Grown mencomplaining about a VR solution for kids - the thread xD
GAMING ENTHUSIASTS THAT ARE GAMING EXPERTS!
Grown mencomplaining about a VR solution for kids - the thread xD
Thats pretty goodThe free version of cardboard makes up a minority of sales. Like I said, the viewmaster VR, which was $50 two years ago, sold 15 million units. 130 million of cardboard downloads came from places other than the free version of cardboard.
Grown men complaining about a VR solution for kids - the thread xD
BUT, I also said that the one product that was perfect for the Oculus Rift DK1 was Dolphin. Gamecube games are perfect for a 3DOF, 720p VR headset. Dolphin in VR was by far the most use my DK1 got as far as playing actual games.
Ahh right you are. I'm not worried now.
Grown men complaining about a VR solution for kids - the thread xD
Don't worry, the launch applications are Elephant, Bird, Wind Pedal, Blaster and Camera. Don't expect anything too sophisticated.Kids don't exactly see different to adults. If it's blurry as hell and hard to focus on for you, it's going to be blurry as hell and hard to focus on for your kids too.
How does this work if the games aren't designed with VR in the first place?
I don't understand the complaints on the first couple pages? This seems right in line with Labo.
$40 is a high price to pay for what will no doubt be terrible VR even compared to Google Cardboard or other cheap options. I had an original Oculus Rift devkit, so I can tell you firsthand just how atrocious and nausea-enducing VR is with a 720p screen and no motion tracking... and that's not even accounting for the fact that the old Rift was relatively light and comfortable compared to some cardboard monstrosity.
I shudder at the fact that this will be some people's first VR experience. VR is genuinely incredible so long as everything powering it is purpose-built. I tried the latest version of the Rift recently and it was mindblowing. But when you take devices that weren't meant for VR and strap lenses to them, the results are predictable.
Ah, nice to see they didn't abandon their QoL plansIt got buried in today's news but they also announce the Nintendo Neckbrace.
Every LABO related thread....Grown men complaining about a VR solution for kids - the thread xD
What could be a great VR experience for a $40 VR and a $300 console?$40 is a high price to pay for what will no doubt be terrible VR even compared to Google Cardboard or other cheap options. I had an original Oculus Rift devkit, so I can tell you firsthand just how atrocious and nausea-enducing VR is with a 720p screen and no motion tracking... and that's not even accounting for the fact that the old Rift was relatively light and comfortable compared to some cardboard monstrosity.
I shudder at the fact that this will be some people's first VR experience. VR is genuinely incredible so long as everything powering it is purpose-built. I tried the latest version of the Rift recently and it was mindblowing. But when you take devices that weren't meant for VR and strap lenses to them, the results are predictable.
Hey you're a real stinko you know that?Could your post have set back ERA as a whole? It was a fairly subpar post, so if this is people's first foray into ERA it could color them unimpressed or associate it with being hyperbolic or whatever.
:P
The software for this isn't going to be high games. Shouldn't be a problem for what they will be going for.Sure, what worries me is that Switch can handle two views at 60fps for something better than Google Cardboard level apps.
Every LABO related thread....
What could be a great VR experience for a $40 VR and a $300 console?
I dunno Samsung phones have done an okay job for a lot of VR. I mean, don't expect PSVR, but decent enough software could be done.shoulda been obvious this was coming. Switch just doesnt have the power for real VR.
Absolutely not! That game's rendering resolution is already horrendously low in handheld mode (hell, it can't even maintain 720p in docked mode, let alone handheld!). It would be a good candidate for VR support on a hypothetical Switch Pro though.
I dunno Samsung phones have done an okay job for a lot of VR. I mean, don't expect PSVR, but decent enough software could be done.
This was the sorta thing I was getting at but I thought it was better to just apologize and take the lumps for bringing up the thought."Poisoning the well" was an early concern and talking point in the Cardboard and (to a slightly less extent) GearVR days and I would say they did indeed do a lot of damage to people's perception of VR. I've tried to sell a dozen or so close/regular PSN/XBL friend's on PSVR or PCVR (bullseye target audience, higher than average tech literacy), and virtually all of them reference having tried a Cardboard or GearVR and thinking it was somewhere between shit and meh. So many are convinced that's what VR is and will ever be. The damage done by low res Youtube videos (most of them 2D) and zero-budget amateur mobile apps is far more extensive than people give it credit for (as evidenced by the responses you received). The populous at large just sees two big lenses and a glowing screen, oblivious to the profound differences resolution, field of view, refresh rate, 3DoF Vs. 6Dof, etc... has on the VR experience. These aren't just nerd specs where VR is concerned, they're about getting closer to fooling your brain what you're seeing is real.
This was the sorta thing I was getting at but I thought it was better to just apologize and take the lumps for bringing up the thought.
Isn't VR, even if it is a facsimile like this, bad for kids' eyes/brains which are still developing?
That's true, it probably depends on the individual though, I could just as easily see someone not very tech-savvy feeling unimpressed, like the people who say they can't see a difference between DVD and Blu Ray enough to upgrade (or the investment isn't worth it for them), or 1080p and 4k I guess.I've always thought this was nonsense. If anything, things like cardboard makes the value proposition that much more apparent. It gives a baseline to compare to. I.e. "If this is what a $1 viewer does VR like, it's easy to imagine how much better a viewer that is literally 800 times more expensive would be"
*Golfclap*
IPS vs OLED, 720p versus 1440p. Huge difference there.I dunno Samsung phones have done an okay job for a lot of VR. I mean, don't expect PSVR, but decent enough software could be done.
I've always thought this was nonsense. If anything, things like cardboard makes the value proposition that much more apparent. It gives a baseline to compare to. I.e. "If this is what a $1 viewer does VR like, it's easy to imagine how much better a viewer that is literally 800 times more expensive would be"
One other thing to say -- even if there is way, way better VR out there, when I demoed Cardboard way back in the day, it still made jaws drop. The vast, vast majority of people still haven't tried any sort of VR, at all. Never forget how potent the very first taste of VR is, even if it's on a weak platform.
I still remain adamant that the fundamental problem of requiring a headset of some kind is going to remain a major barrier for future VR adoption. The proliferation of the cheap low-end options is encouraging but that's still a long way before it becomes the one true "future" that a lot of its proponents are expecting. As I sort of implied in a previous post, turning the headser iteself into part of the play experience is exactly the kind of interesting lateral move I would expect from Nintendo to create value in their product, but I remain skeptical that that will do anything substantial to break through that major barrier.
I'd like to be wrong, as I think VR needs a true mainstream breakthrough to finally start getting the content it needs to be more than an occasional curiosity, so we'll see what happens I guess.
What are your thoughts on Mario Kart VR?Just to be clear, I don't think nintendo is going to be leading VR anything. They're very much behind, and this is positioned more like an e-reader type of peripheral than even something like the virtual boy. I view this very much as them dipping their toes, and doing what has already worked for others, not so much driving the medium forward.
Toy-Con 01 and 03 refute your point. 01 is literally what you put into it because it is a full programming suite, people have made insane shit with that kit so it absolutely was worth the value to them. 03 is basically Nintendo Labo Presents GTA and if a full fledged open world adventure game. I'll give you that 02 is light on content for how much it costs but you are flat out wrong about the other two.
This has been in development for far, far longer than that strategy. As others have pointed out, the strings for VR has been in the Switch since the beginning. The Switch and Labo were literally developed in tandem, and as soon as it was announced and people could dig into the patents, they found Nintendo had patented a VR headset for the Switch that looks not unlike the cardboard one they just announced. That said, this is very likely the final Labo kit.
Didn't Nintendo create a very early example of VR back in 1995 with the Virtual Boy?how dare nintendo besmirch the good name of VR with this
HOW DARE YOU, SIRS?
I'm finding the replies here baffling. It's a fun, silly, clever toy.