Is Virtual Reality Still Worth the Cost and Effort?

I have long been enamored by the experimentation and learning that is achieved via simulation. Simulation is used in everything from lab experiments to analysis models. The concept of simulating circumstances and environments has arguably helped jump start the modern era.

Virtual Reality (VR) is the ultimate form of simulation in the digital realm. One could argue that no single entity has pushed the technology further than Oculus ->Meta. I first noticed Oculus when they demonstrated a prototype of their glasses at E3 back in 2012. I purchased the first gen Oculus Rift on launch day and have been involved with the VR ever since.

Like a lot of folks, I’ve spent money and put countless hours into my VR hobby. I’ve replaced computers, upgraded GPUs, and installed new network gear. I’ve bought a driving simulator cockpit. I coped with the horrible performance of early systems. I pushed through the VR induced motion sickness. I have a near permanent kink in my neck from wearing the heavy face masks too much. As I sit here writing and reflecting on everything. I find myself wondering, “Has it been worth it?”

Yes. The answer is yes.  Even with all of its flaws, virtual reality is still one of my favorite forms of entertainment. Nothing else immerses me in an activity like VR. The experiences invoke much stronger reactions than equivalent flat screen activities. I’ve caught myself bracing for impact in virtual racing accidents. I have mistaken my companion in Skyrim VR for a person standing behind me more than once. Fumbling a shotgun reload right before you get overwhelmed by zombies is intense in virtual reality. It causes a true panic feeling in most people, especially the first few times. Flat screens don’t trigger my flight-or-fight response like VR does.

I have improved in real world activities thanks to virtual practice. I am better at bowling, golf, and playing table tennis.  My improvements in each have been confirmed in the real-world versions. I don’t have a pilot’s license, but I can absolutely fly (and land) many different types of planes. I have also improved my driving skills well past my commuter origins.

True scale, 3D vision, and 360° head tracking exceed many people’s expectations all on their own. Surround sound and various controller accessories further enhance certain activities. Simulations that feature controlling vehicles like racing and flying are shockingly realistic. Several companies manufacture full vehicle cockpits. Realistic controls and motion platforms also further enhance the realism while simulating every type of vehicle out there. Cars, fighter jets, 18-wheelers, tractors, construction equipment, and even spaceships have full setups available.

Several sports are also replicated in astonishing accuracy by modern VR. In my Quest 3 the Golf+ app, no PC needed, is the most educational golf experience I’ve ever had. The app lets you play and practice on digital copies of real courses. No green fees, cart rentals, or walking required. I learned which club to pick and how to stand. I understood how slicing affects the ball’s path. I also learned lay-up strategy and how to line up a putt. Then I had my swing analyzed and got tips from an AI golf pro. I frequently choose Golf+ when demonstrating the Quest 3 to someone that hasn’t tried VR. Check them out at https://www.golfplusvr.com/.

While trying to answer the question that started this post,”Is it worth it?”. I assessed all the costs and time involved. I decided that I still feel good about the hobby. Apparently, the folks at Meta have also been assessing their investments in virtual reality. They announced layoffs and a reduction of priority in their Reality Labs division. The group is responsible for much of the company’s efforts in virtual reality. Many VR enthusiasts and market analysts view this as a sign of doom and gloom. They see the long predicted demise of this run of VR development on the horizon.

Enthusiasts and analysts have suggested various reasons for VR’s failure to reach widespread adoption. Two of the most commonly sighted are cost and complexity. Like all technology, there are levels of VR. Starting at the top-level of any hobby is usually difficult and expensive. I personally don’t think the entry level of this hobby is particularly costly though. A Quest 3S costs two hundred less than a Switch 2 in the US right now and includes everything needed.

In my experience, standalone VR headsets are as easy to set up and operate as any other gaming console. Connecting to Wi-Fi, creating an account, and opening the app store seems like a well established process in the world. Strapping the headset to your face is uncomfortable, but so is my motorcycle helmet. It doesn’t stop me from riding my family’s 4-wheeler. Don’t even get me started on the amount of effort it takes to trailer that thing and take it somewhere to ride.

So, what is it then? Why isn’t a VR headset in everyone’s home? Most of the friends and family I have demonstrated VR to have been impressed with the experience. But only a few have gone on to purchase their own gear. I suspect that some folks just don’t enjoy the increased intensity of virtual reality experiences. Facing a thirty-foot-tall dragon with a short sword is a lot when that dragon is at full scale.

Whatever the reasons are, we can’t deny that VR is not taking off like other technology has. I wouldn’t go so far as to say that the entire industry is a failure. I don’t think most technologies are a good fit for huge swaths of the population very often. Aren’t smartphones used as the ultimate example of digital tech adoption because of how rare numbers like that are?

Meta sits at the head of the VR table because they purchased Oculus and funded its rapid expansion. Their other contributions to VR have largely been focused on replicating the Facebook and Instagram experiences in a 3D interactive environment. Wall Street seems to think this makes them the indicator for the entire VR industry. Maybe that is true from a financial standpoint. The money angle always feels short sighted to me though.

Meta isn’t the only big player in VR. Apple, Sony, and Steam are all still in the game and making progress. We also shouldn’t forget that much of the true innovation happening in the VR space is being driven by the smaller organizations. Companies like Pimax, Bigscreen, and DPVR are pushing the hardware forward at an impressive rate.

AI seems to be on the cusp of helping us render computer graphics that look nearly as realistic as video recorded on analogue film. If the hype is to be believed, AI should also streamline hardware and software development cycles in pretty much every industry. We should be getting those ultra-real graphics and headsets that are as lightweight as your favorite sunglasses sooner than we expected.

VR has already proven its worth to society. I don’t see it disappearing in the in the near future. Even if it loses all appeal to gamers, it will probably continue as a simulation tool. I can’t say if it will ever become as ubiquitous as the smartphone and television or not. I don’t think it needs to.

Finally! Meta Enables 120Hz for Quest 3 Cable Link

The Meta Quest 3 headset has been limited to a ninety-hertz refresh rate while connected to a gaming PC via link cable. The previous generation Quest 2 had started that way but was eventually upgraded to one hundred and twenty hertz. That left many of us early adopters wondering if, or when the Quest 3 might enjoy the same upgrade.

That day has come. Upgrade your Meta Quest 3 and the Oculus apps on your gaming PC to the latest version. Then connect your headset with a supported USB 3 Gen1 Type 2 cable and you can select 120Hz as an option in the Oculus device settings. Project Cars 2 in VR has never felt so smooth.

Now You Can Experience Cyberpunk 2077 in PC VR with A Free Mod

Cyberpunk 2077’s Night City seems like it would be a perfect location to hang out in using virtual reality. In-fact, the whole game looks like it would be fantastic in 3D at a realistic scale. I bet the futuristic theme would also lend itself well to the immersive nature of VR.

Luckily, there are few ways to get the PC version of the game to play using main-stream virtual reality headsets. Luke Ross’s REAL VR mod is one popular method. I’ve decided to experiment with the free option from the people that make VORP X.

VORP X is a well-known piece of software that enables many PC games to be played in VR even if they don’t natively support it. If you don’t already know about them, check out their site @:https://www.vorpx.com/. The team at VORP X has made a standalone mod for Cyberpunk 2077 and that is what I’ll be working with throughout this article.

According to everything that I’ve read on the subject, you’ll need a very powerful gaming PC to have a satisfactory play experience using this method. I’m running a 4090, Intel 12700K, 980 Pros, and 32GB of DDR4. The headset I’m using is a Meta Quest 3.

To install the VR mod, download it from the VORP X download page. Then right click on the downloaded file and choose the option to Extract All. Double click on the extracted CyberpunkVR_Setup.exe to start the installation.

You may be prompted that an unknown application is requesting to make changes to your system. This prompt is generated because the alpha code we are downloading from VORP X is not properly signed by a publicly certified certificate.

Proceed at your own risk. If you want to use the VR mod. the only choice is to click yes and/or allow. There can be more than one prompt depending on the security configuration of your gaming PC and network.

After the prompt, you will need to locate the installation files for Cyberpunk 2077. The installer attempts to find them for you and was successful in my case. If it doesn’t locate yours use the “manage files” function of the launcher to see the path.

When you locate the install folder and click ok, there will be a message to tell you that the mod does not support motion controls (it does some now). Select yes, then click the next button. Accept the license agreement and then click Next. Finally click Install.

To play Cyberpunk in VR, put on your headset and enable Oculus Link (Air and Cable link both work). Once you are in the Oculus Desktop environment, show the game library (click the library button on the tool bar) and you should see Cyberpunk 2077 as an available title. Point at it and press A to start the game.

You can use the Quest controllers along with some basic gestures for aiming down site and using your sword, among others, but there really aren’t enough buttons to get the job done. I preferred using my Xbox controller paired to my PC to play. A tutorial explaining the controls is displayed every time you start the game. Press the A button on your controller to skip it.

The world is presented in 3D VR but appears almost like it is on a giant wall-sized curved monitor that you are standing really close to. If you turn your head to quickly, the tracking fails to keep up and you see the edges of the display. Don’t get me wrong the effect is functional and the game plays fine this way, it just isn’t a typical VR AAA experience. What do you expect for free?

I was able to achieve a stable frame rate with good looking graphics running on high with ray tracing disabled. I was averaging right at seventy frames per second with this config, but I expect anyone playing on a system with a less powerful GPU will need to turn down graphics options in the game’s settings menu, first thing. Or risk being made nauseous.

Overall, it was fun to see Night City at scale and in 3D. The people watching in down-town alone is worth the thirty minutes of effort and zero dollars it took to make this work. I don’t think VR will be anyone’s primary play mode just yet, but you can tell the Devs are serious about getting there.

Nreal’s Nebula App Is Available for Windows and Patched for MacOS 13.3

When it rains, it pours in software development. Nreal has made progress with their Nebula app on a couple of fronts this week. First, the bug that prevented multiple monitors in MacOS 13.3 or higher has been patched. Just connect your glasses and launch the software, it will prompt you to install the update.

If you have held off updating MacOS past 13.2 like I did, I recommend that you install the Nebula update and then update your operating system. Once everything was fully updated the software worked just as it did before. There are no new features or functions that I could find, it looks and works exactly the same.

The other, and perhaps more exciting, news is that the Nebula App for Windows is available in a semi-open beta. Semi-open meaning that anyone can get it, but you have to sign up. They’re giving away a Steam Deck handheld console to the person that tests the software on the most qualified systems. To get started visit their Reddit post at: https://www.reddit.com/r/nreal/comments/1306xqs/nebula_for_windows_test_has_finally_begun_join_us/

Downloading the software requires a Discord account. It also requires some pretty beefy hardware at the moment. They are suggesting Nvidia 1650 or higher GPUs. I installed it on my gaming laptop (3070) and it ran without too many issues.

You need admin access to install the virtual monitor driver. The driver is signed with a certificate from a public CA but most of the properties are in Chinese so it is difficult to read. The software is not “installed”, you launch the exe from the folder you extracted the compressed download to. It is an RAR download so you will need 3rd party software to decompress it in Windows (7-Zip, WinRAR, WinZip, etc.).

Once you have it up and running you’ll be able to choose from one, two, three, or a single ultra-wide monitor setup. It has crashed a couple of times on me while trying to play games, other than that it seems to work well on my hardware. You’ll want to carefully arrange all of your monitors once you have made your choice and have the app running. The mouse layout can be odd until you do.

Speaking of games, the refresh rate is 60 FPS and you should enable V-Sync. You cannot set the glasses as your main display so you’ll need to move the game to your glasses after it starts the first time. This can be tricky depending on the game itself, look for a “Windowed” mode in the game’s settings. This should get you a title bar to drag it by.

It is “beta” software in every sense of the term. If you are not used to testing mostly finished software, there’s a good chance you won’t enjoy the current state of this app. As I mentioned, it has crashed a few times, the layout needs to manually adjusted, and there’s an issue where the screen can stop responding to clicks that requires a restart. Happy testing.

Virtual Reality For Everyone with the Oculus Quest

Almost everyone agrees that virtual reality represents the future of entertainment and education. Many predict it will serve as the primary interface between the world we were given and those we create displacing monitors, phones, and televisions. Before V/R can assume this role, there are several hurdles it must overcome.

Chief among the obstacles of virtual reality’s wide-scale adoption are the cord and high-end PC that are required to experience it. Google Cardboard and the many phone based V/R sets like it, attempted to bring tether free immersion to fruition and were successful in many regards. They gave us a taste of what could be and sold in numbers sufficient to warrant the capital investment required for innovation.

In my opinion, Facebook’s marketing of the Quest as, “just like the Rift, without the cord” has hurt initial sales. I think they’ve made the same mistake that Nintendo made with the Wii U. I personally looked at the Quest multiple times and decided it didn’t offer enough difference from the Rift to justify purchasing it. My lovely wife got me one for Christmas. Now I understand how wrong I was.

Facebook’s Oculus Quest hit the streets in May of 2019. The headset is physically similar to the other Oculus offerings, but is fully self contained. No computer and no cord. Just slide the goggles down over your eyes, pick up the controllers, and you’re in. The Quest does for V/R what the Wii did for gaming consoles. Within a few minutes of gearing up, anyone, including your grandparents, can easily navigate their way to an untold number of adventures, entertainment options, and venues.

The experiences that are available cover almost every conceivable genre. I’ve hung out in Adam Savage’s (Mythbusters) workshop and watched him build a sheath for his priceless sword. I took a guided tour of the British Museum and went shark diving off the coast of South Africa. I watch Netflix in my own personal theater with a view of snow capped mountains. I attended a basketball game and chatted with my fellow fans. Virtual Reality is so much more than games.

Don’t get me wrong, there are plenty of games to play. Adventure, Shooters, RPG, Cards, Strategy, and more are represented. Some are of poor quality, some are nothing short of amazing. Nothing quite compares to being in your game. Developers are really starting to understand how to deliver V/R experiences that blow meat-space options away.

One major difference of the Quest is that like an iPhone, it is locked to the Oculus App Store. This makes it easier to use, but limits choice. With a little tech know-how you can enable the option to side-load software and there is an underground app store for those that choose take the chance. Checkout SideQuest if you’re interested in that sort of thing.

Besides SideQuest, you can also gain access to more games through a Quest Link compatible cable. If you have a strong gaming PC, use it to access the full V/R experience including Steam V/R and Oculus games that don’t nativity support the Quest. For a list of supported cables and GPU’s see https://support.oculus.com/444256562873335/.

Directly comparing the Quest to the Rift or Hive is a misnomer. It wasn’t created to compete with, or replace them, yet. Sit in a chair and watch a movie on your Rift and you’ll soon be annoyed by the cable draped across your lap and sitting in your computer chair instead of your recliner. How would you provide an entire classroom of students with full gaming PCs and all that goes with them, so their teacher could take them on a tour of the International Space Station? The Quest was made to simplify V/R and make it portable, it does both of those things well. I look forward to seeing what the world does with this technology now that it is here.