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New Participant
August 7, 2015
Question

Anyone else worried VR will get too big too quickly?

I think that all the hardware manufacturers are chomping at the bit for another big money maker, now that 3D TVs and smartwatches have flopped and tablets are hitting a plateau.

I'm worried that they'll spend too much marketing and pushing 1st gen VR headsets, then throw in the towel before giving them time to grow more mature and user-friendly.

    22 replies

    Up and Coming
    August 19, 2015
    yeah, it's definitely content question rather than hardware
    worth bookmarking
    Up and Coming
    August 19, 2015
    "vizionvr" wrote:
    "Roaster" wrote:
    It figures that real talent will show up to utilize the medium, as artists always have. When the artists discover the new canvas, works like Planet Earth will be available (I hope). A lot of once-in-a-lifetime stuff has happened that wasn't captured in 3D, and the 360° cameras showing up recently indicate this is about to change. http://www.stereoscopynews.com/hotnews/ ... -announced
    It reminds me of some Wedgewood china I saw at Montecello. The quality is striking and shows what a real artist can accomplish, and VR is the new medium. There will be a market for real talent to use this thing. There will also be the kind of junk that uses 3D effects like a carny show.


    True, but it's a serious gamble to release blind hardware then hope it will be adopted immediately and incorporated as a standard outlet for content creators. 3D TVs failed miserably because manufacturers relied on the hope their hardware would incite content creation. However we learned It simply doesn't work that way. There must be enough content on the front end to entice the purchase of hardware. And there must be enough hardware sales to justify the creation of quality content. It's a fine line.

    Oculus did it right when they created Share and allowed 100,000 dev kit buyers a chance to easily create and release content. This content, though often lacking, still kept the fan base media interested enough to pay attention, thereby creating the push for larger devs to create more and better content.

    I only hope there will be enough AAA content to keep 250,000+ commercial unit buyers from getting bored too quickly.


    I think most people are not gaming fans. So I think they will prefer social communities. Chat with friends, watch music concerts, sports, visiting theme parks, Images and videos 360, videos 3d, etc.

    Up and Coming
    August 19, 2015
    "pedrw" wrote:
    "vizionvr" wrote:
    "Roaster" wrote:
    It figures that real talent will show up to utilize the medium, as artists always have. When the artists discover the new canvas, works like Planet Earth will be available (I hope). A lot of once-in-a-lifetime stuff has happened that wasn't captured in 3D, and the 360° cameras showing up recently indicate this is about to change. http://www.stereoscopynews.com/hotnews/ ... -announced
    It reminds me of some Wedgewood china I saw at Montecello. The quality is striking and shows what a real artist can accomplish, and VR is the new medium. There will be a market for real talent to use this thing. There will also be the kind of junk that uses 3D effects like a carny show.


    True, but it's a serious gamble to release blind hardware then hope it will be adopted immediately and incorporated as a standard outlet for content creators. 3D TVs failed miserably because manufacturers relied on the hope their hardware would incite content creation. However we learned It simply doesn't work that way. There must be enough content on the front end to entice the purchase of hardware. And there must be enough hardware sales to justify the creation of quality content. It's a fine line.

    Oculus did it right when they created Share and allowed 100,000 dev kit buyers a chance to easily create and release content. This content, though often lacking, still kept the fan base media interested enough to pay attention, thereby creating the push for larger devs to create more and better content.

    I only hope there will be enough AAA content to keep 250,000+ commercial unit buyers from getting bored too quickly.


    I think most people are not gaming fans. So I think they will prefer social communities. Chat with friends, watch music concerts, sports, visiting theme parks, Images and videos 360, videos 3d, etc.



    You make a good point. There will (hopefully) be enough social apps to help keep us moving forward.
    Not a Rift fanboi. Not a Vive fanboi. I'm a VR fanboi. Get it straight.
    Up and Coming
    August 19, 2015
    Looking Beyond TV, Cable Is Exploring Virtual Reality
    http://variety.com/2015/digital/news/lo ... 201571648/
    Up and Coming
    August 19, 2015
    "pedrw" wrote:
    Looking Beyond TV, Cable Is Exploring Virtual Reality
    http://variety.com/2015/digital/news/lo ... 201571648/


    This part bothered me:

    High frame rates and large picture sizes make VR streaming much more data-intensive than your average Netflix stream, with McKinney estimating that consumers may need Internet connections with speeds of up to 150-200 Mbps for VR streaming.

    Experiences watched by more than one viewer at a time could have even higher requirements, and quickly approach Gigabit speeds.


    Surely you have to stream the whole movie sphere anyway, because a human viewer can easily turn 180 degrees within the latency period of hi-res video streamed over internet.

    It seems wasteful to stream 4 identical movie spheres into the same house router, needs a hub to RX 1 stream and split locally for house users or something...
    Android VR Developer. https://twitter.com/SiliconDroid
    Inspiring
    August 31, 2015
    VR Hardware seems to be coming around nicely, it’s mostly the software holding it back at this point, judder frame rate drops, hard to install, constant incompatibility, every new piece of software has its own way of getting it on the rift, spend 20 minutes for every new piece of software getting it on the rift and then it never really works like it should with frame rate drops. But at the same time I get this is the development and building stage I will save my bitching when the consumer version is out. I really don’t expect a polished gem but hopefully they will have wiped off some of the shit stains.
    Up and Coming
    September 1, 2015
    My biggest concern as dev is the way this is evolving.

    Dropping support (likely) for cv1 on Unity 4 is a killer move for many indie devs. Moving a project form U4 to U5 is not trivial.

    This is putting on risk months of development.

    Being this co. bough by an insane ammount of bucks, it wouldn´t hurt if Oculus did put some more efforts on supporting Unity4 the CV1.

    first big victim
    https://www.reddit.com/r/oculus/comment ... th_sdk_07/

    I tried to implement 0.6.0.2 and all broke. I'll try with 0.6.1 wich hopefully integrates better with latest unity 4
    Up and Coming
    September 3, 2015
    "TyreRubber" wrote:
    ...it wouldn´t hurt if Oculus did put some more efforts on supporting Unity4 the CV1.


    Surely that's work that ought to be done by the Unity company? Or am I missing something here?
    Android VR Developer. https://twitter.com/SiliconDroid
    Up and Coming
    September 5, 2015
    The engine integrations are shared by oculus. Trough their site. I'm pretty sure. They do develop these integrations. The latest integration for unity 4 is great. I would say its perfect dk2 integration in all aspects. Keeing this level till cv1 would be awesome. Supporting cv1. From 4.x is in their hands. This will guarantee mhch more mature and rich indie cv1 games. Moving a close to finish project from 4.x to 5.x = suicide. Written from phone.
    New Participant
    September 20, 2015
    i am a bit concerned about it honestly. but it seems like the next natural step in the progression... in the end there is only one way to find out.