Valve's SteamVR: Solves Big Problems, Raises Bigger Questions 124
An anonymous reader writes: When Valve debuted its SteamVR headset recently, it came as somewhat of a surprise — it certainly hasn't gotten the same level of hype as the Oculus Rift. But people who got to try out the new headset almost universally impressed with the quality of the hardware and software. Eurogamer has an article about the device expressing both astonishment at how far the technology has come in three short years, as well as skepticism that we'll find anything revolutionary to do with it. Quoting: "R demands a paradigm shift in the thinking of game designers and artists about how they build virtual space and how players should interact with it. We're only at the very beginning of this journey now. ... but this process will likely take years, and at the end of it the games won't resemble those we're currently used to. In short, they won't be Half-Life 3."
The author thinks simulation games — driving, piloting, and space combat — will be the core of the first wave, and other genres will probably have to wait for the lessons learned making sims good. He adds, "...the practical challenges are great, too — not least in persuading players to clear enough space in their homes to use this device properly, and the potential for social stigma to attach to the goofy-looking headsets and the players' withdrawal into entirely private experiences. I still think that these present major obstacles to the widespread adoption of VR, which even more practical and commercially realistic offerings like Morpheus will struggle against."
The author thinks simulation games — driving, piloting, and space combat — will be the core of the first wave, and other genres will probably have to wait for the lessons learned making sims good. He adds, "...the practical challenges are great, too — not least in persuading players to clear enough space in their homes to use this device properly, and the potential for social stigma to attach to the goofy-looking headsets and the players' withdrawal into entirely private experiences. I still think that these present major obstacles to the widespread adoption of VR, which even more practical and commercially realistic offerings like Morpheus will struggle against."