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Friday, January 04, 2019

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JohnC

Private Hudson : Nine meters. Seven. Six.
Ripley : That can't be; that's inside the room.
Private Hudson : It's reading right man, look!
Corporal Hicks : Then you're not reading *it* right.
Private Hudson : Five meters, man. Four. What the hell?
Sometimes you have to believe what you see

Hamlet Au

LOL!

Adam

Here's a interesting chart, which was pointed out to me recently.

https://steamdb.info/graph/?compare=342180,448280,471710,496240,555160,578620,611660,611670,617830,620980

That's 10 popular VR games over time (and yes, there's some selection bias there, it's not all of them) - the key thing to note is that these are all VR-only games (no desktop users).

The interesting thing here to note is staying power - Fallout 4 VR, Skyrim VR, etc all were flash in the pan, people picked them up, and dropped them. What we're seeing with newer titles like Beat Saber is retention - people are going back into the games over and over again, which has not really happened with VR titles until the past 6 months or so.

That gives me some evidence that there is some long term viability here - the problems though are still numerous. A lot of the fundamental hardware issues have not been addressed yet; weight, comfort, heat/sweat, etc are substantially better than two years ago, but still not nearly as solved as they need to be; and the other big issue is space - not everyone has room for a 2x2m+ play area where they can sprawl out; that said, I think if the market grows 5-10x from now (to 10% of the PC gaming population), that's enough for a solid, but niche market segment, like RPGs/RTSs which occupy a similar %.

TonyVT Skarredghost

As with all data, you can read it in different ways. I read it as that VR is slowly taking foot. So, it will work, but it will require years

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