I think solid professional and creative applications are more likely to support the slow, steady growth of VR and avoid everyone judging it's success or failure purely on the whims and unusual economics of the games industry.
This and TiltBrush are the only reasons I'm considering a headset at all, tried 3D sculpting unsuccessfully in 2D so would love to try it in 3D.
Medium looks excellent but yeah not amazing enough to outweigh being owned by FB. Still pretty disappointed VR tech innovations are just being locked up into proprietary camps.
Interesting! What would you say makes it better than the others? I'm working on something similar but as-yet-unannounced and I'd love to know if we're tackling the right problems...
With risk of derailing this thread: As somebody in the industry I don't think the sales have been underwhelming. I'd say they are almost spot on with what people in the know were expecting, and higher than expected on mobile. People that were expecting CV1 to be the iPhone of VR were irrational.
I've tried the Sony VR and it was very underwhelming, really pixelated graphics and unappealing gameplay (shoot incoming spaceships). One would probably need a factor ~16 increase in pixeldensity to get something photorealistic and even then I think I would prefer computer games on a display, because in VR inconsistencies feel much more out of place to me
The comment was about underwhelming _sales_ of VR, not the opinion of current VR as an experience. To that point, I completely agree that PSVR is underwhelming and a complete vomit comet. Spend a few hours with the Rift or Vive playing quality content and based on my experience theres a high chance you'll change your mind. I show VR to a lot of new people, gamers and non-gamers alike, and very rarely do people come away with anything but utter awe. Its not uncommon to show somebody an experience like Tilt Brush have them spend 30 mins+ exploring it.
That has a lot to do with the PS4 being horrendously underpowered compared to a gaming PC. It just isn't powerful enough to run high quality graphics at the resolutions and framerates necessary for VR to work well.
Using PSVR to judge VR is like using a Subaru BRZ/Toyota GT86/Scion FR-S to judge what it's like to drive a sports car. I mean, it isn't bad, and you can have some fun, but you're not REALLY experiencing the full potential.
The new Microsoft VR displays are even clearer. Higher pixel count. Also slightly narrower FOV, which is a double-edged sword. But I've definitely appreciated the greater readability of text. I have the HP version. It's also very comfortable, and the easiest to setup of any of the PC headsets.
Let's compare the 1 million units sold for the PSVR, by far the best-selling headset (Samsung's Gear VR was given away for free with phones, so those numbers are effectively worthless) with the Xbox Kinect, which sold 8 million units within the first 60 days. And we all know how well that played out.