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翻訳の問題を報告
I've used it TONS since I got it. :) I cannot wait to use it more..
More good games is good to me. :)
Whats everyones big beef.. ya dont like VR .. dont use it.
Are you really trying to tell me that you buy all your VR games from the Vive store and not on your 4 years old steam account with 1800 games in it? Like really dude? lmao
And why half of your SteamVR hours are from the past 2 weeks?
Like you played 5 hours 2 years ago and another 6 now?
Even if you barely kept the SteamVR dashboard open during the past 2-3 years 11 hours (while 6 of them coming from the past 2 weeks so yeah sure dude) are basically nothing, just stop lying already.
It's been 10 years since they tried to push it and it's not taking off for a good amount of reasons, let's just be real about it.
Sometimes I go 3-4 months without playing with it. Kerbal Space Program (4k+ hours in game) is just way too compelling but there are other reasons too.
It's kinda like really great, kinky sex.
It takes time to set it up. You need money for toys. You need private time and space (this is the hard part for me). It is a heck of a good workout if you are doing it right.
It's not for everyone. Gamers are notorious for not wanting to sweat. It's not for me every night.
2D games are simpler and easier.
I got the Vive in 2016 for the same reason I got my TRS 80 in 1983 or so. I wanted to support something I like. I hope my Vive is not my last headset but I would like my next one to be lighter, wireless and higher definition.
Fortunately for me, I can sell my HTC Vive at some point and use that money toward a new headset. I got my money out of this thing and the resale market is still pretty decent.
Kinky sex toys don't resell very well, so my analogy falls apart at this point. But it does explain why you see a used Vive for sale on ebay more often than a used vibe...
Thanks for reading and I hope I add some perspective and levity to this thread.
VR as a tech has indeed taken off. Just maybe not yet in the shape and form we'd like for gaming.
Nowadays the two biggest hurdles for VR aren't really technological. They're mostly monetary Thing's expensive (If you look at the Index, although there's already several more economic implementations out there), but so were computers 30 years ago.
The other issue (in regards VR gaming) is mostly a narrative one. We still have to work out HOW games in VR are meant to be played. That's why 'VR games are just tech demos'... Which is not much different on how the first videogames were also pretty simplistic and short experiences.
Console vs PC, M+KB vs Controller, Windows vs Apple, Mobile vs 'twue' gaming... At the end of the day most confrontations boild down to the same root. VR also has a very sharp edge in regards pricing, which fuels people taking sides even more.
Dogs, kids, cats, adults being stupid, all are dangerous in VR if you don't have a private playspace. Not a lot of people can dedicate a room to VR. If you can't, the experience is greatly reduced if not hazardous.