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I've played with a DK2. It was cool. But reasons not to be super-excited are:

1. Hardware requirements are steep (GTX 970 minimum), so plenty of hardware -- including plenty of hardware that's good for high-end gaming today -- won't be good enough for this.

2. Only Windows support. No compatibility with Linux, SteamOS, or even OSX means that the techie enthusiasts who'd play with it as a tech toy are going to be less interested.

3. But biggest of all: The games aren't there. It's become very clear, both from playing with the DK2, and listening to presentations by Valve and Oculus people, that VR games can't just be regular games with VR bolted on. "Skyrim, but with VR" sounds cool, and makes for a cool five-minute demo, but will just make you sick and be unsatisfying in the long term.

VR games need to be designed for VR in a really fundamental way. It's not clear that there are any interesting games that do this, or that there's a lot of effort going toward making games like this.

If this were a product that were coming out from Nintendo, I'd be confident that they had a good idea about how to adapt their franchises to take advantage of VR in a really cool way, and that there'd be at least a handful of games that made it an absolute must-have. But from Facebook... well, they're a tech company, not a gaming company, so they're depending on someone else to make the games that will justify this thing. Maybe that'll work in the long term, but right now, it doesn't seem like there's any must-have VR game.

Add that all up, and this is a product that won't appeal to most gamers yet, and won't appeal to a lot of tech geeks due to the Windows focus, so... yeah.




1) Yep. But not bad for a first generation product. Already plenty of guides about building a VR ready computer for <$1000.

2) Only windows. Agreed. But I'm glad they did so they could get one platform dialed in instead of chasing multiple rabbits. For now.

3) Games - copying part of this - do yourself a favor and try with Elite Dangerous or Assetto Corsa. And gaming doesn't scratch the service in terms of application - training, social interaction, SEX, therapy, etc, etc.


So part of what I'm saying is that 1 & 2 cancel themselves out. The people who would drop $1500 ($1K computer plus maybe $500 VR headset) on a first-gen thing are more likely to be the early-adopter types who are less interested in a Windows-only device.

As for 3: I played Elite for a bit. And then quit when I got motion-sick. I'm not particularly motion-sensitive, but DK2 got me there pretty quickly.

Maybe the retail one is better in ways that wouldn't make me sick in that case, but from what Valve people have been saying, the only reliable way to get rid of the sickness is to remove the disconnect between not-moving and seeming-to-move, aka make games that involve only your real-world motion.

If that's the case, it implies that what we need are radically different games than what we have. So I'd either want to see those games, or see some proof that you can do Elite-style gaming with no motion sickness even when playing for hours.


> The people who would drop $1500 ... on a first-gen thing are more likely to be the early-adopter types who are less interested in a Windows-only device.

I feel pretty confident in saying that the people who spend big bucks on computer gaming are mostly not giving two shits about Linux while they do it. SteamOS and general Linux gaming is pretty decent these days but still... if you are a hardcore gamer, odds are overwhelming that you are running Windows.


3. Games aren't there? Oculus funded a bunch of games studios and there are many studios investing themselves. Someone on reddit compiled a list of all of the games expected to come out. [1]

[1]: https://www.reddit.com/r/oculus/wiki/compatible_games


The games issue definitely seems like a chicken and egg problem though. Games are really expensive (perhaps even more so with this new paradigm), and it's hard for them to know what the market adoption for the platform will be until it actually hits the market at full price.


Oculus funded a bunch of games studios in order to bust the chicken and egg problem. Someone on reddit compiled a list of all of the games expected to come out. [1]

[1]: https://www.reddit.com/r/oculus/wiki/compatible_games


The hardware requirements are a marketing gimmick. They aren't "requirements". What works in AAA games to make "good" looking graphics often fundamentally breaks down in VR anyway. It's no different of an equation than we've ever had: set your polygon budget and stick to it. Compelling experiences will be had on lesser hardware. There is a lot more to the world than Call of Halo 15.

Or not. Give it a year and it won't matter. Today's top-of-the-line tech is tomorrows middle-of-the-road. And if you saturate the market in the first year, who will you sell to then?

There are a lot more tech geeks on Windows than you think. Get out of your bubble sometime and you might see that there are probably more of us than there are of you.

The games aren't there? The games aren't where? Where is this "there" you're talking about? I keep hearing people talk about this "there", but I've been playing games in VR for over a year now and been enjoying the heck out of myself. I think you mean to say "the games are here already, and only going to get better".


The hardware requirements are based on the 90 FPS requirement for good feeling VR. That extra 5ms of savings is quite difficult in a lot of experiences. And even without all the "good" looking graphics requires quite a serious amount of rendering hardware to get consistent, which is very important.

You're not going to get the standard AAA experience level graphics in VR, you're talking about a ~20ms difference in render time, with twice the amount of view to render (In polygon processing at least) But good VR is very sensitive to hardware performance.


>> 90 FPS requirement for good feeling VR

This is not a requirement. It's a nice-to-have. 60fps is good enough for most people. 75fps is good enough for the vast majority of people. And asynchronous timewarp largely makes the issue moot, too.

Regardless, Microsoft bought Mojang for $2.5 billion dollars. Zynga has a market cap of $2.4 billion. I think the era of AAA games like Call of Duty being your main cash-cow are over.

You don't need to spend anywhere near all of your cycles to make a good VR experience.


Actually, Elder Scrolls Online on the DK2, using Vorpx, is a lot of fun. It's not perfect, but it's much cooler than the game without it, and I've not had any sickness in it.


The biggest reason of all though(and what drives all technology)... porn. This will change porn forever and it will become a staple in homes solely for that fact.


There is some debate about whether porn will really drive VR technology.

http://www.digitaltrends.com/home-theater/does-porn-still-ha...

I also recall reading a different article (can't find it now and don't want to do too much Google searching at work for it) about how almost all the most trafficked porn sites are owned by a single entity now. From what I remember of the article, it posited that their technology has fallen behind and they have little incentive to keep pushing tech forward given the razor thin margins they have on operating the sites.


porn games would be better than 360° videos anyway, so not much of a loss on that front...




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