Yes, there are issues to work out with the headbands, weight, general FPS and battery life, but I finally _get_ it. The amount of badassery you feel as you shoot headcrabs and combine in Half Life: Alyx is hard to describe in words.
Maybe that's not Metaverse persay (is that like, VR chat or something?), but it is the equipment that Facebook is selling, and they've got their own set of games that're pretty fun too.
Like you say, there are some issues with the tech, but they’ll be resolved in time, and it’s clear that this is the future of gaming at least, and maybe much of social media/virtual interaction.
VR is not a daily use experience for me, and I assume for a lot of consumers, but it is still amazing.
I was into Pokerstars VR for a while but interacting with people through the microphone made me realize I don't really enjoy talking to strangers from around the country while playing poker.
I use it daily for HIIT workouts, and I use it to spend time with family and friends who are either far away or busy with life i.e. kids. It's way better than FaceTime or Zoom.
I don't believe for a moment that it'll extend into work interactions. Maybe family visiting type experiences, again for the subset that can enjoy the headset setup.
That said, when I try my hardest to think objectively about the future of work, I think VR is going to be everywhere.
Workers going into factories will become exceedingly rare. The cost of humans is high both from a safety and headcount perspective, and more and more of manufacturing pipelines are becoming automated end-to-end. Service repairs will likely happen remotely and only require humans to be onsite if absolutely necessary in the future. It's good for business.
There is a ton on "dark factories" to be found online. Also, there are many startups that have significant traction which are bridging these two worlds via AR:
When it comes to knowledge work, I think anywhere where you have to work with visuals will become a predominant VR stomping ground. If you need to be working with 3D models (lots of engineering + manufacturing) or flat UIs (being able to point and pan and modify is more natural with hand gestures), VR will likely win out. I also think VR will create a space for completely new ways of constructing software architecture. This could be a bridge to creating architectures visually for the first time (want to define a service that automagically becomes a kubernetes service and node on the backend? create a box here and give it some parameters!). The interactivity of this kind of build feels very natural, and it's how we actually already do things in a more limited 2d context. My guess is the killer feature here with VR is the immersiveness allowing for better synchronous collboration.
I could be totally wrong about this stuff, but I think a lot of our lives will change with VR. There are some serious hurdles we need to get over, most notably form factor, weight, and nausea. I feel like these are solvable problems, but honestly that's mostly a hunch more than anything. Would love to hear from others who know more than me!
They plan on making it up via game sales in the Oculus Rift Store, and services. Same as what Sony did with the PS4 (which was quite successful). I see "Quest Season Passes" in VR's future.
At 1440p and above resolution isn't there yet and pushing multiple monitors through to the headset is still (to my knowledge) not practical. The remote desktop-like apps I've tried only do a single monitor.
I like the bet that Quest 2 made with making the headset do all the processing, but it fails for tasks like this.
I think eventually we'll get a headset where working in VR becomes practical and affordable, but we're not there yet. Maybe apple pulls off a Gear-VR-like setup where you plonk your phone in front of some lenses on your face. But AFAIK anything better than the Quest 2 is substantially more expensive.
My wild guess is that practical work VR is 2-3 years away. Meta's next headset iteration might do it + price drops.
Lately I've been sinking time into:
Half-Life Alyx
I Expect You To Die (and its sequel)
The Climb (and eventually its sequel, I assume)
Creed
- Half Life: Alyx
- Lucky's Tale
- Beat Saber
- Thumper
I do think it's amazing - Superhot is one of the best games I've ever played. But I get it - I don't know how to explain, but it seems like work to use it.
1. A lot of people saying this are just older and with less free time. Do you still play video games a lot? I think the question is in part whether VR can engage kids for as long as video games do.
2. The headsets are still too early. Wireless latency is almost there, but not quite. The headsets are too heavy. I think the Quest 4 or 5 are going to be so vastly better that users won’t mind staying in VR for longer, and won’t get bored of it.
3. Content, content, content. Alyx is awesome, but there needs to be 10 of those per year. And with better headsets, and an ever expanding user base, I think content will continue to explode.
I'm a PC gamer and have a very capable PC but haven't bought any VR equipment because I don't know what I'd play.
The issue is probably that I'm not looking for an excuse to buy a headset, I'm waiting for a reason. I don't seek out information for VR and none of it is getting through to me.
That being said, Quest 2 uses a USB-C cable that is quite a bit lighter and easier to manage than the Oculus' HDMI cable.
I felt incredibly lame shooting the headcrabs in half life alyx. They were fat and slow, and when I felt like they were going to hit me I tapped the left stick twice to teleport 20m away while they waddled towards me hopelessly. When they hit me, I just kind of shrugged because the experience of being hit in VR is so uninteresting. A lot of the times I would just be annoyed that aiming at a headcrab 10m was hard so I just waited for it to fall close to me then shoot it at point blank range 4 times.
In resident evil 4 (which is now vr but I've no experience with it) the zombies did this thing where they ran at you really fast, but when they got close, they walked slowly. This was because you had low mobility when aiming, so the enemies had to play nice to give you a chance. Half Life Alyx felt like that but way more so. Everything coddled you to the point of seriously breaking immersion for me.
Electric dog? Warns you that it's going to zap a path for like 10 seconds before doing anything.
Machine gunner guy? Shoots for 10 seconds then sits still for another 5 in plain sight while reloading.
Normal combine guys? Mostly just standing out in the open or failing to use cover effectively so you can casually snipe their weak spot.
Felt to me like a poorly curated house of dead line gun game.