To VR or not to VR

I’ve been half heartedly following the VR evolution over the past few years. I never had any real desire to really delve into it and I’ve never even used one. The headgear looks awkward and uncomfortable. I’ve always looked at it as a fad gadget that will fade away as soon as the next gadget comes along.

VR seems to be persisting, maybe because the next big thing hasn’t come along yet. It seems to be evolving a bit too. Far too slow, in my opinion, but maybe needs to build momentum before hitting critical mass.

I’m wondering if I should get on board now and start learning to create VR content using Unity. I have zero budget for the equipment but if given a compelling enough argument for VR, I probably could scrape up the cash. This would cause a sacrifice on my part and I concerned about buying pre-obsolete equipment.

I’d like opinions on VR in general, but more specifically about what hardware to get, what software and assets I should look at, and if there are any deals to be had. I’m concerned that once I commit and purchase, VR just wouldn’t resonate with me and the soon to be obsolete hardware just sits on a shelf collecting dust.

Thank you for your thoughts.

I’m somewhat with you, Bill. I’ve seen the VR fad come and go at least twice before since I was a yoot. This third time, it does seem to be gaining more momentum, but… we’ll see.

My own reading of the tea leaves is this: it will probably be here to stay now, but only for hardcore gamers. The sort of folks who currently drop $1500 on a custom high-end PC to play games will drop another $800 on a VR headset, and clear a space big enough to play in. Casual gamers, on the other hand, will react somewhere between “yawn” and “what nerds” and not buy in.

Augmented reality, on the other hand, I believe is going to be huge. Enormous. Life-changing. There will be a second layer on the real world — or more like, many second layers — and those without the magic glasses will be missing out on a major part of the fabric of society. And while it will have many non-game uses, games will of course turn out to be a massive market (just as with cell phones, which are by far the most popular kind of gaming machine today).

I’ve gotten to play with a Microsoft Hololens for a few days, and it really is that cool. You can walk around your house, adding a giant-screen TV here, a virtual aquarium there, a Monet painting on that wall over there, etc., and they are all stable and still there when you come back the next day. There are many other uses, but just this basic function — creating virtual “stuff” that stays put and adds to your world — is itself tremendously compelling.

But the Hololens is also bulky, limited, and way too expensive. Microsoft knows this, and that’s why they haven’t tried to commercialize it yet.

I think it’s going to take Apple to really make this AR market take off. There are lots of indications that they’re working on it, including ARKit, which makes very little sense if they’re only thinking of it on cell phones. They’re not going to release anything until they have glasses that are lightweight, stylish, and powerful. But when they do, it’s going to revolutionize the world very suddenly. (We’ve seen this story before: they did the same thing with MP3 players (iPod) and cell phones (iPhone).)

All of which means what, for us as Unity developers? Well, fortunately Unity makes it pretty darn easy to adapt to any of these technologies. There really isn’t very much to learn. But you could get started by playing around with ARKit (if you’re fortunate enough to have a new-enough iPhone and Mac), or with some Google Cardboard style headset (which will only set you back a few bucks). The ARKit will get you experience talking the language of AR, and a Cardboard headset will let you try out VR.

Then when the real thing comes along, you’ll be ready to jump into this new world with both feet.

Cheers,

  • Joe
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Before you consider saving up and investing in a VR HMD, check the system requirements for the hardware. You need to have at least the recommended specs they list because motion sickness is reduced with a maintained 90 FPS.

https://www.vive.com/us/ready/

I’m biased towards the HTC Vive for a high-tier VR HMD. Primarily because it has the most platform support at this point in time (Windows and Linux with macOS coming soon), but also because it’s supported by two of my favorite game developers.

https://www.theverge.com/2017/8/23/16188974/fallout-doom-skyrim-vr-release-dates
https://venturebeat.com/2016/11/07/myst-studio-cyan-announces-obduction-for-ps4-psvr-and-htc-vive/

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Its not fundamentally different from making any other content in Unity. So if you know your way around Unity, there is no harm in waiting until VR is a consumer tech before moving into making VR stuff.

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Ok, the usual suspects responded. Thank you for your thoughts on this.

The consensus is I shouldn’t be in any great hurry and I’m inclined to agree. I’m sure hardware will get better and prices will go down while more devices will become compatible. I agree Apple will be the company to bring it main stream, but worry about the market stuck with Apples vision of what they think it should be. Apple makes great products, but history shows it could have made greater products. Apples my way or the highway attitude grates on me.

I see horror type games perfect for VR and hearing Doom will be available for VR makes me want to go out and get it. Games like that could be a pant wetting experience in VR.

I see AR as being big too, but don’t think it will be accepted socially. Google glasses showed that we don’t like the idea of cameras on use 24/7. In work, sports, and other areas I see it as indispensable.

For now I just plan to sit back and watch what happens and see where it goes.

Thanks all.

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