I see posts talking about good BIFL items but I don’t hear much about the other side of products that are bad or products you bought but don’t even use.

  • BigBenis@lemmy.world
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    9 months ago

    I bought a Valve Index two years ago, had fun with it for a couple weeks, then never used it again :⁠-⁠\

    • saigot@lemmy.ca
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      9 months ago

      I’ve been on the vr train since 2016, i eveb did dev work for a few vr companies. imo I think there are 2 problems with vr this time around. 1st is movement, joystick style movement makes half the userbase sick to their stomach, teleport feels terrible to the other half, supporting both invariably breaks game balance. There are hardware solutions but they are still in their infancy and are huge and expensive for the most part. The result is an already small userbase fracturing even more.

      Second problem is less serious, there are games with fun mechanics, there are games with good, long stories and progression. There are very very few games that have both. This makes all the games feel like demos.

      I love the potential of vr games, but there just isn’t enough content out there to make it worth.

      • MDKAOD@lemmy.ml
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        9 months ago

        Nevermind the walled garden problem. We’ve got potentially great content locked behind different storefronts requiring different hardware for each.

        In the quest for dominance, everyone is losing.

        Like, I understand Valve’s “no exclusive content” stance, but they really should consider pumping publishing money into vr software studios, but with an open platform clause. A healthy ecosystem of software will enable VR to thrive. Either that or engage in negotiations with the other players to create a VR collective agreement. It’ll never happen, but one can dream.

      • Gnome Kat@lemmy.blahaj.zone
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        9 months ago

        the main reason i have avoided vr is it feels uncomfortable as fuck to have a brick on my face imo…

        tho i saw some recently on a utube video that used micro oleds and were more like goggles than a brick. looked a lot lighter and more comfortable. still not really tempted to buy one tho

        • saigot@lemmy.ca
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          9 months ago

          A proper fit and we’ll designed headset is also very important and often neglected. For instance the valve index is almost twice the weight of the vive, but most agree the index feels lighter. Getting a good fit is the difference between your neck hurting in 15min vs 2hrs+.

      • Nefara@lemmy.world
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        9 months ago

        My husband got an Oculus before they were bought out only to find out he gets motion sick with most games. I don’t get motion sick ever so he was excited to see me try out his library of cool starship and fighter games and all I ever play on it is beat saber, lol. The custom map scene is where it’s at!

    • businessfish@lemmy.blahaj.zone
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      9 months ago

      me too! i stuck with mine quite a bit longer, but it ended up in the box all the same. there are very few good vr games that don’t have that tech demo-y format lots of early titles had. and valve’s promises of linux support were quite exaggerated, which made playing the couple games i kept coming back to even less convenient or just a worse experience. i stopped playing half life alyx halfway through, and came back and i couldn’t get it to run on my linux pc anymore - like, thats the single game/hardware combo valve promised would 100% work on linux.

      its kinda sad because i really believed in consumer vr back then, but seeing how the industry has stagnated has shown that either it isn’t possible or we aren’t ready for cheap, good, open vr. nobody is making good vr games because there are no users and there are no users because its too expensive to get a good vr rig and there are no games.