Take Two CEO Says Gaming Isn't Ready For VR

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Kevin Parrish
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Kevin Parrish has over a decade of experience as a writer, editor, and product tester. His work focused on computer hardware, networking equipment, smartphones, tablets, gaming consoles, and other internet-connected devices. His work has appeared in Tom's Hardware, Tom's Guide, Maximum PC, Digital Trends, Android Authority, How-To Geek, Lifewire, and others.

  • mamasan2000
    And a VR-set needs decent amount of frames. I bet it is even more nauseating trying to play something at 30 fps.
    Reply
  • everlast66
    Well if the gaming industry isn't ready, the porn industry is ready and waiting!
    Reply
  • universal remonster
    @mamasan2000 - That is absolutely correct. I actually just sold my Rift DK2 on eBay after using it for a couple months. A couple of the Unreal Engine 4 demos available were pretty taxing on my GPU dragging frames down to 30 or lower and it definitely caused some headache/eye fatigue issues. One the other hand, Code Masters released a Rift support patch for Grid Autosport which was a really nice experience because it ran well over 60fps. 75fps is what Oculus wants people to aim for and from looking in CCC was also the refresh rate of the screen. My biggest complaint with the Rift is the 100 degree viewing from side to side, which is not quite wide enough to encompass your peripheral vision so it kinda has black bars on the side. (Though this wasn't the case vertically). Also, the resolustion was lacking even at 1080p because your eyeball is so close to the screen, but the new Crystal Cove kit (and upcoming consumer version) has added a higher res screen (1440p?) and hopefully looks better.
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  • Neverdyne
    I would argue that it's not so much that games aren't ready for VR, or that the headset isn't ready, but that the human input interfaces aren't ready. For VR to truly become what we all dream of, you need a way to make waving your hand in real life translate to waving your hand in game, and the technology to do that is still in a bad place (i.e. Kinect).
    Reply
  • DXRick
    You will adventure, kill, and hurl!
    Reply
  • Alec Mowat
    Should be "Take Two CEO isn't ready for Gaming"
    Don't you have some patches to be working on? Like BE?
    Reply
  • mamasan2000
    @ Neverdyne

    http://www.cnet.com/news/hand-exoglove-lets-you-touch-a-virtual-world/
    http://controlvr.com/

    Theres others as well.
    Reply
  • iron8orn
    The whole head set is just to large.. Probably the weight of a football helmet.
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  • Haravikk
    The problem is going to be that awkward transition where not enough gamers have a VR headset, which means that games will still need to be designed primarily for a TV or monitor. This means the VR experience won't be as good as it could be unless programmers are dedicated to developing it.

    It's also not suited to many games; for example first person shooters ought to be pretty cool, provided the controls are still good, but third person games are going to be harder to get right.

    I dunno; I'm still hopeful for VR, but it's not as simple as just rendering two copies of the scene from two angles to get the 3d effect, which means it requires proper develop to really get right.

    It's kind of like motion tracking games, though I do think there's more appeal for VR, but when Microsoft dropped Kinnect from the Xbox One they basically just relegated it to the same difficulties it had on the 360, which is that no-one wants to develop Kinnect only games because they limit their audience, and other games can't really be bothered investing the effort to properly integrate it alongside traditional controls; so you ended up with games adding weak voice command implementations and not much else.

    But yeah, while VR may not be easy to add, it's hopefully easier than motion controls, and there's much more appeal to feeling like you're in the game than being able to wave your arms around clumsily, I think, though in future we may have both :)
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  • clonazepam
    Hopefully, VR doesn't get in the way of traditional game development. When designing a game, the first thoughts shouldn't have anything to do with VR. Movies designed for 3D tend to have gimmicky scenes just to utilize the 3D effect. I would hate to see cheap, uninspired games born solely to take advantage of any VR craze.

    I'll adopt VR if it seems worthwhile to do so, but I'm not holding my breath.
    Reply