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.

Thrustmaster T-LCM Loadcell Sim-Racing Pedal Set Is A Steal at $200.00

I’ve been racing with wheel and pedal sets on PC, Xbox, and Playstation systems for as long as I can remember. I started out with simple spring based wheel and pedal sets from the likes of Mad Catz. Eventually, I worked my way up to advanced force feedback based wheels that use embedded motors to simulate some of the physical experiences of driving.

During my early years with the hobby, I had not devoted much attention to the pedals. I was always more focused on the graphics, wheel, and display. I used the basic gas and brake set that came with the wheel and decided that was good enough.

Spring-loaded wheels were all the rage in the PS2/360 era.

A few years back, the gas pedal snapped on the Logitech setup I had been using at the time. I purchased a set of Thrustmaster T3PA pedals because they used the same connecter. Also, the addition of a clutch pedal would be a big upgrade. I’ve preferred them up over those included with my various wheels ever since. Until recently, that is. 

The T3PA  was a significant upgrade.

My lovely wife had decided the best Father’s Day gift would be a trip to our local computer and electronics store to pick out a new toy for my inner child. While we were wandering around the store, we eventually found ourselves in the sim-racing section. It was there that I discovered the T-LCM pedal set. It was the first time I had run into loadcell based pedals in a brick-and-mortar store. It was also the first time I had seen the tech offered for less than three hundred dollars.

Loadcell sensors measure the amount of pressure being applied at any given time in near real time. They’re far more accurate and faster than the more common potentiometer sensors. The older tech measures the distance the pedal’s shaft travels, and the software translates that to pedal pressure.

The upgraded censor allows engineers to design pedals that are focused on replicating the real-car experience. Potentiometer based pedal designs are forced to consider shaft travel over other attributes. On the Thrustmaster T-LCM model, the loadcell is utilized by the brake. Combined with some adjustable spring sets, the feeling of braking is closer to meat-space vehicles.

It took me about two hours to get the T3PAs removed and the new set installed and ready to drive. In that time, I updated the firmware on my TS-300 wheel because it was required. The installation steps also included downloading the tuning software to adjust the sensor’s sensitivity . Then, it was on to the hard part mapping the new pedals to the controls of my various driving games.

In each of the driving games I play, there is a particular car and track that I use to test new setups of my computer hardware and software. I loaded one of these benchmarks, Project Cars 2’s Azure Coast in the 2004 Porsche Carrera GT and hit the road.

I could tell by the time I had turned into the first corner that the new load cell technology was worth the cost and time. I won’t go as far as saying that braking feels exactly as it would in any particular car. I will say that it feels like a realistically generic brake system.

The improvement in car control due to the more nuanced feel of the braking was immediate for me. I beat my personal best lap time for the track and car in my first test run. The brake engages and applies stopping power in a manner that is more like the real thing. The adjustable resistance provided by the various spring sets lets you adjust the feeling to match your expectations.

The Microcenter store we had purchased the new set from had them priced at a reasonable $249.00. I happen to know that the store will price-match Amazon, so I checked. Sure enough, Amazon had them for $201.00. At that price I think these make sense as an upgrade to my sim-racing setup. If you’re looking to inch closer to a more realistic driving experience, you might want to check them out too.