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报告翻译问题
The hardware is barely able to keep up with the demand, and we will see breakthrough in those regards before there is even a remote chance of it being as mainstream as say a Wii - which was a multitude of levels more of low barrier (price and knowledge wise).
I don't think any investments in this area are futile per say, although there are definitely some actors who try to corner the market out of greed and in the process hurt the VR ecosystem - because who else to please than shareholders? ;)
I think Valve is fairly comfortable with VR failing, but considering they haven't really even tried yet (Index is just released, the games aren't out yet and it's still in it's infancy in a whole, especially the hardware to power it).
Looking at actual revolutionizing things, like for example cars, there was about 20 (!) years before it became mainstream. Computers itself took about 100 years to become mainstream. Gaming I feel is still in the process of becoing mainstream, while it has been around for 40 years.
it's just extremely expensive and has a small library of dedicated VR games. Right now it's mostly a gimmick addition to games, and the games made for VR are amazing.
One article... Google is your friend, you can lots of other uses just by Googling "Uses for VR besides gaming"...
https://www.livescience.com/53392-virtual-reality-tech-uses-beyond-gaming.html
I remember hearing the same claims about the XBOX Kinect... people don't talk about that device much anymore, do they?...:-)
And Kinect paved the way for the Wii and VR controllers. Motion control is all but dead. As is voice control.
VR is widely spread already if you look outside of the home gaming specific devices. But even there PS VR sold pretty well and as prices for capable hardware and the devices themselves go down the market still has room to grow.
Once the porn industry figures out how to make VR porn not creepy sales ill surge like crazy. "Can I use it for porn?", afterall is a very easy an reliable measurement for potential success for new technology
It was "talked about" with Kinect, and "talked about" with the Wii as well. But VR/AR proved to be more useful, efficient and effective. And they are still moving forward with more uses for it.
bad idea... the "superpowers" all ready rely far too much on technology... it's one of their glaring weaknesses... eventually we will HAVE TO utilize those skills which do not rely on the latest technology... watch how things play out when that happens...:-)
Practice things in VR/AR that could get people killed IRL if you make the wrong moves, so that making the right moves can become muscle memory. They aren't playing cs:go.
a good game doesn't need to look good... take 'Minecraft' for example, is it not the single biggest seller of all-time?... or... look at the game of chess... it doesn't need to be played on a marble chessboard with ivory figures... it's a great game, period... VR is just a new way of sugarcoating the turds that developers are churning out these days... it's a gimmick that while it may find better uses for the medical, military, etc. applications, it won't last in the gaming industry...
as for the suggestions that vALVE is putting endless resources into a "gimmick"... those other uses for the technology allow for them to do this as their patents will bring in a nice return once sold off to the highest bidder once they see decline on their own end...:-)
Steam makes a great marketplace for selling adult game titles and doesn't quite have a potential competitor for that. When the dust settles and if they valve plays cards right, they'll be able to milk this angle for decades.
Automotive and aviation engineering, architecture, medicine, robotics. VR allows you to create a "tele presence" robot synced with your helmet, and it also allow you to look at the insides of the things that do not yet exist. The greatest potential of VR therefore does not lie with games, but with industry. Unfortunately this stuff does not quite fit with valve's business model, although I suppose they could spice up Valve Index with higher specs and offer it at 100k/seat to someone like Ford, for example.
And did you not notice the date on that article? Many of the "proposed" uses for VR in it are already being used, practically, in the real world. And it is very much on target for the thread topic. The OP did not specify "gaming only" uses.
They spoke of the "VR Industry", and icluded gaming in with it (overlooking the fact that Valve does have games in development... perhaps they are tired of working on TF2?). Which includes many other things, beside just video games. Some of us are discussing some of those uses. And some, like yourself seem to only want to discuss VR use for gaming. As a technology and industry, VR has many, many, many more uses than just gaming. Many that are being used in the real world, at a consumer level. VR is also used currently, and has been for years, to help people with fear of flying, or claustrophobia, try t overcome their phobias, using behavioral therapy techniques, in a safe environment, using VR headsets, controllers/wands/gloves/EEG feedback/vests and other components. That's just one, more common use, in many first world countries right now. And it is progressing.Some people and companies ar now using Virtual desktops to improve efficiency, and allow some workers with certain disabilities and limitations to perform complex office work, and graphic design.
https://www.freethink.com/articles/is-the-future-of-therapy-virtual-a-look-into-virtual-reality-therapy
Sorry if it bothers you that your beloved VR tech has actual practical uses outside of gaming, that may be financially profitable to Valve and other companies developing the technology. It's 2019. Get with the times, friend. The tech will keep growing and being developed, in gaming and in other industries and professions. It's still on toddler legs, but it will mature, as time goes on, and more uses are found, and more investment and research is put into the VR Industry.
I welcome more uses for VR and AR in everyday life, and in bigger industries, and governmental uses. If VR gaming Tanks, it doesn't matter what Valve's current or past business model is or has been. Business models change, all of the time. And smart company leaders know they need to be flexible, and change with the times. VR, outside of gaming, can offer Valve some great possibilities to expand their tech division, while their gaming and client.launcher divisions can keep doing whatever they do (including giving us horrible new Library UIs...).
Game streaming...?
[Rumor at the moment]
https://www.extremetech.com/gaming/301873-valve-might-be-working-on-a-steam-cloud-gaming-service
LOL time to start worrying.