I agree completely with the telepresence part. Depth cams + more ergonomic headsets + high speed networks can already offer a glimmer of what future VR telepresence could offer.
But I also agree with the previous comment regarding first-person locomotion in VR (at least as it's currently done). I've also spent quite a bit of time in my launch day DK2 and when you're actually walking it's OK, when you're sitting or standing in a way that mirrors your in-world avatar it's OK. But when you are standing or sitting and you use a gamepad or keyboard to handle "WASD" while using your head as "mouselook", it still either makes me queasy after a while or gives me a headache.
There are just too many little mismatches in most implementations that make it hard to take a typical FPS-style game and slap VR onto it. The simplest example I can think of is walking around with a gamepad and VR headset:
Imagine you are in a game with your DK2 on your head and an Xbox controller in your hands. You push forward on the stick and your character walks forward. OK...not too bad. Once you get over the initial dizziness it's pretty cool.
Then you want to turn right. You push the stick to the right and your perspective starts to pivot as well. Halfway through this turn, you want to look to the right. You turn your head to the right and as you do, your "turning motion" speeds up since you are turning both your body and your head.
Then when you stop pushing right on the stick, the speed of the pivot drops. When you stop moving your head, it stops completely. The whole thing is a mess of speeding up and slowing down changes in your angle of view. And this is just one simple motion. It's OK on a flat screen in front of you but when it fills your whole field of vision, it can get really disorienting and dizzying fast.
Consider that in a game, there are all sorts of combinations of movement on the X and Z axis, changes of view from pivoting your body, and changes of view on all three axes from moving your head. These are often fast and unpredictable. And all the while, if you're standing up, walking around a small room, or sitting in a chair, they don't necessarily match your actual position.
Either way, sorry for the wall of text. It's hard to describe things that are easier shown than told. I agree that finding new types of games and experiences are they key here. My main complaint in this field right now is the number of people who are still so focused on the FPS style of games because they were so immersive and popular on 2D screens. The goal should not immediately be to cram those into VR just because it would seem on the surface to be a perfect match.
But I also agree with the previous comment regarding first-person locomotion in VR (at least as it's currently done). I've also spent quite a bit of time in my launch day DK2 and when you're actually walking it's OK, when you're sitting or standing in a way that mirrors your in-world avatar it's OK. But when you are standing or sitting and you use a gamepad or keyboard to handle "WASD" while using your head as "mouselook", it still either makes me queasy after a while or gives me a headache.
There are just too many little mismatches in most implementations that make it hard to take a typical FPS-style game and slap VR onto it. The simplest example I can think of is walking around with a gamepad and VR headset:
Imagine you are in a game with your DK2 on your head and an Xbox controller in your hands. You push forward on the stick and your character walks forward. OK...not too bad. Once you get over the initial dizziness it's pretty cool.
Then you want to turn right. You push the stick to the right and your perspective starts to pivot as well. Halfway through this turn, you want to look to the right. You turn your head to the right and as you do, your "turning motion" speeds up since you are turning both your body and your head.
Then when you stop pushing right on the stick, the speed of the pivot drops. When you stop moving your head, it stops completely. The whole thing is a mess of speeding up and slowing down changes in your angle of view. And this is just one simple motion. It's OK on a flat screen in front of you but when it fills your whole field of vision, it can get really disorienting and dizzying fast.
Consider that in a game, there are all sorts of combinations of movement on the X and Z axis, changes of view from pivoting your body, and changes of view on all three axes from moving your head. These are often fast and unpredictable. And all the while, if you're standing up, walking around a small room, or sitting in a chair, they don't necessarily match your actual position.
Either way, sorry for the wall of text. It's hard to describe things that are easier shown than told. I agree that finding new types of games and experiences are they key here. My main complaint in this field right now is the number of people who are still so focused on the FPS style of games because they were so immersive and popular on 2D screens. The goal should not immediately be to cram those into VR just because it would seem on the surface to be a perfect match.