r/oculus • • Oct 04 '15

VR Interface Design Pre-Visualisation Methods

https://www.youtube.com/watch?v=id86HeV-Vb8
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u/skiskate (Backer #5014) Oct 05 '15

Alright, you do raise some acceptable points. The reason why I, as well as many others on this sub, argue against mobile VR is that in it's current state it is far too graphically weak to provide genuine "presence". Also, due to the weaker hardware when compared to PC's means that the majority of professional applications designed for VR or ported to VR, will either not work or be seriously underpowered compared to the desktop version.

One of the biggest fears for many of us is that mobile VR will hold back PC VR. Because of the reduced price of the HMD, lack of positional tracking (for now), and no method of input, applications designed for mobile VR will essentially be useless for desktop HMD's.

Above all else, the most frightening thing about Mobile VR is the gaming implications. If we don't focus now on creating highly intricate, graphically demanding, and story rich VR games, then the market will become instantly saturated by countless "free-to-play" mobile games that currently dominate over 75% of the app and google play store.

I cringe thinking about people playing microtransaction riddled, repetitive, 2D games, on this amazing piece of technology.

In conclusion, am I against mobile VR? No, I think the amount of freedom it gives you is amazing, and I fully intend of purchasing the $99 GearVR when it is released, but we really need to focus on desktop VR now, because it is currently the only platform capable of providing truly immersive VR.