Skip to main content

Virtual Reality is ready to launch, but could it crash and burn?

At the 2014 Game Developers Conference, I endured a two-hour wait to play CCP Games’ Eve: Valkyrie on the Oculus Rift for the first time. The experience was unlike anything I’d ever undergone before. I could look above me and, in plain sight, see the soul-sucking emptiness of space. I could look behind, and see that I was pray for an enemy fighter. And I could look below to witness massive starships battle like savage beasts. Never before had I felt so immersed in a game — or any other media.

Virtual reality hasn’t met its most discerning audience, the consumer.

But all was not as it seemed.

After the initial shock of the experience subsided, I began to notice cracks in the virtual world. The resolution wasn’t as sharp as I would have liked. There was also the question of motion sickness. Within minutes, I could suddenly feel a migraine coming on. VR’s potential was clearly incredible, but the drawbacks were equally formidable.

Not worth the headache

Three weeks ago, I sat down to test out Eve: Valkyrie a second time, once on Oculus Rift, and then on Sony’s forthcoming PlayStation VR. The game was stacked with a bunch of new features and modes, prettier than before, and I was able to compete with a room full of people. But despite being upgraded to a 1080p resolution, it still looks rough.

Whether that’s a limitation of the hardware or the software is up for debate, but after reaching out to Eve: Valkyrie‘s lead designer himself, Andrew Willans, it’s my contention that Oculus Rift is to blame.

IMG_2851
Image used with permission by copyright holder

Without even asking about the resolution issues I’ve experienced with the Rift, Willans volunteered that from a UI design perspective, one of the developer’s “bigger challenges was adapting to the ever increasing resolution of the HMD displays. Finding the sweet spot at which text can be read clearly.”

From the information Willans offered me, optimization was a huge focus for CCP in its production of the Rift’s flagship title. Unfortunately, even with Oculus’ work on upping the resolution, floating text on the head-mounted display was hard to read. It looked like I was staring at an old console game, a foot away from a TV screen.

And my ongoing quarrel with VR-induced motion sickness continued. At GDC, I was only allowed a few minutes with the Oculus Rift, and I’d already begun to feel symptoms of nausea. My private LAN party with CCP was a much longer experience, clocking in at about an hour. By the end of our session, I was burdened with excruciating pain in both my head and stomach that lasted me the rest of the day.

Oculus Rift, and VR as a whole, has a long, rutted road ahead of it. It still hasn’t met its most discerning audience, the consumer.

VR could still fail commercially, for the same reasons as stereoscopic 3D before it. It requires a specific set of hardware. It’s wearable technology that many are unfamiliar with. It’s expensive. Developers like CCP and Sony must communicate why playing games on a headset is, and that’s a challenge.

Alt-gaming

According to Andrew Willans, VR may meet that challenge by side-stepping it. He doesn’t view VR as a direct competitor to traditional games and media enjoyed on a flat screen, but instead as a compliment best suited for new experiences.

Eve: Valkyrie was built from the ground up for VR, so in terms of game design we had a good idea of what features we wanted to include,” Willans told me. “The real challenge then comes down to implementation and testing within VR.”

s_HsfT9pq0zaYEMPsHLCMfsej_l0xfIvJaEEtwicj34
Eve: Valkyrie doesn’t look nearly this good with the headset on. Image used with permission by copyright holder

He informed me that, in developing the flagship Oculus Rift launch title, certain game modes simply won’t work in a VR environment. Eve: Valkyrie‘s “Control,” for example, is a traditional capture-the-flag mode that, in any conventional first person shooter, might harvest a few campers along the way. VR, on the other hand, is about exploration and the opportunity to experience new worlds. For Eve, this means being on the move constantly.

VR’s potential was clearly incredible, but the drawbacks were equally formidable.

“Our game is all about the fluidity of aerial combat,” Willans told me. “The last thing we wanted was for players to simply park up in space and wait for the action to come to them.”

Eve: Valkyrie tries to solve this problem by letting players deploy drones near certain objectives to do the camping in their place. Meanwhile, the players themselves get to continue engaging in fast-paced action combat. The fact that an integral slice of the game had to be modified in order to fit the standards of VR means Oculus Rift won’t be replacing our current gaming setups any time soon.

Virtual reality must prove its worth

If anything, VR is a supplement for an already established, nearly $100 billion gaming enterprise. Even so, major technical achievements are needed to ensure virtual reality is worth the price.

At this year’s PlayStation Experience, I waited in a three-hour line to try out Eve: Valkyrie once again, this time on PlayStation VR. The result as disappointing as with the Rift. Edges on nearby ships and HUD text were murky. Everything around me looked like an aliased image propelled directly off a Star Wars holo-projector.

Both Oculus Rift and PlayStation VR are set to be released in the next few months. Not much will change between now and “Q1 2016.” If there was ever a time to be concerned about the state of these two platforms as proof of concept to the consumer, that time is now.

Editors' Recommendations

Gabe Carey
Former Digital Trends Contributor
A freelancer for Digital Trends, Gabe Carey has been covering the intersection of video games and technology since he was 16…
Power up your tech game this summer with Dell’s top deals: Upgrade for a bargain
Dell Techfest and best tech on sale featured.

One of the best times to upgrade your tech stack, be it your desktop, a new laptop, or some high-resolution monitors, is when great deals are to be had. Well, I'm here to share that thanks to Dell's top deals, you can power up your tech game and have most of the summer to make it happen. Maybe you're happy with your current system or setup. That's excellent, but you're likely considering upgrading somewhere, and that's precisely what these deals are all about. Dell has a smorgasbord of deals on laptops, desktops, gaming desktops, monitors, accessories, and so much more. We'll call out a few of our favorite deals below, but for now, know that you should be shopping this sale if you're interested in anything tech-related.

 
What summer tech should you buy in Dell's top deals?

Read more
I love the MacBook Pro, but this Windows laptop came surprisingly close
Apple MacBook Pro 16 downward view showing keyboard and speaker.

There are some great machines in the 15-inch laptop category, which has recently been stretched to include the more common 16-inch laptop. The best among them is the Apple MacBook Pro 16, which offers fast performance for tasks like video editing and the longest battery life.

The Lenovo Yoga Pro 9i 16 is aimed not only at other 16-inch Windows laptops but also at the MacBook Pro 16. It offers many of the same benefits but at a lower price. Can it take a place at the top?
Specs and configurations

Read more
How to set an ‘Out of Office’ message in Microsoft Teams
Person using Windows 11 laptop on their lap by the window.

Many people use Microsoft Teams regularly to communicate with colleagues both inside of the office and remotely. It is considered one of the most efficient ways to ensure you can stay in contact with the people on your team, but what if you need to let people know you’re not readily available? Microsoft Teams has a method for you to set up an "Out of Office" status for your profile to let staff members know when you’ll be gone for the afternoon, for several days on vacation, or for an extended period.
Where do I go to set up my ‘Out of Office’ status for Teams?
It is important to note that your Microsoft Teams and Outlook calendars are synced. This includes your out-of-office status and automatic replies. So, whatever you set up in Microsoft Teams will reflect in Outlook. Similarly, you can set up your out-of-office status in Outlook, and it will be reflected in Teams; however, the former has a more straightforward instruction.

First, you can click on your profile icon in Teams and go directly to Schedule an out of office, as a shortcut. This will take you to the settings area where you can proceed. You can also click the three-dot icon next to your profile icon, then go to Settings > General, then scroll down to the bottom of the page. There, you'll find out-of-office settings and click Schedule.

Read more