I bought a Vive the week of Thanksgiving and have been using it roughly 2 hours a day. Every other day is my workout day most of the week (unless I'm playing hockey that day/night) and the VIVE has become part of my workout now too. After I complete my normal workout - a mixture of hockey specific training, free weights, aerobic and of course tons of pull-ups - I now spend an additional hour+ in VR.
I typically play Space Pirate Trainer first; once I get around level 15-20 things are so hectic I'm moving a ton and often going to one, or both knees. My abs and back can feel it big-time. I start with this game because it's not quite so intense at the start and is a good VR warmup.
More impressive is Holopoint - a bow and arrow game. That is easily the most physically demanding VR activity that I've found so far. I'm usually sweeting pretty solidly when I complete 8-10 games of Holopoint. I'm also noticeably fatigued in my arms, back, legs, hips, all over. And just to be clear most would classify me as extremely fit (regularly skate with/against NHL bound Junior players, the minimum pull-ups I do in my workout are 30 consecutive, body fat <10% etc).
Lastly I find I am no longer interested in 'regular games'... such as Madden, NHL 16, Gran Turismo, etc (on PS4), or even my all time favorite Dark Souls (series). I simply can't go back to not being physically engaged the way VR games are.
VR is going to be absolutely huge in the health/fitness space.
Additional workout suggestion: try Thrill Of The Fight ( http://store.steampowered.com/app/494150/ ). It's the most physically intense experience I've had in VR so far - I'd say even more intense than Holopoint, although the two are close. Obviously you will have to enjoy boxing for it to be much use or fun, mind!
You might also enjoy Climbey (http://store.steampowered.com/app/520010/ ) - it doesn't look particularly physical at first but it uses a decent amount of slow muscle movement. I was surprised at how sore I was the morning after a long play session with it.
(Oh, and given you love Dark Souls - you have heard of Left-Hand Path ( http://store.steampowered.com/app/488760 ), which keeps getting described by users as "Dark Souls VR", right? If not, I seriously need to work on my marketing. It's also at least somewhat physical, particularly if you decide to use the dodging mechanics a lot. Full disclosure: I'm the developer of that one.)
I have played Left Hand Path a lot, very intense esp. the boss fight. I can't seem to complete the ruin sequence to get past the end of level one so I put that one on hold until it gets patched, I'm pretty sure I am doing the ruin sequence right... but yeah great Dark-Souls like experience in VR. Can't wait to see what From does in VR.
Climbly is good too but it's tough because you still have to move around with their locomotion technique and I find it quite vomit-y unfortunately the way it currently works.
Thrill of the Fight is on my list to check out this weekend... new release, looks great :)
Oh, sorry to hear that! The end of that level does seem to stump people - I'm working on making it much more accessible.
If you'd like to either email me (email in my HN profile), reply here, or put up a post on the Steam forums (http://steamcommunity.com/app/488760/discussions/0/) I'd be more than happy to help you past that, as there's lots of good stuff beyond!
Climbey - yeah, the locomotion does get a little nausea-inducing :( I'm bulletproofed to it after months of VR development!
Oh great, thanks man! And I have to tell you it's impressive as hell what you have create with Left Hand Path esp. considering you are a single developer. Simply amazing man! I will definitely take you up on your offer this weekend.
I've been making Machinima films using game engines for the past 20 years or so, including working with people like EA, the BBC, et al.
(I'm actually the guy who coined the word "Machinima", with a colleague, because we needed a better way to describe what we did than "Quake Movie".)
So I had a lot of game engine experience before I jumped in.
As for beginners getting started: Unity, Unity, Unity. Grab Unity and start learning - you can get a simple VR experience going in a fairly minimal timeframe.
Do you mostly use Blender to create the actual environments? I've started to do a little reading on this stuff too and it's a daunting hill to climb coming from primary a web-dev background (at least I know C# like the back of my Left Hand haha couldn't resist...).
I'm mostly using the Unity level editor, in actual fact, although I use 3D Studio Max for my detailed 3D modeling when I need to.
The Unity editor's very powerful, and you can extend it with tools like ProBuilder and Gaia, which are all available in the Unity Asset Store.
(I heartily recommend both of those for simple geometry creation and landscape creation, respectively.)
I've been coming at it the other way - I know game engine graphics and assembly like the back of my sinister hand, but I've been on a rapid C# learning curve :)
Just wondering what tools or techniques should you specifically learn to make VR games in Unity? I can make desktop games in Unity, is a VR game just like a FPS with different physical controls?
Yes. Even the best VR headsets still have incredibly low pixel density. According to Michael Abrash, "the per-degree pixel density of a 1k by 1k, 110-degree VR display is... actually lower pixel density than the original Quake running at 320x200."[0]
And when you call the graphics "terrible" do you mean they actually look bad to you from inside a VR headset, or just looking at the screenshot on some other device?
Because what looks amazing in a traditional game can look cartoony and fake within VR, and incredibly simple things can look startlingly real.
Depends. Remember a lot of this stuff is driven by small dev houses and in some cases - one man bands. Sometimes the graphics aren't up to scratch.
Also - there's a tendency towards flat shading as an aesthetic choice - it actually looks great in VR and frame rate is king.
However - check out something like Valve's "The Lab" to see how skilled devs can produce stunning graphics that run really smoothly in VR. It shows it's possible...
I welcome it! Admittedly I have enjoyed the past few years of not having to upgrade my graphics card. It would seem thanks to consoles, that shader technology and performance has been a focus of game development for a little while. The result being better and better visuals still running on the same hardware just fine.
But I am also behind an escalation of the chipset manufacturers duelling it out. Some market impetus would surely bring about some great new engineering.
This is exactly why I'm not jumping into VR right now. Once we have hi-res VR headsets and GPUs that can handle it comfortably, then I'll be interested. Give it five years or so, probably.
Maybe I'm just lazy, but VR games requiring physical exertion have absolutely zero appeal to me. I want to sit back with a keyboard and controller and relax. I include any kind of room scale in that assessment, and personally, just the idea of wearing a thing on your face and having to crane your neck around to see what's going on sounds like a PITA.
I honestly and truly don't understand why people think VR is going to get any kind of mass market penetration.
Seriously, try it out the level of immersion is insane, a more classic game feel can be amazing. But something where you move around is incredibly compelling. I watched a friend try to lean on a counter while cooking in Job simulator. I have hit basically every wall in my living room with a controller at this point as well as all the lights.
On the exercise front, Not every game is a workout but at the same time even something simple like the default valve bow game from the lab can wear people out. After all, you are holding a weight at arms length for a while and simulating pulling back an arrow. Its mot a motion that many people do regularly.
Go borrow one or go to some local game meetup and try some's roomscale handset. Its amazing. I'm thinking about taking mine to the bar up the street on a weeknight hooking it up and getting everyone to try it.
I have a hard time seeing anything you're pitching as much beyond what you could get with a Wii, and that's completely dead and abandoned. How many people bought Wii fitness? Is that enough of a demographic to expect there to be an entire new ecosystem supporting it?
I get that the technology is amazing, I just don't see it getting much mass market penetration.
Basically everyone who has ever tried the vive I own wants to buy one, it's just throwing 800$ after a 1500$ box is a bit steep for most people.
I equate it to using an NES back in the day. Right now it's expensive and imperfect but In The mid to long term it's a clear winner.
I have done the 15 min demo to about 40 people so far and everyone wants one. Something that you can already get on a screen like Google Earth is astounding in VR.
As an example, for most people I start with them wearing the display and hand them the controllers with them already wearing the headset. That is the first thing most people think is cool.they can see the controller as it floats into their hand perfectly. That's enough suddenly they can literally touch their computer. It seems really dumb until it happens and then holy crap is it cool.
That's sort of how VR is. In concept not that cool in execution it's amazing.
Who have you shown VR to was interested in it? My brother shows off his VR unit to everyone, but I've never seen anyone that tried VR that was interested in purchasing it. Even he doesn't use it anymore.
Using VR actually seems to cause less desire to buy it, including me. It actually turned out to be a worse experience than what I expected.
Better question is what is c0nfused showing that your brother isn't? The specific app between the two of them is important, but also everything else. From the headset hardware; at the extreme ends; Oculus vs Google Cardboard. Also important is what add-ons they both have - seeing your own hands inside the
headset is remarkably important for immersion, which is kind of the point. Also important is the level of preconfiguration - if the number of times the presenter says "wait hold on", and then goes to futz with the settings for 5 minutes isn't zero, then VR is a total turn off and, eugh, I don't want one. The cables going to the headset are critical as well - wireless isn't here for VR yet, but if there are multiple tangled cable messes rather than a single zip tied set of cables, I'm not going to want one in my living room if it's too complicated to put on and is just gonna be a mess in my living room.
It's entirely possible the two crowds being presented to differs by that much, but there are so many other variables in play too.
> I have a hard time seeing anything you're pitching as much beyond what you could get with a Wii
Try it. It's much more compelling than a Wii.
I think the Wii had part of the jigsaw. Imagine Wii/Kinect interactions, a really vibrant indie-dev culture plus that really hard to explain thing - "presence". It's a fascinating time to be part of a technology. I can only think of a few things that came close - the original home computing and video game boom (I was a child - so everything was wonderful), the early days of my time on the internet and the early iPhone/Android days ("I've got a proper computer in my pocket!").
I haven't been this excited about tech for a long time.
I think the same as someone who has waited for it a long time and purchasing a Rift with Touch, but looking at it rationally the sum of everything is a bit underwhelming if you consider a price of 2k to get started.
Many people i showed it to think its really cool, but out of maybe 15 people, only one has expressed serious interested to actually buy one and he already owns the required PC. Most were also not completely blown away, more like "yeah this is pretty cool and fun" but the expectations were higher than what actually can be experienced today.
There are cool games and experiences, but the tech needs to get a lot better (mainly resolution for me because i enjoy racing games most) and it needs to be a lot cheaper. I am still skeptical about mass market adoption beyond the same people that were interested in Kinect/PS Move.
Err, most people I know who bought a Wii bought it because of Wii Fit. Perhaps I'm a different demographic to you but it was pretty big when it came out.
At this point, I have to assume you haven't tried VR, and your point is void until you do. It blows minds. Wii was a gimmick (especially with its accuracy).
Wii was great multiplayer fun. We literally spent half days playing Wii tennis with 2 or 3 people. I assume that VR will be much better (only used DR1 and cardboard and of course they aren't too compelling), but does meaningful multiplayer VR exist yet?
Edit: And by multiplayer, I mean everyone in the same room multiplayer. Social multiplayer?
You're right - Wii's strength was local multiplayer, whereas Vive is more of a conventional online multiplayer, considering you need a separate Vive for each person. If you happen to have 2 Vives nearby with enough space, I imagine it's fun, but you're still inside your own world, so a mic+speakers/headphones is all you really need.
There are some games where another person can participate outside VR (Keep Talking and Nobody Explodes), but it's not really the same at all.
Wii fitness was not fitness. It didn't approach anything of a challenge other possibly pushups, planks and a couple of other bodyweight exercises.
In VR you have to move a lot more for things to work and the the games are not fitness specific. It definitely gets your heart beating because you often have to hop around like your boxing or doing burpees. Burpees don't look that exhausting, but the constant floor to standing movement makes it challenging. I think this is what makes VR more physical.
When I tried all I noticed was the pixelation and had to take it off. It was such a terrible user experience. It reminded me of some student science project, instead of a marketable product.
VR isn't going to be popular until we have 8K or 16K headsets doing 120fps, and then we have to deal with the fact that it removes you from your environment.
The first generation of VR died off because they couldn't figure out how to solve the product liability issues. That problem still exists, which is why VR isn't going to be usable and is a dead-end.
It's not perfect, Valves new controller prototype is probably the closest we have to noninteusive, low latency gesture tracking with some form of feedback (the oculus Half moon prototypes were also fairly close, but iirc the gesture recognitation was neutred for what ever reason).
The definition of Retina varies based on viewing distance. The DPI needed for Retina in VR is a heck of a lot higher than what's needed for a smartphone.
IMO we need to go through at least two resolution quadruplings on the Vive to get it to be crisp enough for the screen-dooring to not be noticeable.
I let my wife, who has zero interest in games outside of Candy Crush, try on Google Cardboard (minimal immersion) on an iPhone (horrible display for VR) with the demo apps (can't even call them games really) and she was so engaged she ended up walking into one of our shoji/paper doors tearing a hole in it.
Once Vive-level VR comes down to wireless/portable size and down in cost to the $300 range it's going to be MASSIVE. Maybe the first generation ("until we get 16K 120fps headsets") will not appeal to productivity or hardcore gaming buffs, but 100 million Wiis were sold, and there was nothing technically impressive about that thing.
I tried Oculus, expecting to be amazed. I found it annoying and not immersive at all. I can see every single pixel. Doesn't feel real at all. Possibly because I"ve been using high-resolution 3D displays for point cloud editing for the science I do for years. (Nvidia 3D Vision 2 -- probably the 3rd major attempt at consumer 3D that never really caught on)
this, I work at Facebook and try out all of the demo devices over at Oculus. I keep hoping that they are going to advance the pixel density, but have gotten so disappointed by it that I've stopped testing their new equipment at all in the last few months. That and the team of folks that work on it are outrageously arrogant. Looking at you Charmaine/pedoguy.
> having to crane your neck around to see what's going on sounds like a PITA
This is a step too far in my opinion. You already have to "crane your neck around" to see what's going on in the real world, all around you, all the time.
I'm also sure there are less physically demanding games/experiences for those interested. Pick your poison.
In the real world, you look with your eyes much more than you look with your head.
As you're playing games or working, the only time you ever turn your head is when something external distracts you, and you can resolve it in a split second. If you're using VR and something external distracts you, you have to abandon whatever your doing and dismount the device.
not really. ever wear a neckbrace, or pull a muscle in your neck? it really, really sucks.
i don't think physical movement will be a requirement of vr as a concept. you can sit and eat cheetos all day long if you want.
and in the future, i think we'll have instant-on instant-off see through LEDs so you can hit a button on the side and see through the headset into reality.
Anecdotally, I started wearing glasses a couple months ago and have been annoyed at how often I have to adjust my ahead when I would have normally just moved my eyes. My glasses tend to slip down my nose just a tad which cuts off a non-negligible amount of FOV.
That varies wildly by the design of the glasses. I tried rock climbing once with my glasses instead of contacts and it was intolerable. It wasn't immediately obvious how often I relied on a quick flick of the eyes to the outer edges until I tried it.
As to the original point, people adjust their head position all the time without even thinking about it. It's an unnatural and conditioned response to hear a noise on your right rear and move a joystick or mouse to look for the source of the noise.
As a vehement supporter of VR and early Vive adopter, I agree. My Vive has been stuck in a drawer for several months now, and I'm strongly considering selling it.
Though, to be clear, most of my issues with current-gen VR is because of the state of the technology: low-res displays, bulky and heavy HMDs, clunky wires, etc. In a generation or two once this is addressed, it will be a much more enjoyable experience.
The other issue is in the software itself: there are just no must-have VR experiences yet. Technical demos, unpolished experiments, and shallow gameplay make up 90% of the current catalog. Plus there's the motion problem we haven't figured out yet, where most games rely on teleportation as primary movement mechanism, which is terrible UX.
Here's to hoping this isn't yet another failed VR attempt and that the industry will keep evolving, as the possible level of immersion is truly remarkable.
That was my stance, as well, especially after trying some of the early Oculus demos. I was converted the first time I played a game where I really had to aim a gun and reload it by grabbing a new clip and slamming it into the gun. It's a different kind of experience.
True, it isn't all that different from what you may get out of a Wii or a Kinect, but it's more immersive, and that makes a huge difference in how engaged you become.
Agreed with OP on HoloPoint and other apps (e.g. AudioShield is another favorite of mine) being a surprisingly intense workout. I sweat quite a bit with these games after ~15min, and this is definitely a problem. On Vive, the soft padding absorbs the sweat from my forehead as a sponge and becomes quite gross. I've learned to deal with the yucky feeling and can mostly ignore it, but I could see how others wouldn't.
One solution is to buy something called "3d sleep mask" costs $7 or so on Amazon but you can get them for less than $1 on Aliexpress with free shipping. Then you just cut out the middle part and the headband.
They won't be quite as soft as the normal ones since they are thinner but the advantage of this is that it increases FOV since you are closer to the screen. In my experience they also stick quite well to the Vive.
I own an Oculus Rift and find that you only really get sweaty with very physically active games (AudioShield, Space Pirate Trainer, etc.). When it starts getting sweaty I'll usually just go do something else for a few minutes until it dries.
I agree completely. What's really interesting is, if you start to think of VR as exercise equipment, suddenly $800 for a headset and $1200 for a high-end gaming PC aren't that much money. You can easily spend twice that on a treadmill and a treadmill is a terrible workout. You could almost spend that on gym fees in a year and not ever show up, whereas the VR system in my home is fun and compelling: I do use it. And it's only going to get cheaper from here on out.
That's a great point that I haven't considered before. Back on the PS2 there was an "eyetoy" camera addon that allowed you to interact with certain games. "Eyetoy: kinetic" was a favorite of mine and my nieces/nephews: they could punch and kick and get rid of enemies or blocks or whatever on screen, instantly usable compared to the abstraction of a controller. It was easily the most engaging fitness I've done. It had its faults (proper spacing and lighting was critical), and now that you mention it I'd love to get into similar things in VR.
> That is easily the most physically demanding VR activity that I've found so far
Have you tried soundboxing? I'm on OSX so can't try it, but I really want to give it a shot - it seems awesome, and a good workout. Bringing back the glory days of DDR in the arcade...
I've played Soundboxing quite a lot, its a load of fun and you definitely get a solid work out. Its usually my go to game when I want some VR exercise. The leaderboard is a nice touch as well, makes me really try push myself because I want to be #1 on some of my favourite songs.
I think fitness is going to be huge with VR gaming.
We’re developing an FPS game, and are researching walking and jogging in place to drive character locomotion. The new Vive trackers are an exciting announcement, because that means we can have ankle tracking. In-game hands and feet.
Please consider moon physics! I haven't heard anyone talk about this but I've thought this was the answer to locomotion in VR. It strikes a balance between realistic movement and not being too tiring, and moon jumping would be hella fun, especially in a FPS.
We’re mostly intrigued with 1:1 locomotion and agility in competitive multiplayer. For instance players who can run a marathon, or throw a baseball, will have a distinct competitive advantage over players who cannot. But, in theory, if you played enough it would supplement physical training.
For the casual gamer it may not be interesting, though that depends on the learning curve - eg regular sports can be pretty challenging and physically exhausting, yet people play them casually.
But in particular competitive gaming and esports would get a lot more interesting this way.
Ever played instagib with a low gravity mod in a regular FPS? It can be fun, but the gameplay becomes pretty limited, and I imagine the moon physics being similar in a VR FPS. Maybe projectile weapons only would make it work better, or the fact that hitscan is a lot harder in an HMD than with a monitor.
I always thought that the mitigating factor here would be that you don't have to take big loping leaps, you can also accomplish a fairly earth-like gait, just with fewer steps.
I could also see another way of using it that is similar to the teleport mechanic where you clear an area, make a big jump, and when you land you clear that next area before taking another jump. But it would be an interesting thing, almost like a angry birds pulling the slingshot back thing, where the accuracy of the jump is also put to the test.
Jumping in real life and then going back down and landing while your character is still moving up seems like a really efficient way to get nauseated. 1:1 motion is very immersive and very good for avoiding nausea, so it's not something to give up lightly.
We were doing in-place walking in VR a couple years ago with the DrumPants foot sensors. It worked surprisingly well and IMO was more immersive than using a hand controller: https://youtu.be/T2K0zWZMC5E
I have a DK2, and for sitting games like Elite Dangerous I'm very happy with it hence not buying a commercial version.
But...man, this makes me want a Vive so badly. The only thing stopping me at the moment is I keep telling myself I'm hanging out for the next resolution bump (and the attendant massive HTPC I'll happily build to drive it).
I do but I don't mind it. I wear a thin head-cap and bought the 'VRCover' which helps absorb the sweet (but is unfortunately made of cotton for some reason). My setup is in the basement too and so it's typically pretty chilly down there so it's probably not quite as bad as it could be.
I do have to take the headgear off every few games, towel off head/forehead, and clean up the lens.
Which VRCover did you buy specifically for sweat? I bought the memory foam soft cotton one (it's supposed to come in tomorrow" because I wanted to to be washable, but also comfortable in other scenarios, though I very much have the same experience as you described and I'd like to make exercising with VR games a much bigger part of my routine.
Edit: I'm mostly curious about the "leather" ones as they sounded uncomfortable for other usage, but specifically aimed at physical exertion.
I bought this one but I'm not totally happy with it. For now it does the job but I'm sure better options will come out at some point hopefully sooner than later:
Ohhh, I actually bought one of the replacement foams. Here were the two I was considering, I bought the first of the two I linked and will be getting it tomorrow.
I am looking for a cover that does not soak up the sweat? I like to take the vr to family parties with dozens of people trying the device and the nasty factor can be really if used heavily. I am looking for something that can be wiped with alcohol between uses.
I haven't done any workout in a VR headset yet but I have cried in one, and the lens got fogged up. Clearly some sort of passive or active ventilation will have to be part of VR headsets.
Alberto Manguel narrates the history of 10 of his favourite libraries. One of them, the Vijećnica library in Sarajevo, had a particularly striking history from the civil war: https://en.wikipedia.org/wiki/Vije%C4%87nica
Depending on how active the game is and how much you sweat it can be bad. I am certain that one of the first improvements in future devices will be better ventilation without leaking light.
Not OP, but familiar with this - I don't notice it much while I'm still in it, but if you take it off and on again, it's then like putting on a sweaty shirt - it's gotten cold and clammy, but warms up and you stop noticing pretty quick.
You do need to remember to rinse the padding tho, just like a sponge in the sink. Super easy.
Good point - on the Vive you can easily remove the face padding and rinse it off. They also sell replacements, I have a few so I rotate them in/out depending on which is driest etc.
I recall reading in most places that you are not supposed to get the HTC default foam pads wet and that it causes them to degrade quicker. Anecdotally, my wide face cushion has way less definition and is squishier than my narrow face cushion. This is definitely in part because the narrow one gets used less often, but I figured sweat was definitely a factor
That has been my worry, but I figured I'd just buy new foam pads from HTC at worst. It does say not to get them wet in the manual. To alleviate this, I just purchased replacement pads that were machine washable from a 3rd party supplier.
That's an interesting observation - most of the caveats about VR (poor UX/interactions, consumer hardware at least a few generations away from a good v1.0) probably don't really impact this space much as the focus is on other things. People are already demonstrably willing to put on somewhat clunky gear for an hour or two for a workout.
I totally agree! The immersive experience not only makes you forget that you are working out but also makes you want to be better at moving around so you can perform better in the game.
Now just imagine how that'll play out when we have really good competitive VR games that are also cardio workouts - so you're aiming to out-fitness the millions of other players.
The first DOTA or Counterstrike equivalent for VR that also rewards fitness with increased game ability will unleash a legion of very, very fit competitive gamers on the world.
Bearing in mind - 7 hr a week is more or less the minimum to be at all competitive at DOTA, for example. 7 hr of intense exercise a week will get you pretty fit.
I'm not into gaming much (I find the magic of games pretty much gone for "moar" details, "moar" movement). But for health and also bootstrapping understanding your body, I'd contribute a lot to VR.
So do you just have some huge empty room/garage in your house then? Are you ever afraid of smashing into stuff around you that you can't see because of the goggles?
I've been developing with my living room as my VR space for months now - as well as getting other people in to playtest a physically intense, scare-heavy game requiring fast movement - and to date we've only had one even moderately close call with a controller nearly whacking my TV. And that was my fault for setting the chaperone bounds a bit optimistically.
I have half my basement setup for hockey specific workout stuff, I call it 'Hockey Heaven', and repurposed part of the area for VR use too. You can see pictures of it on my old blog below (which I'm in the process of relaunching as a VR specific site in the next month or so).
Your hockey setup is fantastic, nice work. And that is some sick stick handling.
Watch the pullups. I fried my elbows by doing too many. Doing them on rings is much better (if you don't do them that way already, I don't know).
Interesting that you are taking PQQ. I've been meaning to research this stuff. I also noticed no creatine was listed. It probably belongs in your anti-aging stack as it has neuroprotective properties, along with its other well-established effects on muscle power output.
Well the Vive/VR workout isn't my aerobic workout and/or what keeps me fast enough to play with those guys at age 49. I do a variation on the the Tabata Sprint workout, which is probably the toughest, most intense part of my workout outside of the pull-ups. Most people I know can't handle fully sprinting near exhausting repeatedly for 2m; the threat of vomiting alone from the workout stops most of my friends. So no, I don't mean to imply the VIVE workout is in anyway the main component of my aerobic fitness routine.
The Vive, for me anyway, is more a overall body workout that strains muscles I don't seem to hit from hockey, snowboarding and/or other such activities I do regularly. I would say it's a) a great overall, full body workout, but not super aerobic, and b) extremely good at training for tracking/responding to multiple 'threats' from multiple angles. Or sharpening my focus, or indirect focus skills. For example I often de-focus my vision and think about the "Inner Game" and just get out of the way of my body; I often will hit two targets with each hand independently from each other spread out 20ft or so apart. I've noticed on the ice I'm picking up players on my side/other team earlier and it's giving me an edge in just being ready a second earlier with the puck.
This actually brings up an interesting point I and other VR devs need to consider for our games.
We're aware of the concept of a difficulty level in games. But we now need to consider the concept of a "fitness level".
That's not so much a problem for my current game, Left-Hand Path, because whilst it's physical it's not focused on physical exertion (except in the "suddenly elevated heartrate" area :) ).
But for the next game I'm working on, which is currently roughed out as a more conventional combat-focused RPG with a heavy physical focus, I really need to consider how I can make something that'll be physically intense and challenging for someone like evo_9, whilst also not making it completely impenetrable for someone who's unfit.
Just another interesting challenge in a VR dev's day :)
> I've skated with guys that didn't make the NHL cut and they were extremely fast to me. All most no effort it seemed like.
All great athletes seem like they're barely exerting effort when in reality they are way above average peak performance. Just running back and forth on a football pitch for a whole game is something that would bring most of us to our knees.
Fogging in the lenses is usually a sign the lenses are dirty. Usually, if I let them fog over and then clean them with a clean cloth, they don't fog over again. I do a very similar workout to the the person you replied to. Once I get the lenses cleaned, I can play Space Pirate Trainer without any problems.
How do you deal with neck muscle strain from the weight of the device which also gets soaked in sweat? I think it's great that you've been able to exercise but for me those two points are still a big area of potential innovation.
> VR is going to be absolutely huge in the health/fitness space.
Totally agree, I cannot see anything bigger. I feel it will be bigger than even the medicine and hospital business and even plaxo and glaxo and klein would be out of business (or who knows maybe they will start selling medicines in VR!)
VR gaming is so intense and immerseful that I hope that I get a chance to go out. All this fitness would make me so slim.. that I hope my family can identify me.
I typically play Space Pirate Trainer first; once I get around level 15-20 things are so hectic I'm moving a ton and often going to one, or both knees. My abs and back can feel it big-time. I start with this game because it's not quite so intense at the start and is a good VR warmup.
More impressive is Holopoint - a bow and arrow game. That is easily the most physically demanding VR activity that I've found so far. I'm usually sweeting pretty solidly when I complete 8-10 games of Holopoint. I'm also noticeably fatigued in my arms, back, legs, hips, all over. And just to be clear most would classify me as extremely fit (regularly skate with/against NHL bound Junior players, the minimum pull-ups I do in my workout are 30 consecutive, body fat <10% etc).
Lastly I find I am no longer interested in 'regular games'... such as Madden, NHL 16, Gran Turismo, etc (on PS4), or even my all time favorite Dark Souls (series). I simply can't go back to not being physically engaged the way VR games are.
VR is going to be absolutely huge in the health/fitness space.