Friday, February 17th 2017

Valve Reportedly Indifferent to Fate of Virtual Reality Tech

It seems Valve is far from concerned about rumors of an underwhelming Virtual Reality headset market. In a recent interview with the head of the game studio, Gabe Newell said his company was still "optimistic" in regards to VR's present state of affairs, and that it's "going in a way that's consistent with our expectations." He also added that Valve was "pretty comfortable with the idea that it will turn out to be a complete failure."

VR Tech sales have come under scrutiny due, in part, to lack of information. Neither Valve nor Oculus' respective marketplaces have produced sales data, leaving speculation to run rampant. To further fuel the fire, leaked figures from late last year suggest only 140,000 HTC Vive headsets had been sold, below market expectations for what is supposed to be the next "big thing."
Valve is probably maneuvering itself into a comfortable, mostly neutral position in regards to the drama, considering that the company has invested little in the VR technologies hardware itself (the closest they have to a headset is a partnership with the HTC Vive line in the Steam Store) and Steam serves mostly as a software marketplace for whatever is selling, thus they can do well regardless of VR's success by simply selling software products from whichever field ends up being the most successful.
Sources: BBC, Polygon
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73 Comments on Valve Reportedly Indifferent to Fate of Virtual Reality Tech

#26
RejZoR
And plays like Virtua Cop from what it was, 1995 ? No thanks...
Posted on Reply
#27
FordGT90Concept
"I go fast!1!11!1!"
RejZoRI mean, you don't need VR for that you know...
Engineering. They're deciding where to put structural elements, electrical, plumbing, lighting, etc. Case in point, a know a friend of mine uses VR of these sites to find dark places in future buildings. If he finds one, he has to figure out how to get electrical to it and add a light that is powerful enough to illuminate it. Even after doing that, he can tell that putting a light there won't work because it, for example, blocks a fire light (violates local building code). If these things weren't discovered in engineering, it would cost $1000s of dollars to run that electrical to where they decided the light is going to be installed. Sure, these things can be caught without VR but the likelihood of catching them in VR is so much higher. Humans are very spatial animals so being in the environment makes little things that are wrong become super obvious.

By the way, these buildings are often the size of large warehouses. It's a lot of ground to cover and a lot of room for mistakes to be made. It's a bad thing when construction crews have to improvise.
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#28
xkm1948
RejZoRAnd plays like Virtua Cop from what it was, 1995 ? No thanks...
Hatres gonna hate. Looks like i cannot convert you.
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#29
cyrand
I own a Vive and for me personally it was worth the cost but it does not surprise me it not selling well.

There 2 major problems marketing it currently
1. It has too high of initial cost for most people
2. The games look like crap compare to none VR when viewing from any device other then actually having the Vive headset on and playing it. There no words or way(visually or verbally) to explain the experience to someone that never had one on.

Samsung while the gear VR is no where close to the vive, has the best marketing strategy for there commercial which is showing people reactions while using the gear VR rather then attempting to show what a vr game look like on an tv which is simply impossible.

That being said this is first generation of modern VR (I not counting stuff from the 90's which is nothing even close to what we have today) and there always going to be a high cost of entry for early adapters and you going to have to deal with many issues that come along with new technology. I bought the Vive fully aware of this so I not been disappointed but it not for everyone.

For me it was the first time in many years that I played a game that made me go WOW. happened all the time when I was a younger but lately while there plenty of games I enjoyed playing, I did not get that WOW factor until some of my experiences with the Vive.

My only wish was that this technology came out when I was a little younger and could duck, jump, move quickly and swing my hands around for hours with out my knees bugging me and running out of breath. I absolutely LOVE the game raw data but cant play it more then a hour(and a hour is even pushing it) without being covered in sweat and aching. I guess on the plus it giving me motivation to improve my fitness.

That being said till the technology improves a little bit resolution wise I prefer the room scale experience. Moving around and being on edge let me get immerse in the experience and I don't notice some of the pixelation flaws that more obvious to me while seated. Some of that might also be the quality of the content.
Posted on Reply
#30
dalekdukesboy
bugBetween this and 3D television, I wonder how many more failures it takes for the industry to get that strapping anything to user's heads is not going to be mainstream.
Sure, we get exception simulation tools. But mainstream? Fuggidaboutit.
This is best summation of the issues with any of these technologies. We have had 3d glasses or variants of them back to 50's/60's where you put them on and wow everything looks funky or striped/colored funny etc, but people en mass do NOT want to have to put hardware on their eyes just to play a game or watch a movie. It's tacky, uncomfortable and we want to look at hardware and see it perform feet away from us not ON us.

I get what many of you supporters are saying and it has uses, but mostly for practical building applications and other things it wasn't even really designed for...much like NASA and other projects come up with things with uses we didn't even intend, and that's great! However, having to wear heavy goggles that strap on your head however good things look, is not going to be in my opinion anywhere near the final product that will get us enthralled as a world in it, when we get to the point we can do 3d VR holographs with interactive characters like in Star Trek next generation with no CPAP like headgear and it is relatively inexpensive we'll be talking...till then it'll be just what it is now unless it costs 50$.
Posted on Reply
#31
atomicus
dalekdukesboyThis is best summation of the issues with any of these technologies. We have had 3d glasses or variants of them back to 50's/60's where you put them on and wow everything looks funky or striped/colored funny etc, but people en mass do NOT want to have to put hardware on their eyes just to play a game or watch a movie. It's tacky, uncomfortable and we want to look at hardware and see it perform feet away from us not ON us.

I get what many of you supporters are saying and it has uses, but mostly for practical building applications and other things it wasn't even really designed for...much like NASA and other projects come up with things with uses we didn't even intend, and that's great! However, having to wear heavy goggles that strap on your head however good things look, is not going to be in my opinion anywhere near the final product that will get us enthralled as a world in it, when we get to the point we can do 3d VR holographs with interactive characters like in Star Trek next generation with no CPAP like headgear and it is relatively inexpensive we'll be talking...till then it'll be just what it is now unless it costs 50$.
Well that's just not true, and comparing it to 50's/60's tech is just absurd. We've come a long long way since then! SOME people like yourself may find the idea tacky or uncomfortable, and sure, a real life Holodeck would obviously be preferable, but you just need to look at the support Oculus got when it was originally a kickstarter campaign, or how much interest both it and Vive still generate. The problem is PRICE! You may or may not recall the furor that initial price announcement made. It really took everyone by surprise... most people expected Oculus to be around the $300 mark, and if it were, it would have sold tons more. The barrier to entry is just too high at present. Once they're able to bring the costs down, it will take off... and we are still in the infancy of what it can achieve. Give it a few years with display tech only getting better, wireless (cables are a hassle) and it WILL succeed. That is until we ARE able to invent a holodeck. ;)
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#32
xkm1948
Flag ship smart phones still costs over $600. VR will not be cheap but it will go mainstream no matter haters like it or not. So many people failed to realize it is more of a human machine interface than a gaming device.

Haters gonna hate, old timers will live in their own time bubbles forever.
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#33
AsRock
TPU addict
INSTG8RI like my "toys" and have all the main ones ( HOTAS, Wheel/racing seat, TrackIR)so yeah this is up my alley. My take on this is IF we make it to Gen 2 then I will consider it. If it makes it that far it means it's actually staying this time.
Me too, would be nice to be able to use VR at the same time. Just one thing VR is expensive how ever you look at it. In fact there has been more chance me getting VR due to lazy intel and lack of competition but when looked at has to many issue's for me to spend so much in to.

Maybe people could try this but again probably to much work for them.

Posted on Reply
#34
Serpent of Darkness
RejZoRTold you all VR is going to be a flop (yet again after the early 90's VR craze) and everyone laughed at me. And here we are now...
/applaud you because credit is due.


I think VR is still in its adolescence stage. It has potential, but the tech isn't there yet to make it a big deal. Personally, I have high expectations of VR, and it is probably due to watching a lot of Sword Art Online and Ghost in the Shell Animes. Animes has set the bar high for VR, and those animes defined the high points of VR. It should immerse us (consumers and users) into a man-made world through all our senses. Right now, we aren't there yet. I hope when I am in my 80s, I get to spend my remaining days paralyzed on a hospital bed with a VR headset on my face. Right now, I am not spending $1,000 for a tv planted to my face. My 75" Sony HDR TV is more than enough for my viewing pleasure, and it is another 60 lbs if I were to tape it to my face like a VR Headset.
Posted on Reply
#35
xkm1948
VR will also be the driving force of better GPU. It would take 10X the performance of a 1080 to render two ouput of 4K screen at over 90FPS. Right now the hardware, particularly GPU is seriously lacking behind. This is why both. Nvidia and AMD are betting big on VR/AR.
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#36
Mindweaver
Moderato®™
RejZoRAnd plays like Virtua Cop from what it was, 1995 ? No thanks...
I don't think you know what you are talking about, buddy. The first SS VR: The Last Hope is a wave shooter, but then they released SS VR: The First Encounter which is a full FPS game. Sure, it's one of their old games, but they put it in VR and it has received good reviews. VR HMD's are less than a good IPS monitor. Have you tried it yet? Everyone that I've let use my Vive love it. Sure, it's high for the average user, but prices are coming down. We will see Microsoft's head set this year that's 300 bucks and is being built by a good amount of monitor manufacturers. Everyone forgets how expensive PC's were when they first came out and look at it now.. Everyone has one. I don't think I'm going to sell you on it, but I'm just asking to give it a try before you bash it.

I'm going back in.. lol Well after I go pick up supper. I bought John Wick last week and it's awesome. I just bought Robinson as well and it really good even if it's with an xbox controller.
Posted on Reply
#37
RejZoR
I still know what I'm talking about. Read me post above. Until they solve the real world running and reflect that into the VR game without running onto real walls, it'll NEVER work. And if monitors at fixed distance aren't death enough for our eyes, VR goggles at 3cm distance sure will be...
Posted on Reply
#38
Mindweaver
Moderato®™
RejZoRI still know what I'm talking about. Read me post above. Until they solve the real world running and reflect that into the VR game without running onto real walls, it'll NEVER work. And if monitors at fixed distance aren't death enough for our eyes, VR goggles at 3cm distance sure will be...
The Onward dev has a really good movement system, and Valve gave the dev big props for it. The boundary system that the Vive uses is really good. I don't think running into walls has been an issue since having this system. Oculus has it's own version called Guardian. I don't know what superstition you are referring to about death enough for our eyes? Either way buddy don't be so close minded... Live a little.
Posted on Reply
#39
rtwjunkie
PC Gaming Enthusiast
R-T-BVery interesting given the sort of comments given by Gabe. I need to find bugets and hope they are not hidden... ;)
If it's a Valve budget, forget it. They'll send a hit squad after you if you are lucky enough to dig it up. ;)

As for me, until someone solves the issue of putting something with weight on my head that cuts me off from those I love around me, then VR is not for me.
Posted on Reply
#40
xkm1948
MindweaverThe Onward dev has a really good movement system, and Valve gave the dev big props for it. The boundary system that the Vive uses is really good. I don't think running into walls has been an issue since having this system. Oculus has it's own version called Guardian. I don't know what superstition you are referring to about death enough for our eyes? Either way buddy don't be so close minded... Live a little.
Last sentence, can't agree more.

VR/AR, personal genomic sequencing, Skynet level AI, CRISPR genome editing, designer human, Mars colonization. It is not science fiction any more.

Dude i will hit you up later via PM. Solo Serious Sam VR is a bit lonely.
Posted on Reply
#41
xkm1948
rtwjunkieIf it's a Valve budget, forget it. They'll send a hit squad after you if you are lucky enough to dig it up. ;)

As for me, until someone solves the issue of putting something with weight on my head that cuts me off from those I love around me, then VR is not for me.
You can hardly feel the weight. 95% of the time it is the 3 in 1 cable. HTC has already got new cable design to fix that though.
Posted on Reply
#42
dalekdukesboy
rtwjunkieIf it's a Valve budget, forget it. They'll send a hit squad after you if you are lucky enough to dig it up. ;)

As for me, until someone solves the issue of putting something with weight on my head that cuts me off from those I love around me, then VR is not for me.
This. You can mock the several of us in varying intensities here who are very hesitant to see this as "the future" as it is currently being done, but just because I reference ancient technologies and things that seem irrelevant to those of you who weren't even alive last century (or barely) what we are saying is representing a large portion of the population. Plus what we are saying just makes sense, who the hell wants to wear goggles for anything? Just regular glasses suck enough as one who's worn them since childhood, I understand you just put this on and game for fun but sorry, when you can't do it while looking at anyone so you're isolated completely visually as well I mean at least 3d tv glasses etc you can see things other than the screen if you want and they are ten times lighter...to me this technology isn't far off in its' current form as a calculator was in 1950's when it took up an entire room. Yeah it could add, subtract, divide, etc but it wasn't practical, yeah this isn't nearly as clunky but for technology in 2017, it is fairly equivalent as far as how near the beginning of its' practical application it is for what it is.
Posted on Reply
#43
GhostRyder
The problem is not really the tech and high requirements, the problem is the cross platform support. Having multiple VR headsets that some will get one game or another is the major issue.
Posted on Reply
#44
xkm1948
GhostRyderThe problem is not really the tech and high requirements, the problem is the cross platform support. Having multiple VR headsets that some will get one game or another is the major issue.
SteamVR solved that. Right now SteamVR supports 3 main VR HMD. Of course applications like IBM SpeechSandBox or VR Genome Viewer are left for Vendor specific software center.
Posted on Reply
#45
bug
atomicusWell that's just not true, and comparing it to 50's/60's tech is just absurd. We've come a long long way since then! SOME people like yourself may find the idea tacky or uncomfortable, and sure, a real life Holodeck would obviously be preferable, but you just need to look at the support Oculus got when it was originally a kickstarter campaign, or how much interest both it and Vive still generate. The problem is PRICE! You may or may not recall the furor that initial price announcement made. It really took everyone by surprise... most people expected Oculus to be around the $300 mark, and if it were, it would have sold tons more. The barrier to entry is just too high at present. Once they're able to bring the costs down, it will take off... and we are still in the infancy of what it can achieve. Give it a few years with display tech only getting better, wireless (cables are a hassle) and it WILL succeed. That is until we ARE able to invent a holodeck. ;)
I'm looking forward to the day VR sets get cheaper and you blame lack of VR adoption on the high price of houses, because not everyone can afford a room where they can waive their hands around. (And think outside US.)
There's practical and then there's tech gimmicks. Each having their place.
Posted on Reply
#46
atomicus
bugI'm looking forward to the day VR sets get cheaper and you blame lack of VR adoption on the high price of houses, because not everyone can afford a room where they can waive their hands around. (And think outside US.)
There's practical and then there's tech gimmicks. Each having their place.
There's that word 'gimmick' again LOL! I see this used a lot in discussions on VR and it's grossly unfair. Such language screams that someone has no experience/understanding of it, but of course that is half the problem here... people need educating and the high cost has an almost segregating effect, which is a shame. It frames the whole discussion, when we should really be focused more on the tech side of things and making it more affordable for everyone, not the financially privileged as it is currently.

Besides, speaking to your point, if the technology advances sufficiently and becomes less costly, there won't be a shortage of games/experiences which can be enjoyed sitting down. In fact, there are already many games suited for that purpose... you don't NEED a big room to wave your hands around. That's something certain games cater for, but others are best enjoyed in a static position (driving games being an obvious example). It may be a limitation for some people who want a more physical experience, but it won't rule out adoption of the tech altogether. And who knows, in 50 years time houses will probably come pre-built with Holodeck rooms. ;)
Posted on Reply
#47
Mindweaver
Moderato®™
xkm1948You can hardly feel the weight. 95% of the time it is the 3 in 1 cable. HTC has already got new cable design to fix that though.
I just bought a Retractable Cable Management System and it arrives today. I'll let you know how it performs. We will have a wireless system in the next couple of months that will cost $225 usd. It adds to the cost, but honestly I thought it was going to cost more... I'll have to let my fun money build back up before I buy it... lol I'm hoping the cable management system works well. I currently have a retractable dog leash hanging from my light fixture that I connect to the cable that works really well, but the retraction isn't that great and hangs a little to low.
Posted on Reply
#48
dalekdukesboy
atomicusWell that's just not true, and comparing it to 50's/60's tech is just absurd. We've come a long long way since then! SOME people like yourself may find the idea tacky or uncomfortable, and sure, a real life Holodeck would obviously be preferable, but you just need to look at the support Oculus got when it was originally a kickstarter campaign, or how much interest both it and Vive still generate. The problem is PRICE! You may or may not recall the furor that initial price announcement made. It really took everyone by surprise... most people expected Oculus to be around the $300 mark, and if it were, it would have sold tons more. The barrier to entry is just too high at present. Once they're able to bring the costs down, it will take off... and we are still in the infancy of what it can achieve. Give it a few years with display tech only getting better, wireless (cables are a hassle) and it WILL succeed. That is until we ARE able to invent a holodeck. ;)
Think Holodeck, don't think PRICE as you put it. I think price yeah always a big factor, but price alone won't sell anything some things you can give away for free and even if it's a relatively expensive item if someone has no interest in it or turning it fast for profit you still couldn't give it away. Also I think the "clunkiness" I refer to as well as how much in its' infancy this tech is is the real crux of issue here...till you can make it so it isn't like using snorkel goggles but with much more limited vision of anything "real" and when you get it to a point where something merely NEARER to a holodeck happens is when it will take off. So I am not poo pooing the tech or innovation of it far from it, amazing shit and it is interesting to me, I'm just a realist and realize this is still a calculator filling a room stage, not walking onto a Holodeck stage. Even you admit wires are a hassle, and the headgear is a minus as well admit it or not. Will it take off/succeed? Probably in some form, I just am saying as it is it won't, period.
xkm1948Flag ship smart phones still costs over $600. VR will not be cheap but it will go mainstream no matter haters like it or not. So many people failed to realize it is more of a human machine interface than a gaming device.

Haters gonna hate, old timers will live in their own time bubbles forever.
Once you throw "hater" around you immediately lose argument, that is a trendy word that will soon sound like me now calling you a "square" for not getting with technology etc. Also not denying some just hate things for sake of it, and some are old fuddy duddies stuck in their ways, however till you can argue your points without negative labels over and over you've lost before you even get to your points. Phones do cost a lot, hence why many people either use mid range to relatively cheap phones or some even still use flip phones believe it or not. Just because you do something or buy something, doesn't mean everyone is doing the same, that is where I think you are losing perspective, like it or not, many people don't get high end stuff or are fuddy duddies etc etc and they are part of the market as much or maybe more than people like you.
RejZoRI still know what I'm talking about. Read me post above. Until they solve the real world running and reflect that into the VR game without running onto real walls, it'll NEVER work. And if monitors at fixed distance aren't death enough for our eyes, VR goggles at 3cm distance sure will be...
Definitely more negative and naysayer than I am, but you got points I agree with. The retina/distance thing is a valid point, monitor strain is real and newer generations staring at screens for hours every day will no doubt suffer somewhat with their eye health as they age. So yes he overstated death to our eyes (maybe) but you can ask your doctor and read articles from people who study this stuff and however good your monitor is if you use it for extended periods of time your eyes are being strained/pushed and can very well cause negative effects short term and long terms perhaps. Also you saying NEVER will work due to anything I think is bit short sighted (pun intended) and I think the whole running into walls/running thing is kind of a red herring and not sure that really is even in the top 10 for issues with VR.
MindweaverThe Onward dev has a really good movement system, and Valve gave the dev big props for it. The boundary system that the Vive uses is really good. I don't think running into walls has been an issue since having this system. Oculus has it's own version called Guardian. I don't know what superstition you are referring to about death enough for our eyes? Either way buddy don't be so close minded... Live a little.
Some good points with tech of VR and boundary/wall issues I admittedly agree I don't see that as major downside...but that said...
Now we get other end of spectrum, live a little, death to our eyes what are you talking about? etc. Again, maybe "death" to our eyes is bit dramatic, but in reality that may be at least partially true, when you can find a credible doctor or researcher that tells you with absolute certainty that hours of looking at a monitor at a good distance won't have any effect on your eyes...then I may consider your position more. That said, this is new tech but please don't tell me having similar images but more complex and "holograph"ish literally on top of your eyes has no effect on your eyes when a monitor at feet distance vs. this at cm distance does? Please. Funny you are the one throwing "close minded" out there as he simply tells you what he thinks, regardless of whether you or I think he's full of shit most close minded one here is you, ironically. He may be to some degree being so admittedly anti-anything VR but you only make his point for him when you just tell him how to "live". Just my humble opinion.
atomicusThere's that word 'gimmick' again LOL! I see this used a lot in discussions on VR and it's grossly unfair. Such language screams that someone has no experience/understanding of it, but of course that is half the problem here... people need educating and the high cost has an almost segregating effect, which is a shame. It frames the whole discussion, when we should really be focused more on the tech side of things and making it more affordable for everyone, not the financially privileged as it is currently.

Besides, speaking to your point, if the technology advances sufficiently and becomes less costly, there won't be a shortage of games/experiences which can be enjoyed sitting down. In fact, there are already many games suited for that purpose... you don't NEED a big room to wave your hands around. That's something certain games cater for, but others are best enjoyed in a static position (driving games being an obvious example). It may be a limitation for some people who want a more physical experience, but it won't rule out adoption of the tech altogether. And who knows, in 50 years time houses will probably come pre-built with Holodeck rooms. ;)
Good points, but gimmick I think at this stage is a fair word to use you may not agree and some may, but it's early enough in its' development where I can see why someone would think that way of it. You don't have to agree and I may not totally even buy that it is a gimmick, but unfair? Hardly, it's an opinion and like assholes, we all have them for whatever they are worth but all are valid to use here. Not saying you can't say he's full of shit, all good, I just think saying it's "grossly unfair" is kinda like the "live a little" and "haters" comments, just essentially calling the other side deniers and labeling what they think. Also thanks for joke with Holodeck:), well played sir! That said, I think the Holodeck analogy I made is a good one, that is the "extreme" position from where we are now but planes and calculators were nothing but dreams or barely functioning items during the lifetimes of many who are still alive today, so not that relatively long ago considering now we are talking about VR; so Holodeck may be 50 years or...? but point is not out of bounds whatsoever and my thought is we need to close gap from VR today and the Holodeck before this stuff really takes off.
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#49
Disparia
The first time I can remember reading about the possibility of VR at home was back in 2001 with the GeForce 3. But even with our low standards back then a price point couldn't be reached to make it attractive.

It's certainly come a long way so I'm close to being interested, perhaps Christmas. Give me time to save for a decent setup.
Posted on Reply
#50
Mindweaver
Moderato®™
dalekdukesboySome good points with tech of VR and boundary/wall issues I admittedly agree I don't see that as major downside...but that said...
Now we get other end of spectrum, live a little, death to our eyes what are you talking about? etc. Again, maybe "death" to our eyes is bit dramatic, but in reality that may be at least partially true, when you can find a credible doctor or researcher that tells you with absolute certainty that hours of looking at a monitor at a good distance won't have any effect on your eyes...then I may consider your position more. That said, this is new tech but please don't tell me having similar images but more complex and "holograph"ish literally on top of your eyes has no effect on your eyes when a monitor at feet distance vs. this at cm distance does? Please. Funny you are the one throwing "close minded" out there as he simply tells you what he thinks, regardless of whether you or I think he's full of shit most close minded one here is you, ironically. He may be to some degree being so admittedly anti-anything VR but you only make his point for him when you just tell him how to "live". Just my humble opinion.
Okay fair enough.. Maybe I am "close minded".. I don't know how you came to that conclusion.. I am after all using a monitor to type this now.. I hate to brake this to you but everything in live has a side effect. When I said "live" I mean try new things. I never thought telling anyone to "live a little" be a bad thing.. Until your comment.. I'll have to rethink my position the next time I use it.. I don't want to offend anyone or hurt their feelings.

I just want people to try it. I have demoed my Vive and Gear VR to a good number of people and all of them enjoyed it and wanted one. I can't say all of them went out and bought one due to price, but when the price does come down then I do see them buying one.
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