October 25, 2016

This is the problem with VR

Well, one of them, anyway.

(Thanks to Kotaku for the link.)

Tactile feedback is an essential part of how we interact with physical reality; its absence in virtual reality will always be disorienting. Every time you try to pick up a "heavy" VR object, its lack of mass will be a problem; every time you try to climb on, or climb over, or sit on, or lean on, a virtual object, its lack of mass will be a problem.

Virtual rock climbing works only if you have a physical wall to actually climb while the VR headset shows you the virtual scenery with which you won't actually interact. As a purely virtual experience, it fails completely. You can see the same thing at work in this video from Superbunnyhop's recent trip to Japan:

(Skip to 10:52 for the part with the VR arcades.)

Watching VR guy fall down and go boom because the VR experience is lacking necessary physical resistance and tactile inputs is kinda funny... if you're not banking on VR experiences like this becoming a thing. The same applies to watching George wobbling his way across a narrow physical plank in a supposedly virtual experience, terrified less because of the 40-story virtual drop in front of his eyes than because of the instability of the physical plank under his feet. It's funny... if this isn't the business you're trying to create out of essentially nothing, and betting billions of dollars on.

If your company spent a billion US dollars to buy Oculus, though, then this video should be chilling, not humorous. This is a problem that VR has to solve, before it can become a thing, and nobody working on VR is working on this problem. Not only is nobody working on this problem, to the best of my knowledge, none of them have even got as far as formally acknowledging this as a problem. That's a big problem.

There's a reason why Star Trek's holodeck is depicted as creating physical objects with which its users can interact. There's a reason why those sci-fi "VR" rigs that eschew the physical connect directly to the brains of the people using them, bypassing the need for physical stimulus and movement altogether through what amounts to telepathy. Neither of these approaches will be an option for our nascent VR industry anytime soon, if ever.

I'm using "room-scale" VR to illustrate the point, here, but even seated VR experiences suffer from this problem. And while it's fun to point and laugh, actual injury (and the legal liability which accompanies it) probably won't be a laughing matter for long:


Until VR technology can be used as directed without elaborate accompanying physical staging, or constant "VR nannies" who will assist the user through every part of a very limited experience, it's really not going to become a thing. Not at $800 a throw, anyway.