Originally Posted by fastest finger:
“Vive is undeniably an impressive piece of kit. Problem is, its price and complexity puts it out of reach of most consumers so it may well remain a device for enthusiasts only, at least in the short term. Not that it's necessarily a bad thing - it's a passionate market with a lot of money to spend, so it has the potential to be very successful. But it's PlayStation with its low(er) price, established branding and ease of use that is best positioned to bring VR to the masses.”
I mostly agree. Although its complexity has been over-stated in reviews; it's probably simpler than a 5.1 surround sound system, for example. It is more expensive, and it also benefits from having a lot of space. I have an entire room devoted to mine, and most people can't do that. Having to move furniture out of the way before you use it, adds a lot of friction.
What's weird is that I think that room-scale with tracked controllers may appeal more to "casual gamers", in the way that the Wii did. You're standing up waving your arms around with big gestures. Hard core gamers prefer more efficient controls: keyboard and mouse, or gamepad, where you are moving your fingers mere millimetres to get a result. "Casual" doesn't really fit with the level of commitment the Vive needs.
However, it is a new thing and I don't think it should be classed with the Wii (or the Kinect). I'd consider myself a serious, if occasional, gamer, and I find it compelling. (I just bought
Vanishing Realms, which is much closer to the large and rich game whose absence I was bemoaning earlier, and it felt like the game I had been waiting my life for.)
Quote:
“While PSVR lacks room-scale capabilities it can do 360 degree movement to an extent, albeit in a 3m x 3m square. It has tracking LEDs on the sides and rear of the headset, so it's not limited to facing forwards all of the time.”
That's fine for the headset, but the tracked controllers will get occluded by your body when you turn your back to the camera, if you only have one camera. But they can add more cameras later. I gather the tracking doesn't need a lot of CPU power so it's just the cost of the hardware (consoles being very price-sensitive).
Quote:
“Sony are actively encouraging developers to create seated experiences though, as that will fit in best with most people's set ups.”
Yes, Oculus are doing the same even though I gather they will have two cameras when their tracked Touch controllers finally arrive. In their case it's partly so the controllers don't occlude each other when you are doing complex 2-handed manipulation of VR objects, but it's also to reduce the space and complexity needed.
It may be that front-facing is a phase VR has to go through on the way to room-scale; that people will be more willing to commit to room-scale after they'd experienced front-facing for a while. And most people will stay with front-facing, of course, just as most people don't have 5.1 surround sound or a home cinema room or a £2,000 multi-monitor gaming rig. I just hope enough people do go for it to justify developers producing good room-scale games.
I probably should say I think (and hope) that PSVR will be a huge success, both short-term and long term. It's Oculus I really wonder about. I doubt they can compete with PSVR at that level, and I think the Vive with its full 360 room-scale will remain the premium kit, so where does that leave Oculus? It looks like they are Facebook money to force themselves onto the market with exclusive deals and DRM.