TheOverclocker Issue 41 | Page 3

WHAT VR? T his is literally the fourth Editor’s note I’m writing for this issue. Just as I think it’s been nailed down, something changes and I have to redo the entire piece as it no longer makes sense. As you can imagine, it has everything to do with trying to write something speculative based on rumours - then suddenly there’s a little more concrete information and the entire thing is instantly junk. A classic example is how the AM4 platform has changed since March when it was introduced up until now in June. It’s literally a different beast, so had I given an opinion about what was presented in back then vs what is available now, I’d be completely contradicting myself. That aside, these are exciting times with plenty of platforms, lots of new graphics processors, and generally an interesting time in this industry which has been in dire need of some excitement and a reason for people to care. I’ll not be tackling that, however, but instead I want to opine about VR a little. The VR experience hasn’t exactly set customers’ digital experiences on fire. There is a great and profound reason for this, but superficially it also has everything to do with the entities that are driving the VR experience. They’ve not presented a worthwhile case for this and the entire VR experience can only be appreciated once you’ve had it. Prior to that it’s nothing more than a buzzword and someone trying to get you to buy something you’ve never even thought you needed and perhaps don’t even care about. The presence of a killer application/game which would make it all worth the investment just isn’t there for the masses. This is in particular when it comes to games. A game with a compelling narrative, mechanics, and so forth. That game however would have numerous challenges as well to overcome. Given the budgets of triple A titles these days, any one title needs to sell millions of copies - and rather quickly I might add - to be deemed worthwhile by the publishers. However, for a game to take real advantage of VR, it may need to be built in a way which makes it unusable for those who do not have a unit. That means the potential for it to sell is significantly diminished. As such, no publishers will put a triple A budget into a VR game when, even if you sell to every user out there with a RIFT or VIVE headset, you’re breaking even at best and most likely making a loss. This therefore feeds back into the lack of true triple A titles for the technology. It’s a difficult situation that VR finds itself in, but not a helpless one. If and when prices get better, for example, then access to the VR experience becomes a lot more feasible and the idea of investing into the desired controllers, sensors and all sorts of things becomes more palatable. Right now it simply isn’t worth the investment as it’s cost prohibitive for what it is you’re getting. I would wager that there’s a good number of people who - when presented with a choice of spending $500 on an Oculus Rift or buying a new graphics card or monitor – would go for the latter... Let alone when dealing with the HTC VIVE which is even costlier. As a whole, the entire ecosystem isn’t appealing. While some things are okay to use for a while then forget about them, a $500 item for novelty’s sake isn’t going to cut it. As the technology gets better and the entire VR experience can be had for $400 (controllers, headset and whatever additional sensors) then things will improve by some margin. There’s no doubt that it is the future along with AR, but that future wont’ likely be ushered in by HTC or Oculus. The challenges for VR are far greater than this initial hurdle though. For instance, the way that PC DIY vendors have taken to VR isn’t realistic at all. In fact, at some level it shows a lack of understanding not only the end user, but how the propagation of technology into everyday life works as a whole. There’s not a single keyboard, mouse, motherboard, graphics card or any such thing that can help one’s VR experience outside of the unit itself which is cost prohibitive as we have established. As we come to another Computex, we will inevitably we inundated with VR experiences all over and each of them will be meaningless outside of it being a novelty item or gimmick. Again, mixed reality headsets and displays are the future without question, but I somehow don’t think that future will be delivered via Oculus or HTC, regardless of their lone efforts. I’ll end this Ed’s not here though as it may go into a more fundamental question regarding the PC DIY industry. We will leave that for another time, but suffice to say we will just have to wait and see where VR takes us. Right now there’s nothing that’s incentivising me and perhaps a few others into forking out the money for either headset. Give me a high pixel density, high scan rate, quality display any day, if only because I can share such a display and experience with other people. Not true for VR and perhaps part of the reason why 3D Vision and such didn’t take off as well. Let’s see what the next few years bring, and here’s to me being wrong and VR blowing up as the next