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How do you think the Virtual Reality sales will do now its about to hit market?

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How do you think the Virtual Reality sales will do now its about to hit market?

Looks like Samsung is the first on the market ($99)

http://www.independent.co.uk/life-style/gadgets-and-tech/news/samsung-gear-vr-pre-orders-open-99-virtual-reality-headset-goes-on-sale-at-best-buy-a6728846.html


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  • slipsius
    Im personally not convinced it will be nearly as big as everyone thinks it will be. I think it will be comparable to 3d tvs, or like the other peripherals we've seen, like kinect or ps move. 

    There's been hardly any actual market research. There was one good kickstarter, then everyone jumped on board.... So I dunno... I`ll fully admit if I turn out to be wrong, but for now, I just don't see it.
  • passerby
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    passerby polycounter lvl 12
    @SLIPSIUS ya i agree i don't see it fully taking off as far as the Entertainment industry, but i still see lots of potential for VR when it comes to other industries. Can see VR with good input devices and feedback being used for Simulations, Medical and Military use.
  • Meloncov
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    Meloncov greentooth
    slipsius said:
    There's been hardly any actual market research.

    I'm sure Facebook did market research before buying Occulus. They could have come to the wrong conclusion, but there's no way they went in uneducated.

    I'm pretty sure VR will establish a niche with hardcore gamers and for various training applications. Whether it's successful beyond that mostly comes down to whether people find social vr compelling. If you can provide a simulation of sitting in a room hanging out with people that feels significantly closer to the real thing that a Skype call does there will be a very broad market.
  • Hito
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    Hito interpolator
    Samsung VR still requires a Samsung Galaxy phone... so the 99$ price tag is a little deceptive. I think Hololens has more potential for much wider applications than VR headsets. VR still needs haptic feedback (gloves) tech to develop some more to make it truely immersive.
  • thomasp
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    thomasp hero character
    i think it will be big, just not right after release. without a killer-app it will take a while, also prices for the good stuff will be pretty steep initially i imagine.
    there's also the input problem waiting to be solved i suppose. walking around your living room with a headset on or moving by hand gestures does not seem like it will fit the bill for games nor the majority of general use cases. well, it will be figured out in time.

    trying on the rift was quite the epiphany for me. first thing that really advances the PC market since hardware accelerated 3D. not comparable to some weak gimmick like 3d glasses for TV. all IMO, of course.
    i think any AR tech will have to follow sometime later, can't imagine these to be any good in their first iterations.
  • AtticusMars
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    AtticusMars greentooth
    I think getting game developers on board with adding VR support for upcoming games is going to be critical to its success. I really don't think it's going to be enough to just have the oculus store publishing content exclusively for VR. I don't know what the barriers are like currently for adapting a project for VR, but I'm optimistic.

    Supposedly parallax on filmed content is pretty poor, so the best experiences are probably going to be 3D rendered. If nothing else I suspect it will have a strong following of people making 3D porn for it.
  • ZacD
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    ZacD ngon master
    I'm expecting there to be a few killer indie games and small titles over the next 2 years that really help solidify the platform. But I don't think we'll see much AAA titles for a while. I do plan on buying some VR headset in the next year, $350 for a display seems fine to me. 
  • MrHobo
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    MrHobo polycounter lvl 13
    The VR thing is a long haul situation. Its definitively going to change the way people interact with their entertainment as opposed to the 3D tv and glasses which was "Hey, theaters are making a few extra bucks lets do that too".
    Keep in mind the people/companies that have been seeing VR as the future:

    John Carmack/Occulus
    Facebook
    Tim Sweeney/Epic
    Microsoft
    Sony
    Google
    Samsung
    Disney

    These arent people/companies that are making a short term investment and rushing it to market ala 3D films.
    All the companies involved, Sony/Facebook/Samsung/etc are just trying to prove that there is a market for a new type of experience which is the goal of these first wave of products. They're not trying to hit market saturation or see sold out shelves. If all the first wave player sell 1 or 2 million of their respective units that proves enough of a point for everyone else waiting in the wings to hop on board and really start getting people involved in VR en mass.
    Having said that, could it still fail. Yeah sure. But writing it off as a fad is a little short sighted IMO.
  • iadagraca
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    iadagraca polycounter lvl 5
    Considering my experience with an oculus and something simple like google cardboard with my note 3 i'm pretty excited. 

    I'm fully expecting for a few years the novelty alone will carry it before people start asking for more quality experiences.

    I'd highly recommend anyone here at least try google cardboard and some of the cool stuff like Squarepushers VR thing. There's als oa cool thing called TrinusVR that lets you use google cardboard with your games, that combined with Tridef3D is pretty amazing. But unfortunately you need a recent nvidia graphics card for it to work at it's best so you can use their streaming tech. So i couldn't use it much effectively personally, but everyone else likes it a lot.

    I hear there's a shift from the TrinusVR people to focus on the samsung tech cause apparently that doesn't have the drifting issues cardboard has. So i may actually end up getting that when I buy a new card. 
  • PolyHertz
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    PolyHertz polycount lvl 666
    I think it will take a while for it to have a significant impact on the market.
    It probably would have done better if the tech had been ready when the hype was reaching critical mass about 2 years ago, and Occulus was the only game in town. Now though there's no clear industry leader, and no significant exclusive games to excite people either.
  • ZacD
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    ZacD ngon master
    PolyHertz said:
    I think it will take a while for it to have a significant impact on the market.
    It probably would have done better if the tech had been ready when the hype was reaching critical mass about 2 years ago, and Occulus was the only game in town. Now though there's no clear industry leader, and no significant exclusive games to excite people either.
    That's a great point, too many hands in the VR cookie jar might make it harder for VR to succeed by segmenting the market. 
  • kanga
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    kanga quad damage
    I think its going to be big too. I think VR will become a standard when you dont have to have something on your face. I am looking forward to that one :)
  • cptSwing
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    cptSwing polycounter lvl 11
    Hard to say. Even though the VR hype has given me a few work opportunities lately, I'm not sure if it'll really take off just yet. There're still some fundamental challenges (physical discomfort wearing VR glasses for longer amounts of time; socially awkward I guess; no good ideas for immersive control schemes yet).. but if it's to have mainstream appeal then it'll have to be the Google Cardboard route. I can very well imagine your local newsvendor having 2,- Euro cardboards lying around for purchase, and everybody has got a smartphone nowadays - few people will spend the money for an Oculus or comparable products.
  • soulstice
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    soulstice polycounter lvl 9
    It'll take some time, but I definately believe VR will be big.  I don't think companies like Google, Facebook, Microsoft, Sony, Samsung, are all putting millions into developing for VR without doing proper market research.

    The potential for VR is limitless.  Theres already been talks about NFL coaches using vr to train players, surgeons using vr to remotely operate, front row seats to your favourite sporting events, etc.  It's beyond gaming really.. also at the end of the day I think it will be great for our field, they'll be a lot more opportunities!


  • skyline5gtr
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    skyline5gtr polycounter lvl 11
    If it does have any impact it wont be for years and MUCH better tech, Holodeck style 
  • slipsius
    I will say, part of the reason I dont think it will become super popular within the gaming market (because I do agree with @passerby that it might do really well with simulation / medical) is because I when I tried the oculus, about 15 minutes into it, I became very noxious and dizzy. Something I know will affect others. Another friend of mind also said even with all the adjustments, he can't get it to feel right on his face, either. So if you dont center it properly, then a lot of the screen becomes blurry. 

    It could be good within the indie community, but for the most part, It's hard to imagine AAA going full force into it when not everyone has one. It's the same reason AAA didnt give a rats ass about kinect / ps move. They were a gimmick. Yes, certain people will/do love VR. But the masses? I dunno. To be determined. 


  • Meloncov
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    Meloncov greentooth
    slipsius said:
    I will say, part of the reason I dont think it will become super popular within the gaming market (because I do agree with @passerby that it might do really well with simulation / medical) is because I when I tried the oculus, about 15 minutes into it, I became very noxious and dizzy.

    What version? Both hardware improvements and a better understanding of best practices for software developers have done a lot to limit the issues with motion sickness.

  • thomasp
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    thomasp hero character
    in my experience it can be a combination of the visor not fitting properly (e.g. for wearers of glasses) and/or the IPD not set correctly or the software just not being designed for the hardware. a lot of oculus demos i have seen are still using controls fitting a traditional FPS game and can make you feel sick pretty quickly. running around at 50 kph and turning in split seconds/executing very swift body movements with that far too digital feeling response of a game controller or keyboard+mouse combo does not map well at all.

    i suspect there will be swift progress on both fronts once this thing is really on sale. for one too many designers still thinking traditional IMO. also i expect wearers of glasses will be able to obtain custom visor lenses to match their eyesight at some point. like you can for sports glasses, for example.

    and we need better controllers - or better ways to get more out of the existing hardware to allow more finely tuned controls. using something like an xbox pad in the current state is just awful in my experience. personally for now i am developing with a thrustmaster joystick that delivers much smoother movement which can ramp up and down very well and feels a lot more natural to me. would be interested to try a 3dconnexion device for this, too. bit expensive for a mere test on indie budget though.


  • JacqueChoi
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    JacqueChoi polycounter
    I think it's the exact same as the Kinect.

    I mean we still have the navigation problem.

    :/


    There's all kinds of amazing applications we COULD use it for, but the kind of money being sunk into it, doesn't lend itself to creativity.


  • Deathstick
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    Deathstick polycounter lvl 7
    I just hope the experience is as good as people say it is when they said it improved drastically. I got a chance to take the Oculus Dev Kit 1 home from work for a few days and that made me sooooo sick after trying out half-life 2 and minecraft for a few hours. That and my freaking eyes kept trying to adjust to the screen and illusion at the same time, causing my eyes to keep changing focus.

    However good it has become, it definitely needs games that are designed from the ground up to work for it directly. IE I actually still prefered having mouse movement for almost 100% of the aiming and direction, because having to twist my head up and down basically completely vertically while sitting in a chair for hours made me feel like I was going to snap my neck.

    I could see it working well with the various standing/walking treadmill-like input controllers being developed, but those are kind of a no go for someone who lives in a studio apartment.
  • kanga
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    kanga quad damage
    If it does have any impact it wont be for years and MUCH better tech, Holodeck style

    Yes Please!
  • Joao Sapiro
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    Joao Sapiro sublime tool
    i see lots of potential for this , but i see too many companies trying to milk it already when the technology isnt quite there yet, and that will kill proper development imo. I mean look at the 3d tv fad and all those gadgets that suddenly got attention.

    But im biased as i like more the aspect of gaming with people in my house etc.
  • Waz
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    Waz polycounter lvl 17
    I released my first game, End Space VR a few days ago. I spent the last 10 months developing it and a had a clear idea of what I wanted to try and do. It was my first game and I wanted to make something really cool for the Google Cardboard. It's not as big as Oculus or GearVR but I knew that's where all the big game developers are putting their efforts. I thought I would try for Google Cardboard has there wasn't a lot of good content at the time (Still isn't) and as a indie developer I thought it would be a cool niche.

    For sales, I had a personal goal of 500 sales which I thought I might make as a indie first time developer with a paid app, I've almost doubled that goal and been happy with sales I'm getting.

    There's a lot of people paying attention to VR and it's fun to develop but how sales are going to be is another question. It's a matter of numbers and people who have PCs that can handle the high end VR and willing to strap a plastic box to their face.

    Google Cardboard as a indie developer is a interesting place to be right now.
  • soulstice
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    soulstice polycounter lvl 9
    Thats awesome to hear about your game Waz.  Hopefully that's a sign of things to come with VR.  I think the biggest hurdle will be marketing, it seems very tricky.

    NFL coaching/training: http://fortune.com/2015/08/10/strivr-virtual-reality-nfl/

    Surgery training: http://motherboard.vice.com/read/dont-have-a-real-cadaver-to-practice-surgery-on-try-virtual-reality





  • Waz
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    Waz polycounter lvl 17
    soulstice said:
    Thats awesome to hear about your game Waz.  Hopefully that's a sign of things to come with VR.  I think the biggest hurdle for VR is marketing, it seems very tricky.


    That's very true. It's hard to describe to people what it's like being in VR, the best thing you can do is just give it to them to try. That's what makes Cardboard so great. It's wireless and really portable makes it super easy to give people a little taste of what VR can be. For most people I've found it's enough. Talking to the public about Oculus and the high end stuff they just get confused. 

    On a side note, I just finished the game trailer for End Space VR. If you are interested:

    https://youtu.be/NXDTRRdb7ng

    Hope to make a 360 video of it soon to.
  • cptSwing
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    cptSwing polycounter lvl 11
    I would love a more technical breakdown of your game, Waz. Worked with a few cardboard clients now, but still struggling to hit the right point between perfomance and quality - it's developing for mobile, just a little more complicated ;)
  • thomasp
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    thomasp hero character
    I could see it working well with the various standing/walking treadmill-like input controllers being developed, but those are kind of a no go for someone who lives in a studio apartment.
    anything that makes your body warm up like walking on that treadmill will inevitably fog up the lenses really quickly. so much for VR porn.

    oh noes - now we're doomed! ;)

  • low odor
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    low odor polycounter lvl 17
    @Waz  That looks great man. What kind of FPS are you getting? Have you thought about (or had the oppurtunity) to port it to one of the higher end  HMDs 

     @thomasp  When I first did the Vive demo loop I was  sweating buckets (it was a good 15-20 min) and the  lenses didn't fog up at all. ;)
  • thomasp
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    thomasp hero character
    low odor said:

     @thomasp  When I first did the Vive demo loop I was  sweating buckets (it was a good 15-20 min) and the  lenses didn't fog up at all. ;)
    have you checked your pulse recently? ;)
    or is there perhaps any lens treatment they may have done on that device that can be that effective? the standard DK1 certainly fogs up really quickly.
  • Waz
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    Waz polycounter lvl 17
    Getting 60fps steady on a Samsung Galaxy S3, it's all I have to develop on. Not the most current hardware but it's running really good for that. That was my target platform.

    I don't have access to any higher end HMDs, I'm just one guy with a cellphone, laptop, and a cardboard box :)

    I'd like to try out a GearVR, maybe I will try and pick one up. But not sure if there's a demand for my game when I have to compete with all the bigger game companies for it. Eve Gunjack looks to have the space shooter world pretty well wrapped to me. But I have lots of ideas I want to implement to improve on it.
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