Developers speaking to the Game Developers Collective seem to think the VR games market has hit a roadblock, even with this year's launch of the Apple Vision Pro.
Yeah I used to have an old Windows MR headset until it stopped working (and I switched to linux)
It was a lot of fun, and I do miss beat saber.
But I'm not going to spend a thousand dollars on an outdated index, or put facebook spyware on my face. If Valve or some other company comes out with something modern without proprietary bs, I'd buy it in a heartbeat.
Whether it is closed source or not is irrelevant to this discussion. The fact of the matter is that VR offers a different gaming experience, one that has the opportunity to provide real exercise for the player.
What game would you finally consider good? Do you even know what people play in VR? There are literally thousands of games. I personally own 250 from over the 10 years, and that's me holding back. There are so many more that I wanted to play if I had more time to do so.
And even outside of bespoke VR games, a VR headset is an awesome monitor replacement now for your regular computer games too. My Virtual monitor is 4k 120hz, that I can use while sitting in a recliner.
I still cannot fathom how anyone justifies paying so much for phones. My most recent one was a Pixel 4A, £100. I've not seen anything exciting in a smartphone in a decade or more.
Hehe yeah, nice added benefits to everything, but ourside of gaming it would be hard to justify the price of a high-end phone. Heck even with gaming it can still be hard, lol.
Fps matters for everything, 120 fps is just the new normal, can't go back. When we used to play games at 15 fps and the new normal became 30, we couldn't go back, 15 fps looked so bad once you got used to seeing stuff at 30 fps. Same for 60 fps in it's day, and 120 fps now.
If you haven't gotten used to 120 fps yet, and you want to save money, put it off as long as you can. You won't be able to go back.
Dude, don't worry about it, like I said, save your money. If it's not important to you, it's better to keep it that way.
It is important to me, I'm gonna keep doing it.
As we get higher and higher frame rate, there are certainly more and more people that won't care.
But you can't say it doesn't make a difference, in blind testing(name of the testing style, obviously) people who freshly walked into a room with a game running and were asked if it was 60 fps or 120 fps guessed right 100% of the time, literally no errors made, they were not gamers. But they did have one training attempt each of walking in on each setting knowing which one it was that time.
So literally everyone -can- see the difference, but not everyone cares.
It is a real thing anyway, unlike cable quality for digital audio.
Mainly camera, nice screen, and longevity. I went from an iPhone XS Max that’s over six years old to a like 1600USD iPhone 16 Pro Max that I’ll probably have for six years. I’m in my phone all the time so I want something fast, 120hz screen is amazing, and super high quality low light pictures of my cats are amazing.
Yeah true, not having to switch phones every couple years is a plus. I don't do contract, just buy the phone I want and pick the network I want to use it with. Then use that phone for as long as I can stand to. Eventually the upgrade is positive enough to outweigh having to get used to the physicalities of a new phone. New muscle memory, especially for typing on a screen based keyboard is so annoying.
Completely agree! I don’t fault anyone for buying less expensive phones—1600 is an insane amount of money for a pocket rectangle. But I justify it as, I use it more than six hours every day, and it has replaced my DSLR. And I’ll have to for five or six years! It’s nice to have a fancy!
I love the shit out of mine. Got the VrCover face pieces which keep sweat from being a problem. I mainly play heavily modded Skyrim VR and a few different exercise games. My son plays a ton of different games with his friends. I don't think they are for everyone, but not a gimmick IMO.
Still seems fairly narrow, the field where you train for literal RL tasks but can't train on actual RL objects because those are living beings is fairly narrow in itself. Not to mention that there is a fairly limited number of them where you actually have to use your hands on the patient directly considering the prevalence of keyhole type surgeries in recent years where the actual patient contact is not the surgeon's hands anymore.
its a standalone device that functionally is like buying a phone with a Snapdragon 865(for older quest 2 models). relative to what you're paying for. It's actually not that expensive in the grand scheme of other gaming devices, as its on par/cheaper than basiaclly all other mainstream gaming devices, and on the low end in terms of smartphone pricing.
which is the condition on whether a user wants to make it cheap, else you have to go theough the trouble of sideloading the requied stuff to turn the device into a mixedvr/piracy headset by cutting off the meta related services.
else the "cheap" option would be to go use older windows mixed VR headsets, or cheaper chinese options(e.g Pico Vr headsets), both having their own cost of using it, very similar to what you sign into for users who buy a phone, or a console.