We could talk a lot about how much Meta has been getting out of their investment, but ultimately they've not been spending that money on funding huge triple-A releases, and you can't buy your way into a platform's worth of content.
And yes, of couse profiting from the games matters. ESPECIALLY if you're selling the hardware at a huge loss, which is really where a bunch of those Meta billions ended up going. The idea was to get money from the games and the data funnel, but without software and hardware that people use daily both of those things dry up.
As for VR headsets being garbage for the VR monitor use case... that's not a design issue. The issue is that when I'm using a monitor I want to be able to also look at other stuff. If I want to check my phone, or read a piece of paper I don't want to be looking at things through a camera and a screen, let alone take a whole set of glasses off.
VR as a monitor is a bad idea not because the tech is bad, but because it's a bad solution to a problem that doesn't exist. You want to look at an image in space? We solved that problem in the 1940s, and that solution didn't require you to strap an opaque thing to your face.
lloram239@feddit.de 1 year ago
That’s exactly how Xbox started. Microsoft lost something like four billion on Xbox, bought Bungie, Rare, etc. to get high quality games on their console and sold the console at a loss. Once the next generation came around, Xbox360 was a big hit.
Meta spend double the time and more than 5x that money and VR still can’t get any real traction.
It’s not a huge loss, it’s around $50 that they lost on Quest2 hardware on release.
In the future. VR isn’t established enough to milk it for profits.
That’s not an issue, that has been solved for years with pass-through.
Pass-through aside, you can stream your phone into VR with Microsoft Phone Link.
Good pass-through is essentially indistinguishable from reality.
Simply put, the “problems” you list there are problems because the current VR space is an unfinished mess when it comes to regular 2D apps. Companies still use $1 tracking cameras for passthrough instead of stereo RGB cameras, they still lack depth sensors to allow proper composition of virtual and real objects, and the software side lacks smooth integration and lots of fundamental features.
Guess who doesn’t have any of those problems because they actually cared and finished the product instead of giving up half the way through? Apple Vision Pro.
MudMan@kbin.social 1 year ago
Good passthrough is very much not indistinguishable from reality. That's why on my face there is currently a set of lightweight lenses instead of screen with a camera attached to it.
In fairness, you're not along in being wrong about the issues with the VR business being about incremental hardware upgrades. That's a very costly mistake that a lot of very smart people have made.
But they're wrong.
It's not about the quality of the hardware or missing improvements to the features. The mode of usage, the application itself, is simply not a go-to, first-use thing. You're NEVER going to use a headset instead of a monitor. The quality of the headset doesn't matter. It's just not a leading application or a leading solution to the problem of having a display.
So no, Apple Vision Pro will not fix this problem. If I had to guess, they are aware enough of this to charge a ridiculous amount for it and see what happens before betting the farm on it like Meta did. And my guess is the takeaway will be that their branding goes a long way but people who do buy it still won't use it as their daily driver for eight hours a day of work.
That sunk cost fallacy right there is how Meta bled money on this until it was untenable to keep it up. Those goalposts have been moving for a decade now. First it was when the shipping version of the Rift got out, then when the lag got better, then when inside-out tracking was solved, then when resolution got better, then when the price was right, then when passthrough improved...
...it's none of those. It's the fact that you're in VR.
Being in VR is the dealbreaker for VR as mobile phone-like quantum leap in consumer electronics, which is what Meta thought they had.
It's not. It's a cool bit of tech with a gimmick that you crack out at parties sometimes. Or, you know, for weird porn if you live alone. I'm not judging.
That's a fine thing to be, but you need to spec your product to that target.
lloram239@feddit.de 1 year ago
You tried a VisionPro or Varjo XR3? Since that’s the only ones that have good passthrough. All I have here is a Lenovo Mirage Solo, which while still lowres and black&white does have proper distortion free 3D and really good automatic contrast adjust. Even on that old thing I constantly forget that I am in passthrough. Having proper 3D vision and being able to see your hands and legs goes a very long way into fooling your brain that what you are looking at is real. It’s orders of magnitude better than any actual VR game or the nausea inducing pseudo-3D passthrough you get on Pico4.
I already replaced 95% of my TV usage with VR and spend a ton of computer time in WMR Portal. I’d happily go monitor-less and replace it all with VR if I could get something a little more high resolution, more comfort, with better connectivity (e.g. HDMI input support) and software.
You can’t comfortably read text on current headsets. Hardware has to get a lot better before this use case is even possible.
The price is dictated by high resolution MicroOLEDs having terrible yields which drive the price high, along with bleeding edge CPU/GPU. Though even with that, it’s not really expensive compared to the competition, Varjo XR3 cost $6500 and Hololens2 costs $3500 too. It’s obviously not aimed at the mass market just yet, it’s focused on setting the bar for what a comfortable and versatile VR device has to look like.
Meta sucks at building products. They are rich, but incompetent. Every time they accidentally stumble into something good (Quest2 $300 launch price), they ruin it with something else (Facebook account requirement, Metaverse focus, and a $350 price increase), only to than back paddle and end up right were they started. They have been wasting years doing that, killing all the hype and good will they could have had. And even now with the hardware cheap again, the games offering still suck due to wasting so much time on the Metaverse. And lets not even talk about the failure that was QuestPro (“high end” AR/VR headset without a depth sensor and stuck at the same low resolution as a Quest2).
Simply put, Meta has not released a single good or finished VR product so far, neither has anybody else for that matter. Modern VR is basically a slightly easier to use version of what people build 10 years ago by taping Razer Hydras to their DK1s, there has been a serious lack of actual progress in the space, outside of very slow incremental spec increases. VisionPro is the first thing that feels like a true step forward.
MudMan@kbin.social 1 year ago
You may have to acknowledge that you're an outlier. Way off the mainstream, in fact.
The reason me and the rest of the mainstream will never ever use any type of passthrough in the way you describe is that you still have a headset strapped to your face. I don't know if you've ever tried to have a conversation with a person using passthrough, but no amount of creepy video of your eyes is going to solve that fact. It doesn't look normal, it's never going to look normal and you don't have to put up with being that weirdo because it turns out monitors are just fine and keep getting better.
So no, the endlessly moving goalposts of HMDs will never get to the bottom of the rainbow where they are a superior alternative to phones and displays. There is simply no feature tradeoff to justify, and I will keep repeating this, strapping a display to your face.
The few VR evangelist stragglers out there keep telling people to wait. You'll see, it'll get good enough any second.
But it already got good enough. The people that bounced off of the Quest did not bounce off because of quality. That's been my point here all along. The Quest 2 is, in fact, good enough for most people. They've certainly put up with bigger limitations on handheld devices or flatscreen gaming. Everybody who tries one for the first time has their minds blown. It's amazingly cool tech.
And exactly none of those people ever consider using it instead of their current screens.
It's an additive thing, at best, and it fits best for dedicated sessions where you won't be interrupted by kids or dogs or text messages or have to deal with a sweaty brow or scratching your nose or adjusting your glasses.
It's not gonna happen.