Maximum PC

THE STATE OFF VR

Is it really the future or just a passing fad?

- BY CHRISTIAN GUYTON

VIRTUAL REALITY keeps coming back, like a bad smell. Or a nice smell; a pleasing scent of sandalwood for the proponents of VR, as they insist that it’s “the future of gaming” or “the next level of immersion.” Some of us at MaximumPC are skeptics, while others think VR just hasn’t quite hit its stride yet. There are applicatio­ns beyond gaming, too, with virtual reality headsets now being used in medical and architectu­ral fields.

The problem is that there have already been a few “futures of gaming.” First it was webcam body-tracking, then it was motion controls, then it was touchscree­ns, then it was motion controls again, then it was, uh, figurines with NFC chips in them? Yeah, we don’t know what Nintendo was smoking when it dreamed up the Amiibo, but the point is that gimmicks like VR have been a part of gaming for a long time, and most of these fads have fallen apart.

Virtual reality has stuck around for longer than most, with the industry currently in its “third phase” of VR products. The technology is improving significan­tly, too, with newer headsets, such as the Vive Cosmos and Oculus Rift S, claiming to offer superior motion tracking, graphical fidelity, and immersion. The amount of money being poured into VR projects has certainly risen in recent years, with even Facebook swooping in to buy up big VR business Oculus for a staggering $2.3 billion in 2014.

Where is VR heading, though? Examining the history of the industry demonstrat­es a lack of innovation since the initial introducti­on of modern VR headsets. While the hardware has improved, the way VR works hasn’t really developed, and there’s yet to be a killer app that makes VR headsets a must-have product. So, we’re left asking: What’s next for virtual reality?

VR TECHNOLOGY has been around since the ’ 90s, with the earliest commercial attempt being Sega’s brief demonstrat­ion at the Consumer Electronic­s Show in 1993, which was then canned before release. A few other manufactur­ers took a shot, most notably Sony, but the technology wasn’t quite there yet. The experience was fraught with latency issues and tunnel vision, and while it was a hopeful portent of things to come, most gamers weren’t exactly blown away.

Fast-forward a couple of decades, and we find ourselves in the mystical, futuristic land of 2012. Plucky tech startup Oculus began a Kickstarte­r campaign to crowdfund its advanced, high-end Rift VR headset, designed by Palmer Luckey, with the support of id Software co-founder John Carmack, a big proponent of VR. The fundraisin­g campaign was massively successful, raising more than 10 times the original goal of $250,000. The finished product was released to consumers in 2016, and was immediatel­y popular, although the initial retail price of $599 meant sales were hardly through the roof.

It was a successful innovation, though, and everyone wanted a slice of the VR pie. Sony came back with a vengeance, giving its successful PlayStatio­n 4 console a VR headset, the inventivel­y named PlayStatio­n VR. Cell phone manufactur­er HTC partnered with Valve to produce its own contender, the HTC Vive. The competitio­n was fierce, although primarily between HTC and Oculus; Sony’s offering was console-specific, as opposed to the PC-oriented applicatio­ns of the other two.

Surprising­ly, Sony came out ahead; the PSVR was and still is the single most successful system-tethered VR headset ever, selling over four million units in three years, thanks to a lower initial price, compatibil­ity with Sony’s existing PS Move motion controller­s, and an assurance that the headset would work perfectly with the static PS4 hardware. Oculus outsold HTC by a small margin on its first release units, but both the Rift and Vive shared the same problem: needing to work with a wide variety of consumers’ PCs, both pre-built and custom systems.

This is an issue that has plagued the majority of VR headsets designed to work with PCs. The uncertaint­y as to whether their rig can support a VR platform drives potential buyers away. With the PSVR, it was simple: If you have a PS4, you can use it. With PC-tethered VR headsets, consumers had to ensure that the system they had was capable of running games in VR—and with a huge variety of custombuil­t machines in the homes of PC gamers across the globe, that became a problem.

GOING MOBILE

Of course, the companies behind VR were aware of this, and working on solutions. Oculus produced the Oculus Go, a PC-less offering that went without wires thanks to an integrated Qualcomm chip to handle graphics. It wasn’t incredible in terms of graphical fidelity, but it sold well, even exceeding Rift sales in some markets. The more powerful follow-up, the Oculus Quest, was released recently, and you can find our review of it in this very issue.

A different strategy was employed by Samsung, which collaborat­ed with Oculus to corner a slice of the market with a super-cheap solution: a VR headset with a slot for a Samsung Galaxy smartphone, which acted both as a screen and CPU. It sort of worked; the GearVR headset contained its own hardware for motion controls and head tracking, and at less than $100, it was far more affordable than other options, although it did require the user to own a Galaxy phone.

GearVR sold well, shifting five million units, and spawned legions of imitators of varying degrees of quality. Slightly before its release (but long after Samsung’s plans for the GearVR were conceived), Google announced Google Cardboard, a hilarious but undeniably effective VR solution that consumers could buy or even build themselves from cardboard. It used the same smartphone-oriented ideas as the GearVR, but was even cheaper and less sophistica­ted—because, well, it was made of cardboard. Google put out its own proper answer to Samsung’s GearVR, Google Daydream, a few years later.

WHERE NEXT?

While all of these products did well, none set the world alight. Google Daydream

was discontinu­ed earlier this year, while GearVR hasn’t had a new hardware announceme­nt since 2017. PSVR has remained a constant, a good metric of how well VR as a whole is performing, although as the release of the PlayStatio­n 5 looms, it seems likely that Sony may take a moment to evaluate the direction it wants to head regarding VR.

John Carmack himself was recently decorated at the third annual VR Awards, receiving a lifetime achievemen­t award for his work with Oculus. However, during his acceptance speech, he noted that he and some of his colleagues “really haven’t been satisfied with the pace of progress” with regard to VR developmen­t and expansion. He also admitted that VR is still an incredibly niche market, and remarked that there was a lot of work “yet to be done” before VR could properly hit its stride. Since then, Carmack announced he was standing down from Oculus to focus on artificial intelligen­ce projects instead.

As far as we’re concerned, he’s right; VR seems to be stagnating. Oculus released the Rift S in early 2019, and a few months later HTC shot back with its Vive Cosmos. Both were quality, highend headsets, but with more of a focus on improved hardware specs than genuine innovation. Improved camera tracking, higher resolution screens, and so forth; all good improvemen­ts, but useless without top-notch software to match it. The biggest change made by the Vive Cosmos is a reworked headset design that enables the wearer to raise the “visor” without removing the whole headset.

Even Oculus, arguably the progenitor of the modern VR headset, isn’t moving rapidly. The Quest and Rift S aren’t rethinking­s of VR, just upgrades to existing tech; like the PSVR and Vive Cosmos, they’re not pushing the VR industry forward in a meaningful way, even if they are great products. The problem with VR’s failure to expand might lie elsewhere, then, perhaps more on the software side.

BLAME THE GAMES

A common opinion is that VR is lacking a killer app; that one game or program that is a genuine game-changer. So far,

that hasn’t materializ­ed. A few cool ideas, such as Samsung’s 360-degree camera for immersive video experience­s, were eventually laid aside as gimmicks without staying power. Until the technology behind VR can be perfected to provide total, unbreakabl­e immersion, the onus lies on the software to carry the format forward.

Here’s the sad thing: Current VR games are a sorry bunch. There are a few real gems out there (check out the “Games Worth Playing” box), and some fullfledge­d AAA releases have been retooled for VR with varying degrees of success, such as the excellent SkyrimVR or the slightly wonky Borderland­s2VR. But as a general rule of thumb, good VR games need to be built from the ground up to work in VR, and most developers won’t dedicate the time and money to make that happen on a large scale.

Plenty of people are willing to take a stab at producing a game for VR, though, perhaps just out of the novelty of it. What this leads to is a wealth of titles that are short games at best, glorified tech demos at worst. Many developers seem to begin with a unique, interestin­g idea for a game that would work well in VR, but lack the resources to produce it in any form that lasts longer than two hours. Some are insultingl­y short; Accounting+, a game from Rickand Morty star Justin Roiland, is hilarious, well crafted, and less than an hour long. And it costs $12!

The alternate approach has been to produce virtual sandboxes for gamers to simply mess about in. This is the bread and butter of so many YouTube and Twitch channels—nonsensica­l tomfoolery in a variety of settings, often employing a key mechanic to keep things interestin­g. Blade andSorcery puts players in a medieval arena and arms them with a range of eraappropr­iate weapons and magical spells for beating the living daylights of hapless goons. Gorn does a similar thing, but with cartoonish­ly proportion­ed gladiators and ridiculous, over-the-top gore.

FINDING THE FORMULA

Fooling around in VR is fun enough, but these games don’t have storylines, objectives, or even really any quantifiab­le amount of game content. PavlovVR is a lot of fun with some mates, as you mess around with automatic weapons in a facsimile of CounterStr­ike, but it quickly starts to feel more like a demonstrat­ion of what VR is capable than an actual game.

Indeed, virtual reality “experience­s” are commonplac­e, enabling VR headset owners to immerse themselves in another life for a short while—all too often, a very short while. That could be a gun range, a rollercoas­ter, even a plank overlookin­g an 80-story-high fall. We’re not going to talk about the sexy ones; we leave that to less refined journalist­s. But the point is that VR “games” often aren’t games at all, merely snapshots, glimpses into exciting worlds and scenarios that are snatched away almost as soon as they begin.

Even some of the “proper” games released for VR are lacking in content, polish, or simply quality. One problem with virtual reality is that games come in a huge variety of genres, many of which simply don’t work in VR. That said, some genres fit excellentl­y with the format of VR. Puzzle games can work excellentl­y in virtual reality, particular­ly locked-room puzzles, such as the comedic spy jape IExpectYou­toDie.

First-person shooters work relatively well in VR, enabling players to pull off maneuvers that would be impossible within the confines of a convention­al

FPS. Driving and flight sims can be fantastic, dropping the player into the cockpit of an F1 car or an awesome spaceship, providing static immediate surroundin­gs while the environmen­t moves around the player. Meanwhile, the extra layer of immersion generated by VR has led to some fantastica­lly scary horror games— ResidentEv­il7:Biohazard is a particular­ly jump-scare-fraught delight.

THE END OF VR?

VR isn’t beyond saving. But it feels like we may be approachin­g a critical juncture; the make-or-break point for this generation of VR, where the format will either evolve and continue or collapse, presumably doomed to return in another decade or so when the technology has evolved.

It’s hard to see how a single game could fix the problems with VR at this point, though. VR might need a killer app, but it may not be enough. Industry veterans are still divided on whether VR is really the direction in which gaming is headed, and even tech titans such as Facebook and Google have proven unwilling to sink huge amounts of money into VR projects. Valve, meanwhile, has committed to another bout with it recently-released Index VR.

Oculus is showing no sign of stopping either, with the Oculus Quest supposedly being the final product in its first generation. It’s hard to see right now how the second generation will be quantifiab­ly different, though, beyond minor improvemen­ts to the displays and processing power of the new headsets.

If VR is left alone to chug along without real support, it will die. Overpriced hardware and a dearth of proper games have already hamstrung the platform’s worth to serious gamers, and supercheap alternativ­es could actually have hurt the marketing narrative of VR by convincing many consumers that it’s a one-off gimmick, fun for half an hour before you put the cardboard headset down, and go back to using your phone like a normal human being.

Honestly, we’d really love to see VR turn around. The potential is there, and modern headsets provide a far more convincing experience than pre-2010 attempts. But unless developers prove willing to band together and properly push the value of the hardware with new, bigger, more involved games, we don’t see it happening. Perhaps the success of VR is inevitable; like cloud-streamed gaming or motion controls, it’s one of those USPs that comes back around every few years to have another attempt at success. Whether we’ll see it now, or have to wait until the 2030s, is anyone’s guess.

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 ??  ?? From left to right: Forte’s VFX1 was one of the earliest attempts at VR, using a weird hockeypuck-shaped controller. The original Oculus Rift was a true game-changer for VR. Samsung and Oculus worked together to produce GearVR, a cheaper alternativ­e to full VR headsets. Palmer Luckey, the original creator of the Oculus Rift, has since left the company.
From left to right: Forte’s VFX1 was one of the earliest attempts at VR, using a weird hockeypuck-shaped controller. The original Oculus Rift was a true game-changer for VR. Samsung and Oculus worked together to produce GearVR, a cheaper alternativ­e to full VR headsets. Palmer Luckey, the original creator of the Oculus Rift, has since left the company.
 ??  ?? Right: The HTC Vive has remained Oculus’s main competitor in the VR market.
EVE:Valkyrie was one of the first major VR titles, demonstrat­ing the power of the hardware.
Right: The HTC Vive has remained Oculus’s main competitor in the VR market. EVE:Valkyrie was one of the first major VR titles, demonstrat­ing the power of the hardware.
 ??  ?? Gorn’s exaggerate­d bodies and showers of blood look great in VR.
Gorn’s exaggerate­d bodies and showers of blood look great in VR.
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