Librarianon

Your local Librarianon

  • He/Him

Writer, TF Finatic, Recohoster, and Game dev. Wasnt able to post here as much as I liked, but I'll miss it and all of yall. Till we meet again, friends!


maxkriegervg
@maxkriegervg

gonna wing this so forgive me

games industry production conditions at large

  • consumer vr production is a space that's mostly been propped up by speculative capital and VC, in most part because it's a young and distinct market whose revenue streams are still being figured out. all of that money is drying up rn and so cash will have to come from elsewhere (internal from studios, balanced out w/ some minimal publisher contribution, or platform subsidization which is what has been carrying a lot of it in the past year, though that is at risk as we will touch upon later).
  • re: individual studio output, there was a big surge in vr development in 2020/2021 and then teams went "oh shit this is actually hard as nuts" because developing in vr is a difficult task, you have to draw to more pixels more often (72fps is bare minimum, 90fps is recommended, fps bar is moving higher as displays support it) with less horsepower and with many effects/tricks that simply do not work in stereo. it takes a wealth of internal knowledge to surmount that, as well as a whole unique set of best design practices. a lot of games got canceled, delayed, downscoped or outsourced because of this, and i do not see a big wave like that happening again with this new hardware gen.

consumer attitudes

  • the metaverse shit from last year has really tainted the public perception of VR. its coolness factor is gone. since most of the big headsets launched have been pushing MR (mixed reality, mixing 3D video of your environment captured from cameras down into your game), that's all metaverse-adjacent enough to where i think it's a major stain on these platforms' cultural momentum and is keeping their buzz/hype ecosystems entirely contained to a small group of techno diehards.
  • a lot of players have yet to find experiences beyond beat saber compelling in vr, through no fault of their own - the fundamental design problems of vr gaming are still an issue and the incremental approach of these new gen headsets seem to be focusing on non-gaming things rather than bridging some of the fundamental gaps to diversifying the vr play experience.
  • headsets are still too heavy for the sustained use being pitched around MR features (more on that later).

meta

  • meta's approach to vr hardware has been fundamentally flawed - they have treated their hardware ecosystem like phones wrt their incremental hardware upgrade cycle and have failed to realize that vr devices are not "daily driver" electronics in the same way that fuels the phone economy.
  • rumblings are already that the quest 3 is significantly underperforming and with its price tag it's going to have to go toe-to-toe against the first serious "full mode" holiday for ps5/xbsx, and it's going to lose that battle.
  • really, meta should have pushed the quest 3 out a year or two in the name of getting the price tag down. launching it only 3 years after the quest 2 at a higher price, and so close to the disastrous brief life of the quest pro, was a mistake.
  • perhaps if they had not squandered so many resources on the quest pro, meta would have a bit more flexibility and investor goodwill to power through any downturn by subsidizing a fuckton of games for the quest 3, but that's not what happened, and i think their ability to carry the headset themselves financially is gonna shrink compared to their peak of output on quest 2.

apple

  • imo, apple knows vision pro will sell few units, but hopes those who DO buy it are influential ppl who show it off/prime the public for a future headset...

  • ...but underestimates the aforementioned uncoolness the metaverse has inflicted upon MR in the public eye. imo, this will make their strategy fail.

  • we have an easy analogue for this: quest pro. it did so poorly that it was discontinued <1yr after launch.

  • apple likely thinks its brand will differentiate it to success, but a headset is inherently a much less social device than an iphone. social fomo dynamic won't carry it.

  • also, the vision pro is aluminum + glass, making it potentially heavier than even the quest 3 when the battery is attached. this decision baffles me when so much of the vision pro's marketing is attempting to sell it as a lifestyle device.

  • you can tell that they've tried to mitigate the isolating nature of a headset with stuff like the front-facing eye screen, but... considering how well the public received that at unveiling, i don't think that's going to have the effect they want.

pico

  • hard to see them as anything other than a trendchasing blip on the radar rn. at least the pico 5 has a sane price.

sony

  • lmao

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in reply to @maxkriegervg's post:

Honestly, aside from maybe VRChat or Beatsaber, I have yet to see a real killer app in the VR space that would convince a casual game player like my sister or dad into getting a headset. I honestly think that it might take a theoretical Half-Life 3(even after the crazy effort that was put into Alyx) to get over the hump, and that's in the enthusiast space. My honest opinion is that a lot of mainstream devs are keeping themselves boxed in by the current hot genres to create something innovative that could make for an exciting product.

it is amazing how bad sony fucked it with the psvr 2 with one simple decision, not to support original psvr games

i'm not a developer or anything but it kinda seems like to me that the wheel did not need to be reinvented on how the psvr 2 interacts with a ps5

this issue is more complicated than one may realize, considering that the psvr's tracking is a complete oddball compared to every other headset on the market and was entirely optical/driven by ps move tech... though i suppose one could have built a light into the front and added ps move controllers support to ps5.

Endoparasitic VR looks like the first VR game I've seen past Beat Saber and Half Life Alyx that looks like it is something that should be in VR, rather than a VR imitation of another experience?

you may be interested to know that nearly ALL the VR-exclusive games in this year's IGF - which there's actually a pretty decent number of - are Quest 2 exclusives. Quest 2 specifically. No other headsets supported

It’s so frustrating. We were an early adopter of VR with the first HTC Vive, but aside from the occasional “Hey let’s play mini golf with the one other friend who has a headset” moment, it collects dust for months/years at a time. We’ve had enough Holy Shit moments with VR to know it is capable of offering incredible gaming experiences. But every headset manufacturer is dropping the ball simultaneously, and we’re so worried for VR gaming’s future.

this exactly describes my experience as a person who was blown away by a demo and bought a vive but mostly leaves it on the shelf now. it's honestly just too much trouble to get it all set up, even with semi-permanent spots for the beacons

I keep hearing about a handful of cool games in the VR space, but it's hard to justify the costs (both monetary and finding the space for it) to get some current generation of headset, especially when there's not seemingly a good affordable unified place to play all of them, and especially not when VR manufacturers seem determined to not create any expectation of continuity or compatibility. The space just seems like kind of a mess.

This is a bummer to read, because I've been low-key thinking about getting a Quest 3 or similar. I kinda believed in VR after having some real fun with the PSVR, but haven't really mustered the will or wherewithal to commit to a new headset yet.

if you want one, by all means, grab one! the quest 3 can be run in oculus link mode meaning you can use it with steam games, and its video codec performance for that mode is much better than the quest 2's meaning less stuttering when you do so. i personally think the price is a bit high for the package, but if you don't, take the dive! (though you might wanna hold out for a $100 price cut, it might come)

The thing that told me consumer VR was in a slump was that everyone I know who has a Quest 2 bought it secondhand off the facebook marketplace. Including me. To a large number of consumers, there either 1) isn't enough to justify the price tag or 2) there isn't enough to do once you get it.

Honestly the thing that's gonna kill VR is that it's fundamentally a niche technology for niche applications, and companies failing to realize that have managed to completely run it into the ground. Luckily that means it'll always stick around as a niche, but the costs of game dev are gonna need to get a lot more sustainable for that niche to get the development it deserves.

it was cautionary when all my PS Move wands died because i didn't babysit their batteries all year. it was on thin ice when someone (not even sure who) patched out support for my PC to HDM streaming solution, already a pain in the ass in its own right. it was on life support when i got caught in a login loop after meta rebranded and nothing anyone could do could log me in to my own device. it was dead and buried the day a hot person asked me if she could use it in (let's just say) a situation where that would be very fun and one hour later nobody could figure out how to fix the login loop issue. i don't need to point at things that might be interactive that badly, it turns out

oh my god, what an incredible game that was. the single player ship exploration story still holds up, but the real beauty was the online community and live performers that made it feel like a real world... i used to spend hours every week in that game learning new crafting spells and exploring with all the other random people there. i miss it so much

maybe!! nowadays i do a lot of vrchat and neos (need to check out resonite now that the latter has imploded) because the social aspects of the under presents really changed how i looked at virtual reality. i'm still chasing it in a way though, general purpose social vr doesn't quite capture what they'd done having dedicated staff on running events

I worked on a VR game (from other suns) funded by oculus prior to their brand name change a little later, I don't know how profitable any of these kinds of games were but that short period of time felt like a soft revival of the mid-scale game project thanks to the new hardware avenue. the stuff that came out of that time is still incredibly cool

with the big industry players losing interest in funding original game development, and valve's "if you build it they will come" mindset that ignores the financial risks of indie VR development (look at how much that section of steam has dried up in new releases), that time is unfortunately over and the utility of the hardware is limited to a small handful of the standout games—your beat sabers, vrchats, pavlovs, etc

if the new software isn't there, then it'll remain as totally niche hardware. which isn't a bad thing for my social circles who still check out new vrchat content from time to time, but it means my expensive as fuck index headset goes totally unused outside of that

here's every application of VR technology pitched this time around:

  1. PS2 eyetoy but you have to wear a thing
  2. the least convincing purported human is imprisoning you in a meeting
  3. microsoft office but blurry and your arms get tired
  4. this could've been a normal first person shooter
  5. you'd prefer to be a fox with three tits

only (5) has anything to offer and tech capitalists are too afraid to monetize that

As someone who has an Index, it's impossible to find a comfortable setup, the controllers are annoyingly finicky and uncomfortable, and it takes up like half the outlets in my room. I really enjoy VRchat and Skyrim VR, but man are there no good headset options...