same. Can't do VR onlyI am in for VR, but not VR only.
By the year 2001, there won't be a person on this planet who isn't hooked into it, and hooked into me.