A VR Gamer/YouTuber Delivers a Gut-Punch Reality Check to Virtual Reality Gaming: It’s Not Just Social VR That’s Struggling to Take Off, It’s the Entire VR Industry

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Someone posted the following YouTube video to the official Sansar Discord channel today. It’s a mixed-reality video recorded on a green-screen set constructed by Drift0r, a VR enthusiast and avid gamer, within his own home (which should tell you quite a bit about what level a fan he is of virtual reality).

But he certainly does not pull any punches when it comes down to dissecting exactly what’s wrong with the current state of virtual reality in general, and VR gaming in particular:

Now, this is not some VR dilettante; this is what I would consider a hardcore VR gamer who has made a sizeable investment in both the computer hardware and software, not only to play VR games but to record videos of himself doing so. He’s also a popular YouTube personality with over 1.3 million subscribers. And he says in the description of this particular video:

Virtual Reality has been struggling to catch on and go mainstream for almost four years now. I personally am a huge fan of VR and own the Rift, Vive, & PSVR; but I have to face the fact that VR gaming is dying. This video goes over the current major issues with VR gaming and offers some suggestions on how to fix them. I show off Beat Saber, Sprint Vector, Doom VFR, Sairento, Gorn, Creed, Raw Data, and several other games in mixed reality too.

For someone like this to be saying that VR is dying, and to suggest that full mainstream acceptance of VR may lie 20 to 30 years in the future, instead of the 5 to 10 years most VR market forecasters are predicting, should give a lot of companies working in VR serious pause (including those firms building social VR platforms). This guy is the consummate insider, somebody who should be leading the cheering section, telling us that things are not okay with the current state of VR gaming, at least.

The dirty secret of VR gaming overall, let alone social VR, is that very few people still own a VR headset. The vast majority of people playing VR-capable games and visiting VR-capable virtual worlds are not using a VR headset; they are in desktop mode. And it’s not just social VR that is struggling to attract paying customers, it’s the entire VR industry that is facing the reality that most people aren’t adopting the technology. As Drift0r explains, the hard, cold truth of VR gaming is that the games are selling in numbers that are pitiful by desktop game standards.


So, what does this mean for Sansar, High Fidelity, and the other social VR companies? It means that they should be wary of over-focusing on virtual reality to the exclusion of desktop users. Linden Lab smartly made the move to integrate text chat in Sansar for both desktop and VR users, something that Philip Rosedale has been notably loathe to do in High Fidelity (although I understand that text chat is included in the HiFi client, but disabled by default).

Virtual reality may not be dying, as this YouTuber asserts, but it isn’t looking overly healthy, either. I’ve already blogged about a couple of social VR projects that have fallen on hard times waiting for virtual reality to become more popular (Anyland and, more recently, Virtual Universe). The advent of the attractively-priced, standalone Oculus Quest headset might ignite the VR marketplace, but the forecasters have been wrong before.

So, what do you think? Feel free to leave a comment here with your thoughts and opinions. Or, even better, join us on the RyanSchultz.com Discord server! Over 150 people who are passionate about social VR and virtual worlds are talking about this and other topics every day. And you’re invited to join our discussions!

UPDATED: Which Social VR Platforms and Virtual Worlds Will Benefit from the Upcoming Standalone VR Headset Oculus Quest?

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Oculus Quest.jpeg

As many of you already know, Oculus is releasing a new, standalone VR headset, the Oculus Quest, sometime this coming spring, 2019. Priced at just US$399, it is sure to be a popular option for people who are interested in VR, but who don’t want to purchase a more expensive VR headset solution like the HTC Vive and Oculus Rift.

The Oculus Rift is meant to fill the space in the Oculus product line-up between their entry-level, lower-powered standalone VR headset, the Oculus Go, and the Oculus Rift, a VR headset with Touch controllers which requires a high-end Windows gaming-level PC with a good graphics card to run. (Unfortunately, there is, as yet, no satisfactory native virtual reality hardware solution for Apple Mac users, although there are native Mac desktop clients for virtual worlds such as High Fidelity and Sinespace.)

Oculus Line.jpg

If the Oculus Quest becomes very popular, those social VR platforms which can run on the Quest hardware may gain an advantage over those which require a full-blown VR headset and a higher-end computer.

I think it’s safe to assume that Facebook/Oculus properties such as Facebook Spaces and Oculus Rooms (or at least some version of them) will be available for the Oculus Quest on its launch date. Social VR platforms with simpler avatars and spaces, which already run on the Oculus Go (like AltspaceVR, Bigscreen, and vTime) will probably also be available for the Quest.

Surprisingly, Rec Room, TheWaveVR, and VRChat are not among the social VR programs that are currently available for the Oculus Go ( I searched for them on the Oculus Go apps store and could not find any mention of them.) It remains to be seen if the companies behind those three products will release versions which will run on the more powerful Oculus Quest.

In a discussion thread over on the official High Fidelity user forums, HiFi CEO Philip Rosedale stated back in October:

We are definitely going to get High Fidelity running on as many standalone devices as we can, and we love the Quest. VR will not find a large audience until the Quest and other devices (like the Mirage and Vive Focus) become widely available.

Talking to Oculus about the process now… stay tuned.

When asked for to provide a more recent update, Philip added:

Yes, we are working on the Quest, and hope to have High Fidelity ready to run on it for launch! Very high quality device.

I also don’t know what Sinespace’s exact plans are for the Oculus Quest, but Adan Frisby, their lead developer, said on a Facebook comment when I cross-posted this blogpost over there:

We’ll be fine with it too – anyone doing Android support will have an easier time of it.

So it looks like High Fidelity and Sinespace will indeed both be working with the Oculus Quest, if not right at launch date, then shortly thereafter. This gives them both an advantage over Linden Lab’s Sansar, which very likely will not be able to work with the Quest. There’s still a lot of data that has to get sent to and from a VR headset to properly render Sansar experiences (especially for any experience which has global illumination enabled), which would probably completely overload any standalone headset.

As I often say: interesting times ahead! Let’s hope that the Oculus Quest makes a big splash and brings even more people into VR. A rising tide lifts all boats, and many social VR platforms would benefit from greater consumer awareness and uptake of virtual reality in general. And I promise to cover all of it as it happens on this blog!

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Photo by rawpixel on Unsplash

UPDATE Dec. 14th: Adeon Writer posted the following to the VirtualVerse Discord server (VirtualVerse is the successor to the long-running SLUniverse forums):

VRChat was just announced for the Oculus Store. While it already worked with Oculus on Steam, [the] OculusSDK version of VRChat means it will almost certainly be ported to Oculus Quest when it comes out, making it the first metaverse-style game available for wireless/unteathered/portable VR.

Thanks, Adeon!

UPDATE Feb. 11th: Since this blogpost was written, I have had someone tell me the following about VRChat:

Sadly, I don’t think VRChat’s gonna support Quest. It’s just not compatible with mobile CPUs. Hell, it brings modern up-to-date PC’s to a standstill with too many people. I very much doubt the Snapdragon 835 can handle all the custom shaders, avatars, IK, etc. The team would basically need to do a full rewrite. And that’s unlikely unless the team was way bigger.

It does sound as though VRChat would have to be pared down significantly in order to run on the Oculus Quest, if at all.

I also noticed that I have received a lot of traffic to this blogpost due to this post on the OculusQuest subReddit (which I had never heard of before today). If anybody over there has any inside information on social VR/virtual worlds that will launch with the Quest, I’d certainly love to hear about it! Thanks.