January 30, 2017

Win10's Game Mode fails to improve game performance

Windows 10's latest build of the Creators Update has been released to Insiders, including the recently-announced (and much-hyped) Game Mode, and curious PC gaming Insiders started testing it almost immediately, with results that I consider to be entirely predictable. Only hours after it went live, and in increasing numbers since then, articles started surfacing, all of them saying basically the same thing: Windows 10's new Game Mode does not do much of anything, as far as anyone can tell.

Por ejemplo, take this assessment from Dark Side of Gaming:
Game mode is a feature that a lot of PC gamers were looking forward to. This mode is available in the latest Windows 10 Insiders Build, however it appears that it does not offer any performance improvement at all.
Microsoft claimed that it targets to improve performance via two ways with Game Mode: a) an increase overall framerate or peaks and b) an increase in average framerates or consistency.
A number of PC users got their hands on this build and according to some early tests, Windows 10’s Game mode is a big letdown as it did not actually offer any performance improvement at all.
What follows is details of tests using actual games "in the wild," some with video evidence, showing no performance improvements at all.

A more rigorous test by Laptop showed basically the same result:
To test Game Mode, we put the latest Insider Build on the Asus ROG Strix GL753 with a 2.8-GHz Intel Core i7-770HQ CPU, 16GB of RAM, Nvidia GeForce GTX 1050 Ti GPU with 4GB of VRAM, a 256GB M.2 SSD and a 1TB, 5,400-rpm hard drive. Then, we ran some of our standard benchmark tests with Game Mode enabled.
The results were mixed, at best. While all of the games we tested recognized Game Mode, we only saw one noticeable performance improvement.
The GL753 played Grand Theft Auto V (very high settings) at 31.22 frames per second, just surpassing our 30-fps threshhold to be considered playable and higher than the 28-fps it achieved without Game Mode.
But in Hitman (very high settings) and Rise of the Tomb Raider (configured for a budget setup), we didn't see any noticeable changes. Our benchmarks ran within decimal points of previous scores.
This is not surprising for me; after all, I'd already predicted that Game Mode would have effectively zero impact on actual gamers' experiences. 

For one thing, it really is more about UWP games than about Win32 (i.e. Steam, Origin, GoG, UPlay, etc.) executables, While Microsoft claims that Win32 games will be supported by Game Mode, they are architected differently from UWP applications (that uniformity of architecture is the entire point of UWP, after all), and may need to be grandfathered into Game Mode literally one game at a time. If that's true, then Game Mode support will be like game-specific GPU driver support: nice for games that have it, but useless for almost all other games.

For another thing, the performance enhancements are mostly supposed to come from de-prioritizing non-essential services and applications, but most PC gamers keep very few extraneous programs on while gaming, anyway, and running on at least 6 or 8 processor cores to boot, which means that prioritizing the game doesn't actually mean much, in practice. Only live-streamers have a lot of extra program load to worry about when gaming, and they've mostly invested in beastly rigs that can handle the extra load.

So... as expected, Game Mode is more of a PR stunt than an actual feature. It doesn't break anything, at least, which is more than can be said for some of Microsoft's previous efforts in this direction, but it's not game-changing in any sense at all, at least so far... and, let's face it, if it isn't offering significant performance benefits to at least the 100 or so most popular Win32 games right out of the gate, it probably won't get used later on, even if Microsoft manage to improve it. You only get one chance to make a first impression; the fact that Microsoft is willing to let Game Mode's first impression be so lacklustre says a lot about their current level of desperation. 

It's like Microsoft were hoping that the promise of a performance-enhancing Game Mode will move gamers to Windows 10 before the mode even goes live, and whether or not it provides any actual enhancements to game performance. Honestly, I think they're more likely to gain new Windows 10 "converts" in the PC gaming community just from gamers buying new PCs.

January 29, 2017

"Windows 10's Update is a terrible piece of software"

That's a quote from Alexsander Stukov, an software engineer who spends days running stress tests and cloning virtual machines, whose testimonial is just one of several from this piece by Sean Hollister @ c|net:
Maybe you're delivering a presentation to a huge audience. Maybe you're taking an online test. Maybe you just need to get some work done on a tight deadline.
Windows doesn't care.
Windows will take control of your computer, force-feed it updates, and flip the reset switch automatically -- and there's not a damn thing you can do about it, once it gets started.
If you haven't saved your work, it's gone. Your browser tabs are toast. And don't expect to use your computer again soon; depending on the speed of your drive and the size of the update, it could be anywhere from 10 minutes to well over an hour before your PC is ready for work.
As far as I'm concerned, it's the single worst thing about Windows. It's only gotten worse in Windows 10. And when I poked around Microsoft, the overarching message I received was that Microsoft has no interest in fixing it.
[...]
I know what you're thinking: "How many times do you have to get burned before you get a Mac?" Or maybe a Chromebook. Or even an iPad with a keyboard cover -- anything but a Windows machine that can just spontaneously restart while you're in the middle of mission-critical work.
That's pretty much the direction I've been leaning in recent months. And after hinting there might be a MacBook purchase in my immediate future, I asked a Microsoft spokesperson if the company was doing anything about forced updates.
Here's the statement I got:
Once a machine is upgraded to Windows 10, it will remain current through Windows Update for the supported lifetime of the device, with safety and security, productivity, and entertainment value over time. This is what we mean when we talk about delivering Windows as a service, and it is one of our core inspirations for Windows 10. We'll keep listening to our customers, improving the experience month after month. Windows 10 is an operating system that will run on a range of devices -- from Xbox to PCs, phones to tablets and tiny gadgets -- all of which are connected and kept up-to-date by Windows Update. Both enterprises and consumers benefit. The optimum way to ensure our customers are running the best Windows is to get them the latest updates for Windows 10. Delivering Windows 10 as a service means we can offer ongoing security updates, new features and capabilities - we'd like to make sure people can get access to the latest Windows 10 updates as soon as they are available.
In other words, Microsoft thinks it's super important that you get the updates. "Auto-restarts" are a feature, not a bug.
In fact, Microsoft has been actively getting rid of ways to keep users from disabling automatic updates: in Windows 10 Pro and above, you used to be able to do that from the Group Policy tool. As of the Windows 10 Anniversary Update, though, that option is gone. (You can still schedule a restart, but it involves doing a lot of work to change the annoying "ready or not, here it comes" default.)
And while the next version of Windows will let you stave off updates for a 35-day period (if you paid extra for a Pro, Enterprise or Education-grade copy of Windows, which sounds like a moderate form of blackmail), my understanding is that even those versions won't let you cancel an update that's already been delayed and is now about to occur.
In other words: you'll be helplessly watching your computer turn itself off, just the same as usual.
[...]
I think it's time we send Microsoft a message that this isn't okay -- that the computers we bought and paid for with our hard-earned dollars are ours to use whenever we want, not just when Microsoft says so. I need a reliable PC, a computer that's ready for action whenever I need to report on a story, jot down notes from an interview, or liveblog a keynote. Share this story if you feel the same.
There's got to be a better way of handling these updates. Perhaps by automatically installing them when a PC and its owner are both asleep? That's what college freshman Alexandria Seabrook suggested, right after she told me how furious she was with her Windows machine. Or maybe Microsoft could take a page out of the Apple and Android playbooks and let users decide when to update.
I generally like Windows. But if I can't find a Windows PC that's always ready for work, my next computer will be a Mac.
Have a said recently, how glad I am to have dodged this particular bullet by staying with Windows 7? Because I am. Because this is some bullshit, and it's been a "feature" of Windows 10 from the get-go, meaning Home users (i.e. the "free" version) have always been hit first and worst by it, with no end in sight. The only way to get even a little relief is to cough up some cash.

"Fuck you, pay me." Paulie would be proud of Microsoft.

Microsoft have caught a bit of a break in the form of Apple's post-Jobs stumbling, which has seen them imitating the worst aspects of the Microsoft playbook while rolling out their latest iteration of MacOS, or MacBooks which lack most of the ports that people actually use, but MS shouldn't be feeling too comfortable, here. Faced with a business plan that feels like something from Goodfellas, and a product that users find frustrating, at minimum, to actually live with, a lot of current Windows users might still find themselves choosing Mac or Linux for their next PCs.

January 28, 2017

Microsoft's fake stats show Windows 10 market share growing steadily

It's just about the end of the month, which means we're only days away from seeing new OS market share stats from the likes of StatCounter and NetMarketShare. And, true to their form of the past year, Microsoft are trying to preempt the actual stats with their own version of these numbers, apparently hoping to keep the hype train rolling, regardless of what reality has to say about Windows 10's actual adoption rate.

MS's stats have always been rather... generous, shall we say? to Windows 10, but their latest pronouncement has at least one tech blogger just straight up calling them bullshit.

From Wayne Williams at betanews:
While NetMarketShare’s OS usage share figures show the new operating system doing fine, but lagging some distance behind Windows 7 (as you'd expect), Microsoft’s figures paint an entirely different picture.
Five months ago, the software giant showed Windows 10 hitting 50 percent in the US, and two months ago, it had the new OS overtaking Windows 7 globally. Today’s update though stretches the believability just a little too far.
[...]
So why do I say the numbers are fake?
Well, the growth of Windows 10 and the decline of Windows 7 is just way too neat to be real. According to the Windows Trends figures, Microsoft grew by exactly one percentage point a month, every month from July to November (42 percent, 43 percent, 44 percent, 45 percent, 46 percent). At the same time, Windows 7 declined by exactly the same amount.
And if that doesn’t sound unlikely enough, Windows 8.1’s share went up one percentage point in August (to 13 percent) and hasn’t changed since. Windows 8’s share (2 percent) hasn’t wavered either. And that's ridiculous. Windows 8.x is an OS in decline.
It’s possible the new numbers are just placeholders, and Microsoft has dropped them in while awaiting the real figures (although why it would do that I have no idea). But if that's not the case, then I call BS. Microsoft’s Windows share numbers have been raising eyebrows for a while, but this latest lot smacks of just being made up.
You tell 'em, Wayne. It's great to see that some folks in the professional tech media are starting to tire of Microsoft's PR BS. Suddenly, I can't wait to see the reaction to the actual numbers, when they come out on Wednesday.

January 25, 2017

Scorpio may not be 90 FPS VR capable, after all

Either that, or VR just isn't the selling point that it seemed to be, a year ago.

From TweakTown:
One of the main selling points of Microsoft's new high-end Project Scorpio--besides delivering "the highest res at the best frame rates without no compromises"--was its virtual reality capabilities; Microsoft was keen on pushing a higher-end VR experience that would eclipse what Sony offers with its PS4-powered PlayStation VR headset. Xbox General Manager of Game Publishing Shannon Loftis has said that Project Scorpio can deliver high-fidelity VR at 90 FPS.
But has this changed? Has Microsoft shifted gears away from premium VR gaming with its new console? All mention of 'high fidelity VR' has been erased from Project Scorpio's website. This is particularly interesting timing because Microsoft has recently hired many of the industry's top tech-makers like ASUS, Acer, Dell, Lenovo and HP to create Windows 10 powered VR headsets. I postulated that this move would help foster Project Scorpio's own ambitious VR plans, but it appears that instead of pushing things forward, these OEMs might have encountered a snag in the progress, thus affecting the console's VR-ready status. 
One thing that's also different is that Microsoft no longer claims that Project Scorpio is the "first and only console to enable true 4K gaming." This is likely at the behest of its own community and Sony fans, especially considering the PS4 Pro can deliver upscaled 4K gaming as well as VR.
I doubt this development will affect Scorpio's reception much, one way or the other, but it is interesting. It either points to (a) VR having a much higher cost in graphical processing power that Microsoft expected, or to (b) VR being significantly less attractive as a selling point that Microsoft expected, back when Scorpio was first announced. Both of these may say more about the problems facing VR, than about the problems facing MS's new XBox model as they attempt to claw their way back into competition for the current "console" generation.

Microsoft's anti-competitive bullshittery not limited to Edge

From Softpedia:
Microsoft is working at full speed on getting the Windows 10 Creators Update ready for the public launch, but according to a new discussion on reddit, the company might have made a change that many users didn’t actually expect.
A post that went live this morning reveals that the uninstall option is no longer available for some apps that come pre-loaded with Windows 10 even though the same option was there before the latest Creators Update builds.
User jantari reveals that he can no longer uninstall many of the pre-loaded Microsoft apps with a right-click in the Start menu because the “Uninstall” option is no longer there, while in the Apps & Features section of the Settings app, the same “Uninstall” button is grayed out and cannot be clicked.
Other users who responded to this thread confirm that the uninstall option is gone and many of the apps that are part of build 15014 can no longer be removed.
It wasn't that long ago that Microsoft were making news by adding the ability to remove, and keep removed, these same pre-loaded apps (because Win10's Update kept reinstalling them), but it looks like they're backsliding. Because fuck you, and what you may or may not want installed on your PC; if you've installed Windows 10, then as far as Microsoft are concerned, it really isn't your PC anymore. Also, who wants to bet that pricier versions of the OS will include the ability to uninstall these pre-loaded apps?


Linux is looking more attractive all the time.

January 24, 2017

Microsoft's anti-competitive bullshittery with Edge

From betanews:
Microsoft is no stranger to pissing people off, particularly when it comes to Windows 10. There have been endless cries about forced updates, complaints about ads, moaning about privacy, and now the CEO of Vivaldi has lashed out at the company for its anti-competitive practices with Microsoft Edge.
Jon von Tetzchner says that Microsoft has forgotten about the "actual real-life people that use technology in their daily lives." He takes particular umbrage at Windows 10's continued insistence of resetting the default browser to Edge.
Indicating that his patience has now run out, von Tetzchner points to a 72-year-old friend who was confused by the change and unable to reverse things. He says that Microsoft is failing to respect the decisions made by users, and this is something that needs to stop.
Every time Windows 10 upgrades, it changes the default browser to Edge. Same thing tends to happen when a new browser is installed -- for some reason, it leads to restoring Edge as the default option. Not the new browser, and not even the browser that was there as a default one previously.
[...]
As someone involved in the development of software, von Tetzchner is acutely aware of the desire to increase user numbers. But this is not an excuse for foisting unwanted software onto people:
Our goal as technology companies should be to provide great software to our users. At the same time, we should accept that some users prefer software created by other companies. It is our responsibility to be fair to the users, and this is what should drive the technology industry forward. Stripping users of their ability to choose or forcefully limiting their options stalls progress. Focusing on building great products is what should drive us to excel.
[...]
Where has the user's absolute prerogative to make a choice gone?
It is time to do the right thing. Stop stealing the default browser, accept user choice and compete on the merits.
The problem is that Microsoft know that they can't complete on the merits. They know that what they're pushing is shite that consumers wouldn't adopt voluntarily, given a choice, which is why they're abusing the access that they have as gatekeepers of the OS itself in as may egregious ways as they can think of. DJT's DoJ probably won't do anything, either, unlike last time,  given how many corporate CEOs he's nominated to head basically every department of his administration. Consumers' rights seem to be the furthest thing from the new U.S. Administrations' collective minds.

Von Tetzchner is absolutely right about this, though. Microsoft's anti-competitive and anti-consumer bullshit is completely off the chain. Their behaviour is the opposite of market forces in action; it is, instead, the worst sort of monopolism. It really does need to stop... but it won't. Not unless and until Microsoft is forced to stop, which doesn't look like it's going to happen anytime soon.

January 21, 2017

What happened to VR?

Well, if you're reading my blog, then you probably already know what happened, but Business Insider has a pretty fair assessment of the state of VR play:
Over the past year, evidence has stacked up that VR isn't as hot as everyone thought it'd be, and it feels poised to go the way of the smartwatch, a once-promising new computing platform that ultimately flopped once introduced into the real world.
The evidence is tough to ignore.
Following the launch of the Oculus Rift and HTC Vive, we have yet to see a breakthrough game or app. Plus, the cost is prohibitive for most people: The headsets start at $600, and go up from there if you want the motion controllers and other accessories. Plus you need a powerful computer to run the hardware, which will run you at least another $500.
Sony was supposed to be the savior of the high-end VR headset. Its new PlayStation VR is designed to work with the tens of millions of PlayStation 4 consoles already out in the wild, giving it an immediate advantage over the competition. But, like with Vive and Oculus Rift, there wasn't much enthusiasm around the games and content for the PlayStation VR.
Google appears to be stumbling too. It slashed the price of its new Daydream View headset this week to $49 following a report from Amir Efrati of The Information that Google is "disappointed" with early usage numbers for the device.
Meanwhile, overall sales of VR headsets are very low, and PlayStation VR appears to have performed well worse than expected, according to data compiled by market research firm SuperData.
vr sales forecast
Given VR's lack of a value proposition, I was expecting to see that sales of these expensive white elephants had suffered, but I had no idea that sales for VR hardware were this terrible. So far, only Gear VR has actually topped the million mark in sales; PSVR managed only 28.85% of its sales forecast from only a few months earlier; the Rift and the Vive don't have a million users between them; and Google is selling Daydream at fire sale prices, apparently oblivious to the fact that a $50 add-on to an $900 Pixel smartphone still puts its VR offering well above the price point of either Oculus' or HTC's offerings.... for a smartphone-based VR experience.

This is beyond simply "not pretty." This is disastrous. And there's no sign of it improving significantly anytime soon. It's a good thing that Mark Zuckerberg is OK with spending another $3 billion on VR R&D before seeing a dollar in profits, because they're not going to be making a profit on Oculus anytime in the foreseeable future. Neither are HTC, Valve, Sony, or Google. Or anyone else that's pinned their hopes (and futures) to the VR hype train.

BI's article ends with the blunt assertion that VR "is going to remain a niche product at best." Honestly, given how badly VR is performing so far, and how many hurdles it faces, I think that's an overly optimistic assessment. So far, VR isn't even a large enough niche to turn a profit, given how expensive it is to develop for the platform.

The week's bad and ugly in Windows 10 (and the good in other OSes).

I'd mentioned MS's new bit of advertising bullshit in passing yesterday, but its badness really deserves a closer look. Fortunately, PC Mag have us covered:
Microsoft really wants you to use its software products as well as running Windows 10, and that includes the Edge browser. But it can't stop you choosing to use an alternative web browser. However, if you opt to use Chrome, then expect to start seeing adverts right on your Windows desktop.
As Myce reports, if you have Chrome installed and the icon present on the Windows Taskbar, chances are you're going to start seeing a pop-up advert appear [...] suggesting you install Microsoft's Personal Shopping Assistant Chrome extension. Microsoft touts it as "Your smart shopping cart across the web."
Opting to install the extension results in Microsoft monitoring which products you've searched for and viewed while using Chrome, and then offering to compare those products to find the best price. There's also alerts when prices change, and the ability to track products across all your devices. Of course, Microsoft will make money if you opt to purchase any products using the Assistant.
[...]
Reviews of the extension, as you've probably guessed, are not great. Users refer to it as "spam" and "adware," and there's multiple calls for Microsoft to stop advertising it on Windows 10. "The assistant is poorly designed and implemented" and "Spammed by Microsoft to install. Doesn't really do much to assist in my shopping" sum up the kind of feedback Microsoft is generating.
This is a move that I've come to regard as classic Microsoft: rather than making something actually good, that people would actually want to use, MS have banged out a piece of crap that even they have no confidence in, and are now abusing their control over the OS to push it on users in the most aggressive and intrusive way possible. It's bullshit, of exactly the kind that inspired nearly half of all PC users to stay with Windows 7 rather than be subjected to this sort of nonsense.

Worse yet, it's coming at exactly the time when MS are also fucking up their sales pitch to desperately-needed Enterprise customers. From Digital Journal:
This week, Microsoft publicly claimed its own Windows 7 operating system is "long-outdated" and based on insecure security models. The statement has been criticised by security experts as the OS is still three years away from the end of support.
Microsoft posted a lengthy piece to its German newsroom in which it said an "early goodbye" to Windows 7. It suggested the aging platform cannot support the "increased security requirements" of modern devices and internet users, advising customers upgrade to Windows 10 for increased protection.
[...]
Its post has been criticised by security experts though. According to people in the industry, there is no reason to migrate away from Windows 7 today, interpreting the company's claims as an effort to increase Windows 10's adoption. Some experts suggested Windows 10 is actually less secure than Windows 7.
German Windows expert Günter Born published a response to Microsoft's article on his blog that explains the company's flawed logic. Born cited a recent study from Carnegie Mellon's CERT division that presents in great detail evidence showing Windows 10 is less secure than Windows 7 in some situations.
Windows 7 with Microsoft's EMET security software offers better protection than Windows 10 without, according to the study. In its enterprise marketing materials, Microsoft implies Windows 10 does not need EMET. Last year, it announced EMET will be discontinued on July 31, 2018, to the protest of many users.
[...]
Born also noted that Windows 10 isn't what many business customers want. Microsoft's focus on attracting new users and appealing to consumers has led to feature bloat that isn't desirable on enterprise systems.
"Machines with Windows XP and then Windows 7 have been a solid foundation for my SoHo business," said Born. "Windows 10 isn’t what I need as a SoHo business user. It’s focused on things Microsoft’s marketing identified as 'good for the company’s revenue.'"
Again, a now-classic Microsoft move, obviously prioritizing their own interests over their users' to the point of actually making Windows 10 less attractive as a platform, all at exactly the same moment when their own interests rely heavily on Windows users migrating to the Win10 en masse. GG, Microsoft. GG.

Maybe that's why I'm starting to see articles like this one from Paul Thurrott:
With Microsoft looking at new ways of monetizing Windows 10—in many cases, with ever-aggressive advertising in the product itself—I’m getting a lot of questions about alternatives. And while the case for moving off Windows 10 on PCs is not clear, I feel the frustration too.
In fact, I spend a lot more time than you may realize exploring those alternatives. This week alone, I’ve done work on macOS, using my MacBook Air, and I’ve installed the latest versions of Ubuntu and Mint Linux. In other recent weeks, I’ve spent time with a surprisingly high-quality Acer Chromebook as well.
I do this with no sense of joy. And to be clear I still find Windows 10 to be the obvious winner when I evaluate what it is that I’m looking for personally. And that’s true regardless of my job: Were I to suddenly hit the lottery, I’d keep using Windows 10 myself. I mean, I’d probably buy a really expensive Surface PC. But I would stick with Windows 10.
This isn’t the case on phone, of course, nor is it true on tablets. On these form factors, Windows 10 is either unusable (phone) or pointless because of the lack of ecosystem support (tablet). Phones and tablets, though, are more clear-cut: You should choose iPhone or Android on phone (I prefer iPhone), and iPad if you want a tablet. (I am not aware of a single decent Android tablet, which I still find curious.)
His list, oddly, places the wildly unpopular (and no longer available) Windows 8.1 at the very top, followed at #2 by the much more popular Windows 7; MacOS sits at #3, which probably isn't much of an option for most users given that you'd need to buy an overpriced Mac PC to get it; the much more affordable Chromebook clocks in at #4. 

The most affordable option, Linux, is last on Thurrott's list at #5. Linux will run on any PC you own, of course, and is completely free, but it doesn't natively run Windows apps, and its bewildering assortment of distributions/versions, and its learning curve, are clearly hurting it. Linux developers clearly need to start doing a better job of working together to "sell" their platform to new users, but Mint looks like one of the simplest available options. 

Thurrott's list isn't interesting as much for its recommendations, however, as for the fact that it exists at all. Thurrott likes Windows 10, remember, something that he mentions more than once in the article, but has been fielding so many inquiries from readers wanting off the Microsoft hamster wheel that he felt compelled to compile a list of recommendations. When even Windows 10's fans are talking about alternatives to the OS, it's probably not a good sign for Redmond.

In a couple of weeks, we'll get the first OS Market Share numbers of the new year. Thanks to Microsoft's hamfisted ineptitude, I'm expecting them to look almost exactly the same as the last numbers of last year: with Windows 7 still wildly popular among PC users, and Windows 10 growing very little, if at all. Satya Nadella's team truly need to re-think their approach, here, if only for Microsoft's own sake, and there are some hints of awareness on their part about how badly the ham-fistedness is hurting them.

Still, I'm predicting very little actual change in their tactics until closer to the end of the year, when Windows 10 still won't have taken off with Enterprise users in a way that even Nadella can't ignore anymore. Whether Nadella is actually capable of overseeing that kind of a tactical, and possibly even strategic, shift, and whether Microsoft's board of directors will be willing to let him try, are yet to be seen. Nadella's bet heavily on Windows 10, and it's not a stretch to say that his own success is heavily tied to the success of the platform; if the platform fails to thrive, Nadella's days as head of Microsoft may be numbered.


January 20, 2017

Microsoft switch from sticks to carrots

Having spent most of two weeks attempting to terrify Windows 7 users into switching to Windows 10, Microsoft are now falling back on the one tactic that has actually worked to inspire people to make that switch: they're giving it away again. Sorta.

From eWeek:
Businesses that missed out on Microsoft's free Windows 10 upgrade offer now have a second chance, provided they subscribe to Windows via the software giant's Cloud Solution Provider (CSP) partner program.
Microsoft announced the impending availability of the Windows 10 operating system as a subscription service during the Worldwide Partner Conference (WPC) in Toronto on July 12. In September, the companies and its partners began offering Windows 10 Enterprise E3 licenses for $7 per user per month.
Now, as an added perk, Microsoft is enabling those customers to upgrade their Windows 7 and Windows 8.1 PCs at no extra cost. The offer extends to users with Windows 10 Enterprise E3 and E5 subscriptions as well as Secure Productive Enterprise E3 and E5 plans.
[...] 
Once older Windows machines are upgraded to Window 10, the OS is theirs to keep, said Nic Fillingham, small business product manager at Microsoft Windows Marketing.
"The Windows 10 upgrade licenses issued as part of this process are perpetual and associated with the device. This means the license will not expire or be revoked if the customer chooses to end their Windows cloud subscription in the CSP program," he wrote in a Jan. 19 blog post.
Microsoft's earlier scaremongering was probably aimed at Enterprise customers, who have (so far, anyway) been in no rush to switch to Windows 10. MS's corporate strategy really needed them to switch, and to pay for the privilege; in the absence of those two things happening, however, MS have apparently decided that they'll settle for one of two.

The problem is MS resorted to scaremongering first, and then attempted to sweeten the deal. Normally, the carrot is dangled in plain view before one begins tactlessly brandishing the stick, but MS have done these things in reverse order, and possibly further undermined trust in Windows products in the process. MS spent years trying to convince us that Win7 was safe as houses, remember, before suddenly announcing that Win7 was critically flawed in ways that they hadn't previously disclosed... and then announcing that they're giving it away again.

Oh, and they're adding more adverts to the OS, too, in the upcoming Creators Update. Gotta make money, somehow, I guess. They're apparently not going to make any by selling copies of Windows 10.

We'll see in upcoming months whether either the scaremongering or this renewed giveaway succeeds in pushing/pulling Enterprise users to Win10, when all previous attempts to appeal to them have failed, but one thing is clear: weak expressions of remorse notwithstanding, Microsoft's ham-handed ways are still very much a thing, and will be for the foreseeable future. This is just who MS are, now, and apparently who they'll continue to be, at least for as long as Satya Nadella is running the show.

January 18, 2017

The cost of Oculus

I'll be honest -- I'm not all that interested in the blow-by-blow of Zenimax v. Oculus proceedings. There's no legal precedent that the case promises to set, and with plenty of other players in the VR game, no obvious wider ramifications should Oculus end up being shut down; there's just a lot of "we say, they say" back-and-forth that won't really make sense until the judge tells us whose version of events is more credible, and whether Oculus gets to stay in business.

That said, it was somewhat interesting to learn how much Facebook paid for Oculus (US$1 billion more than previously reported). More interesting still, though, is the revelation that Facebook are apparently planning to sink another three billion dollars into VR, apparently with no profits in sight.

Facebook is planning to pour $3 billion into virtual reality in the next decade in an effort to improve the tech.
The revelations came from the company’s head honcho himself, Mark Zuckerberg, who made the remarks while testifying in a federal court, reports The New York Times. The Facebook founder was surprisingly forthright in his projection for VR — which was released to the masses last year in the form of several devices from the likes of HTC, Sony PlayStation, and Facebook-owned Oculus — claiming the computing platform’s experience isn’t currently “good” enough for general users.
This is interesting for a couple of reasons.

First, the admission that VR simply isn't good enough yet, is new; everything up to now has been hype, hype, hype, with the seeming expectation that consumers will stump up hundreds (or thousands) of dollars for tech that has a ton of issues and no real use. All of the VR hardware developers have been full of breathless optimism about the usefulness of their devices until now; Zuckerberg is the first one to admit that VR simply isn't ready for prime time.

Second, this is the first sign we've seen from one of VR's biggest players that they realize just how much more money they're going to have to spend developing VR technology before it actually is ready: VR is going to cost Facebook billions of dollars, on top of the billions of dollars they've already spent, before they expect to see any return to speak of. I guess this is one advantage of having a (former) silicon valley start-up paying your bills: losing money for years on end with only the vaguest promise of profitability somewhere down the line is basically the dot-com playbook, and Facebook is one of the most successful dot-com survivors out there.

Whether Facebook's current shareholders are on board with this strategy, and willing to continue playing along, remains to be seen. If they are, and if Zenimax v. Oculus doesn't end up crippling Facebook's Oculus operation somehow, then Facebook might actually be able to make VR into a thing in a decade or so. It still won't be the current generation of VR tech that becomes a thing (something that some people have been predicting for months), and you still don't have to buy into VR anytime soon, but since there might actually be a next generation of Oculus' VR headset, the tech isn't dead yet.

And if HTC/Valve, Sony, and other VR headset developers are also willing to spend billions on research and development for the next decade, then Rift 2.0 could have plenty of company/competition when that happens.

Now, if Zuckerberg & co. could just see how short-sighted their "walled garden" approach is, when it comes to developing VR as a platform... Ah, well. Billion-dollar baby steps, I guess.

January 17, 2017

In other VR news

Zenimax v. Oculus seems to be gathering steam, with Mark Zuckerberg taking the stand today, and Zenimax claiming that Oculus/Facebook have destroyed evidence, so I'm thinking that the last thing Team Oculus want to hear is that developers are more interested in HTC's Vive than in Oculus' Rift, as a platform.

Wishes are not fishes, though, and interest in HTC Vive apparently is surging, as VR developers reveal they prefer it to Oculus Rift. At least, so says Richard Scott-Jones at PCGamesN:
Game developers making VR titles are showing a preference for Valve and HTC’s Vive headset over the Oculus Rift, according to the Game Developers Conference (GDC) 2017 survey. On every category - games in development, future platform of choice, general interest and platform exclusives - the Vive was in the lead. This is especially significant since the Vive was behind the Oculus in some categories as recently as last year.
Among the survey respondents who are making VR games, “24 percent are currently making games on HTC and Valve’s Vive headset, 23 percent are supporting Oculus Rift, and 13 percent are supporting Sony’s PlayStation VR,” according to the findings. Though that’s a scant lead for the Vive, it's a huge surge compared to last year, when it was on just six percent (the same as the PlayStation VR) to Oculus Rift's 19 percent.
Looking to the future, when devs were asked which platform they would use for the game after their next, 40 percent said the Vive, 37 the Oculus Rift, and 26 the PlayStation VR, in another clear sign that more devs are interested in developing for PC than console when it comes to VR.
An explanation for this apparent trend is not given, but it's not unreasonable to think that Oculus' "walled garden" approach to a VR market that basically doesn't even exist yet may be turning developers off the Rift as a platform; HTC and Valve have pursued a much more open approach to development on the Vive, and with the most popular PC games marketplace, Steam, available for the distribution of Vive games, Oculus' attempt at exclusivity may just end up squeezing them out of the VR market before that market has even formed.

At least, that's how Epic Games' Tim Sweeney sees it; from digitaltrends.com:
Epic games co-founder and Unreal Engine creator Tim Sweeney recently said in an interview that the HTC Vive virtual reality headset is outselling the Oculus Rift by 2-to-1 worldwide. Why? Because Oculus VR is following Apple’s software distribution model that many describe as a walled garden, which means the company’s device supports software sold through a proprietary store by default. By contrast, HTC doesn’t use that method for the Vive, providing a completely open platform where owners can purchase games and experiences from many different online markets.
“When you install the Oculus drivers, by default you can only use the Oculus store,” he said. “You have to rummage through the menu and turn that off if you want to run Steam. Which everybody does. It’s just alienating and sends the wrong message to developers.”
The fact that PCGamesN's survey showed developers to be more interested in HTC Vive than they are in PSVR, in spite of PSVR initial sales success, would seem to support this theory; PSVR is also a walled garden, and a console to boot, and the Vive's open approach and PC platform position (Steam's 125+ million users is still far more than PS4's 50+ million) seem to be outweighing even PSVR's larger installed user base when it comes to generating developers' interest in the platform. With Oculus having both slower sales and a walled garden, Vive may have too many advantages for Oculus to overcome, even before any impact is felt from the huge spectacle of their court battle with Zenimax.

Added to that, VR generally is still struggling to convince consumers to invest, and cheaper PCVR headsets are coming to compete with both the Rift and the Vive. Facebook's deep pockets notwithstanding, Oculus may be in trouble, here.

Is PSVR already a failure?

PlayStation VR is the best-selling non-mobile VR headset so far, with an attractive price point and low hardware requirement that drew people to it over the holiday season, in spite of an anaemic (IMO) lineup of available content. Less capable than Oculus' Rift or HTC's Vive, PSVR was nonetheless more popular, and was being touted by some as the VR rig that would help drive widespread adoption. 

So it's a little weird to see articles popping up like this one, from Upload:
Community Download: Is Sony Pulling Away From PlayStation VR?
Sixteen days ago we exited what many people were calling the “year of virtual reality.” 2016 was considered to be the year that VR finally made the transition from science fiction fantasy to a real consumer product available at your local Best Buy. Last year, the Oculus Rift (Facebook), HTC Vive (HTC and Valve) and the PlayStation VR (Sony) all debuted, and Samsung just announced 5 million of its Gear VR headsets have shipped. The PS VR in particular was anticipated as the guaranteed success of the tethered headsets. With a plug-and-play install base of around 50 million PS4s, and the monolithic might of Sony behind it, it was the best bet the VR industry had. And yet as 2017 begins, the question must be asked: is Sony already beginning to pull away from PS VR?
Now before you all start tying your move controllers into nunchucks with which to bludgeon me to death, let me explain myself. No one is saying that Sony is abandoning its newborn platform a couple months after launch. There are, however, some eyebrow-raising things to consider. Lets knock them out one at a time.
The list includes Sony's closure of Guerrilla Cambridge, their own (i.e. first party) VR studio; the recent failure of PlayStation Vita and PlayStation Move, demonstrating their willingness to cut bait rather than keeping fishing, if consumers fail to bite; and sales that ended up being well below projections, something which is currently bedevilling VR across the board, which would seem to indicate that consumers aren't biting.

And that's not the only article of its king to come out in the last few days -- check out this piece as well, from Forbes:
Is Sony's PSVR Doomed Heading Into 2017?
Everyone is buzzing over the Nintendo Switch right now, but I wanted to cast my attention backwards to a piece of hardware that came out just a few months ago, Sony’s PlayStation VR. Despite debuting in October 2016, the first console-based VR headset seems to have almost disappeared completely from conversation in the industry.
Sony themselves certainly isn’t talking about it much. Despite being more than happy to boast about how PS4 and PS4 Pro have now amassed over 50 million sales, they have yet to publicly comment on how many units PSVR has sold. Sony has previously said that sales for PSVR are “on track,” but will not explain what that means, exactly. Later, Sony’s Kaz Hirai elaborated a bit more to Daily Star Online:
“We've always said it's going to be a slow start, unfortunately, we did produce a lot of units but we ran out of stock in some retailers, but I think based on reports coming out of the holiday season, we're actually happy with the numbers.
"One of the reasons we're not talking about the numbers so much is because we don't want the numbers to take a life of their own."
The “life of their own” the numbers would take on is presumably a story about how PSVR is not exactly tearing down the house when it comes to sales. SuperData Research previously revised their estimates for 2016 sales of PSVR from 2.6 million to 750,000, which is still more than Oculus and HTC, but obviously nothing to brag about, given Sony’s silence.
Now, it's early days yet for PSVR, and it's still possible that the thing could still catch fire, but I'm still seeing all the same problems with PSVR that I see with VR as a whole (i.e. too many unresolved technical issues, with not nearly enough compelling VR-exclusive content to drive adoption), with the added problem that the PSVR package leans heavily on cameras and controlled from the aforementioned PlayStation Move... which flopped.

Is PSVR the next PS Vita? Is it doomed? Only time will tell, but... 


Let's just say I have a bad feeling about their chances.

January 14, 2017

Why I don't expect much from Microsoft's new "gaming mode"

I've been seeing reports about this for at least a week, now, and was waiting for Microsoft to confirm its existence before weighing in.

Well, it looks like they've finally confirmed it, according to Softpedia:
Microsoft has officially acknowledged that it’s working on a gaming mode for Windows 10 that would have the operating system prioritize resource allocation for certain processes, while putting less critical ones in standby mode to improve gaming performance.
The recently-released Windows 10 build 15007 came with an early implementation of the so-called Game Mode, but just we told you yesterday, it doesn’t do much at the moment.
After the company remained tight-lipped on its efforts to launch a game mode, a post on the Xbox blog this morning set things straight and officially confirms that such a feature is in the works.
“Our goal is to make Windows 10 the best Windows ever for gaming. With the Creators Update, we’re introducing a new feature called Game Mode,” Microsoft says.
“Windows Insiders will start seeing some of the visual elements for Game Mode this week, with the feature being fully operational in builds shortly thereafter. Our vision is for Game Mode to optimize your Windows 10 PC for increased performance in gaming. This is a big update for Windows; we’re looking forward to Insiders getting their hands on this new feature for further testing, and we’ll have much more to share on what it is and how it works soon, so stayed tuned.”
So, what does this really mean for gamers?

First, you can expect this to affect UWP games only.

Seriously, I'll bet money on this: Game Mode will optimize for UWP only, and not be accessible for normal executables like you get from, e.g., Steam. Since UWP games currently perform worse than their Steam (or Origin, or BNet, or UPlay, or GOG) counterparts pretty much across the board, this won't mean boosted performance for games in Windows 10 so much as long-overdue parity between native UWP games and games bought from other platforms.

You can expect this to make little difference, if any, to how PC gamers buy their games.

It might help sales of Microsoft titles launched on Windows 10, but since it won't affect Steam games at all, don't expect gamers to abandon Steam for the Windows 10 Store for their game purchases. Microsoft dropped the ball when it came to the UWP gaming experience, resulting in bad experiences for most of the native UWP titles released to date, from missing functionality and sub-par performance in games like Quantum Break to miserable sales and resulting non-functional multiplayer in Call of Duty: Infinite Warfare. That bad taste won't be going away anytime soon.

Since Game Mode isn't going to improve Steam users' gaming experience with the Steam games they already own and play, most of them probably won't even notice the difference. And since most of those same users are already thoroughly turned off the Windows 10 store already after a number of sub-par or outright terrible game purchasing experiences, I'm not expecting them to stampede to the Windows 10 Store in order to buy native UWP games with which to test Windows 10's new Mode.

Don't expect developers to start developing native UWP versions of games.

With gamers reluctant to drop cash on native UWP versions of new games, developers will have little, if any, incentive to spend extra money making and optimizing native UWP ports of their titles. It's much easier and cheaper to use the Centennial Bridge to simply put a UWP wrapper around a Windows 7/8 executable in order to get it on the Windows 10 store front; and since Game Mode isn't going to optimize performance for anything except native UWP games (seriously, count on it), games ported over via the Bridge won't benefit.

This was part of Microsoft's UWP strategy, remember: the extra cost of developing native-UWP software was supposed to combine with the year-long free giveaway of Windows 10 to push developers into developing native UWP games at the expense of Windows 7/8 (i.e. Steam) versions, making the UWP marketplace larger and thus more attractive to developers wanting to maximize profit while minimizing costs. Bur Windows 10 Mobile was a big part of that, and subsequently failed to happen, while GWX turned Windows 7 & 8 users off completely, meaning that UWP only reaches 25% of the PC market, and isn't actually a better bet than just releasing a normal executable.

Add in UWP's gaming-specific issues, and you get a failure to launch in spite of Windows 10's remarkable penetration of the Steam user base (well above its share of the PC market as a whole), and a pretty clear sign of how badly Microsoft have fucked this up. Most Steam users are using Windows 10, but very few of them seem to be using the Windows 10 Store for their gaming purchases, and even those few are only using Microsoft's storefront to buy Microsoft-published games. The only developers who aren't going to Steam, i.e. where the players are, are those who are trying to push players to their own, competing, storefronts; EA is unlikely to promote Microsoft's walled Windows 10 garden over their own Origin service.

Bottom line:

Unless Microsoft make Game Mode optimization available to non-UWP games, don't expect Game Mode to have much of an impact on the games you play, or the way you buy games in future. That makes Game Mode a nothingburger -- a weaksauce feature that Microsoft is bringing to the table a good year and a half too late to make any difference.

UPDATE:

It might be a good thing that nobody took me up on that bet, because Microsoft are now saying that Game Mode will work with both Win32 and UWP games, at least according to Racing Junky:
Microsoft just revealed everything identified with gaming that is expected with the Creators Update. They began with the rumored Windows 10 Game Mode. Mike Ybarra, Head of Platform Engineering for Xbox, affirmed that Game Mode will be accessible for both Win32 and UWP games.
Mike Ybarra likewise said that upgrades to the Windows Store, still disliked by numerous gamers, are accompanying this release and others later on. As per the blog entry, Windows Insiders will begin seeing the principal visual components (likely UI related) of Game Mode in an upgrade coming soon. Furthermore, the element will turn out to be completely operational in consequent forms. It will likely improve execution while gaming. Microsoft didn’t give more subtle hints on how it intends to accomplish that objective. Be that as it may, they said all of it will be talked about soon.
Whether Microsoft can still convince gamers to ditch Steam for the Windows 10 Store remains to be seen (although I think it's unlikely), but the UWP gaming experience certainly needs a lot of work, and if Game Mode improves the experience for Steam &c. gamers as well, then it might have more of an impact than I'm expecting.

Of course, it may just kill non-UWP game streaming at the same time, if it undermines all background applications in favour of the game in the foreground, so I'm still not completely sold, but I'm now a little more interested in what the details will ultimately end up being. Because the devil is in the details, and Microsoft have a long history of failing at the details of PC gaming, going all the way back to Games for Windows Live.

Other reasons not to get too excited about Game Mode being enabled for Win32 games:
  1. Win32 might only mean XBox 360 backwards-compatible titles through Play Anywhere, and not 64-bit Windows 7 & 8 titles through Steam; in order to include current-gen Steam titles, Game Mode will also need to apply to Win64;
  2. I've been unable to find a 2nd source quoting Mike Ybarra's supposed confirmation of Win32's inclusion in Game Mode;
  3. Mike Ybarra is the head of platform engineering for XBox, and not directly responsible for PC;
  4. The Game Mode feature is still under development, so many of its details are still To Be Determined.
If Game Mode works for Win32 games, and if it improves performance for, e.g., Steam gamers, without undermining their ability to stream games to the likes of Twitch, then it could be a good thing for gamers. But if it just turns PC gaming into a more restrictive, XBox-like experience, then it could be every bit the nothingburger that I'm currently anticipating.

Your move, Microsoft. You've disappointed me over and over again for the last two years, so my expectations are pretty low, here. Time to impress me, and other users and gamers like me.

Microsoft needs to stop scaremongering on WIndows 7

Microsoft spent years convincing PC users that Windows 7 was safe as houses. Now that Windows 10 is out, however, they want to scare people into switching to their new operating system by claiming that Windows 7 really isn't as safe as they've always claimed it to be. That's... awkward, to put it mildly.

From Softpedia:
Windows 10 is now running on more than 20 percent of the world’s desktop computers, and yet, Microsoft’s bigger challenge isn’t necessarily to boost the market share of its latest operating system, but to convince those on Windows 7 to upgrade.
Even with Windows 10 on the market, Windows 7 continues to be the preferred desktop operating system across the world, and third-party data shows that it’s still close to 50 percent market share.
With Windows 7 support coming to an end in 3 years, Microsoft is well aware that it could very well experience another Windows XP moment when users might refuse to upgrade despite the obvious security risks.
So it shouldn’t come as a big surprise that Microsoft has already started the offensive against Windows 7, with a blog post published by the German subsidiary of the software giant pointing to the setbacks of this old operating system as compared to Windows 10.
Here's the thing: with Windows 7 users firmly convinced (by years of Microsoft's claims about that operating system's security) that Win7 is just fine if kept up to date, and Microsoft committed to keeping it up to date until 2020, there's very little chance of those same users believing that they really have to switch after all, for their own good. If Microsoft had made this pitch a year and a half ago, i.e. before pissing away all the trust and goodwill that they'd spent years building with their PC user base, then this might have worked, but GWX happened, and now can't be made to un-happen. 

Bottom line: Users who weren't convinced enough of Windows 10's security superiority to switch OSes for free are almost certainly not going to switch now that switching will cost them, and unlikely to believe anything Microsoft says to scare them into switching. Microsoft just don't have much credibility left with Windows 7 & 8 users, which is why we didn't switch to Windows 10 during their GWX campaign, and they haven't done nearly enough to win back our trust and good will since the GWX push ended. Until they do, I think Microsoft can expect their transparent scaremongering to yield little, if anything, by way of results.

Give Windows 10 Home users the right to opt out of data collection entirely, give Windows 10 Home users the right to update their PCs on their own schedule, and make new features that, e.g., tap users' webcams to monitor whether they're at the keyboard something that users have to opt into, rather than out of... do all that, and give current Windows 7 users some sort of incentive package to want to switch OSes, and maybe they'll consider switching. But with Windows 10 Home coming laden with a bunch of Big Brother corporate bullshit and a US$150 price tag, Microsoft shouldn't be expecting too many takers.

VR is its own killer app, says head of VR firm

I guess we're already at the circling the wagons part of VR's failure to launch.

According to William McMaster, posting at The Huffington Post:
Since this year’s CES, many in the tech community were talking about how VR needs its killer app... a reason for its existence, or it will disappear. As Ian Bell, CEO of Digital Trends said in a recent DigiDay article, “We see technologies that are always on the precipice, but if they don’t hurry and add intrinsic value, the consumer is going to move on. VR is in that space. People right now look at it and say it’s cool but it’s also kind of gimmicky. Unless someone steps up and makes VR relevant, people will move on.”
To an extent, I agree that VR definitely needs to improve in all areas - both in terms of software and hardware ― to reach mass adoption. What I don’t agree with is that that VR is going to be left for dead unless someone “makes it relevant soon.”
VR doesn’t need a killer app to succeed. VR itself is a killer app. VR is a medium.
Emphasis his.

He goes on to say that books didn't become successful because someone wrote one really popular book, and that 3DTV was a feature of a medium, and not a medium itself, and that's why VR will be successful. His entire argument for why VR will inevitably succeed boils down to people being willing to buy into VR in ever-increasing numbers, in spite of its unsolved issues and lack of any practical applications:
VR has already more than doubled its user base every year since Oculus was founded, and if that trend continues, which I think is likely, it will still be 4-5 years before VR has 100 million users. By that point, VR will be a big and mature enough platform to really take off, where you have a large user base buying content to fund the creation of some seriously awesome content. It will take at least another 4-5 years after that to reach a billion users, and by that point will be a major computing platform. So, within a decade it’s fairly reasonable to think that VR could have a billion users.
So says the Head of VR at Virtualise, a VR production studio -- who, incidentally, never once mentions his own conflict of interest here, namely that he's advocating for continued consumer adoption of a platform that will benefit his firm, without once mentioning how it will benefit consumers themselves.

So, let's break down the problems with this self-serving, pie-in-the-sky argument.

Describing VR as a medium comparable to books is ridiculous. 

Books were nothing more than a feature of the written word, adding portability to a medium which was otherwise somewhat cumbersome. And even books didn't become the widespread transformative technology that they ultimately grew into until the printing press made them affordable to everybody.

Also, books did have a "killer app," a single book that helped spur their widespread adoption throughout Western civilization: you may have heard of the Bible? Still the single best-selling book of all time?

The book had a killer app, and was an evolution of a technology thousands of years old, and still needed the printing press to come along, transforming the written word into the printed word, before it could become the powerful force that we recognize from the last couple of hundred years. It took decades for television supplant the printed word as our dominant medium of communication, and decades more for the internet to take TV's place. To say that VR will accomplish that same feat of cultural colonization in 10 years or less stretches credulity to the breaking point.

Saying that VR enables one to convey experiences that can't be conveyed via any other medium is also ridiculous. 

The big problem that VR faces right now is that it doesn't do this. At all. When people say that VR needs a "killer app," they don't mean that it needs one single piece of software that will sell the platform; they mean that someone needs to figure out what VR is good for, and that can't be done outside of VR.

What unique experience does VR provide, that people will want to experience in large enough numbers to drive adoption? Right now, nobody can answer this question; instead, VR's proponents keep talking about how we can't imagine all the future uses for the technology... which is another way of saying that there aren't any current uses for the tech.

When the first true smartphone hit the market, nobody knew just how useful the device would ultimately be, or how widely it would be adopted... but everyone knew it could make phone calls. In addition to its unknown future potential, the smartphone also had immediate utility; all the other uses that people found for the smartphone just added value to a device which already had value. Add in the economies of scale which come with widespread adoption, and smartphones are now everywhere. I know that the makers of VR hardware and content would love for their shiny new thing to take off in the same way, but the simple reality is that VR doesn't offer anything of value, out of the box, that people can't already do without it. Until that changes, VR is not a must-have; it's a gimmick.

VR's user base is tiny, and doubling such a tiny number is not nearly as large a feat as achieving widespread adoption will be. 

Basically, Oculus went from being dev kits in the hands of only the earliest backers, to being basically-finished products in the hands of slightly later backers, to being that same product in the hands of only early adopters... which is where its user base growth seems to have stalled.

We might well see linear growth in the size of VR's user base, but exponential growth will only happen if the growth we've already seen is enough to spur even faster growth, which then spurs even faster growth. So far, that's not happening. Unless VR can present a compelling value proposition to consumers, it simply won't double the size of its consumer user base every year... and without consumer growth, any other growth in VR's user base will also be stalled.

VR can achieve a value proposition by solving VR's many issues (e.g. simulation sickness, or traversal of virtual spaces, or interaction with virtual objects), finding a reason for VR to exist in the first place, and/or reducing VR's cost significantly, but some combination of those factors must happen before VR's user base will increase significantly in size, and all of them will have to happen before it gets anywhere near a billion users.

Right now, VR is the new 3DTV, and consumers have already shown that they're not going to drop hundreds of dollars on a basically-useless display device that's unpleasant to use when it's not gathering dust on a shelf, let alone thousands. To speak of billions of users, without providing some sort of concrete road map to that milestone, really is just so much noise.

McMaster continues his "think" piece with this canard:
I could be wrong, the adoption rate could be slower if the experiences aren’t good enough, or the hardware isn’t affordable and accessible. However, the adoption rate will always keep continuing on an upward trend as long as the hardware is being produced.
Really? Why? Why is that exactly? Apart from the fact that Mr. McMaster would find it awfully convenient (and profitable), why does the adoption rate have to keep increasing, in spite of the tech being fundamentally useless, in addition to being expensive and unpleasant to use? Because I'm not seeing a reason for that to happen, or for companies to be willing to continue to produce the hardware itself, if widespread adoption doesn't start to happen relatively soon.

I'd say that the lack of "good enough" experiences on display at CES were the reason that many in the tech community are starting to have doubts about VR's inevitability. I'd say that the dearth of affordable, accessible hardware is already hurting adoption. Even PlayStation VR, the most affordable, accessible hardware on the market, with the largest library of available experiences, isn't taking off the way it was expected to. Why does any of this have to trend upwards, rather than petering out as the (publicly-traded) corporations that are required to drive it into the mainstream face ever-increasing pressure from their shareholders to show actual results, dropping out of the VR market if/when those results fail to materialize?

McMaster closes his piece with this gem:
And while the consumer market grows over the next few years, the market for VR across industries including health, education, medicine and construction could provide even more potential to the success of the industry. As an example, the use of VR in cognitive behaviour therapy to treat patients with social anxieties or phobias is already proving its worth, and with the biggest tech companies on earth all still firmly committed to VR, things will only keep getting better.
The word McMaster should be reaching for, here, is not so much "while," as "if." If the consumer market grows over the next few years, if applications for VR are found across health, education, and construction, if those currently-vaporous applications can provide more potential success for industries.... ififif. Lots of things could happen; that's very different from saying that they're certain to happen, or even likely to happen.

Also, considering how recent a development VR is, to say that any VR-based therapy's worth is "proven" is nonsense. Early results might be promising, but a lot more data will need to be gathered on the effectiveness of those therapies before anything can be said to be "proven" in any statistically significant sense. Early results can be extremely misleading.

Also, the listing of both health and medicine as separate industries that could potentially benefit from VR is telling, here, because most would consider those to be the same industry; listing them separately feels like an attempt to pad out a list that would otherwise be pretty fucking threadbare. You might as well list both construction and architecture; in fact, it would be more honest to simply list architecture, since VR isn't being used in any actual construction process that I'm aware of; even architects are only using it for virtual walk-throughs of the sort that they've being doing outside of VR for years.

If the world's largest tech companies remain committed to VR, then it's possible that they could solve a lot of VR's issues. 

But remaining committed to VR means a willingness to continue spending billions of dollars, annually, on research and development, while seeing adoption plateau, knowing that adoption will only improve in the technology's next generation, with any profits from VR being farther off still. These are all publicly-traded companies, remember.

Yes, Facebook have a lot of cash on hand, and can afford to lose money on VR for years, but how long will their shareholders be willing to wait for Facebook's multi-billion-dollar bet on Oculus to start paying dividends? Especially when all of 2016 was wall-to-wall hype about how 2016 was going to be the year of VR? After the year of VR that wasn't, actually, how many more years will Facebook be able to keep dumping money down the black hole of VR before their shareholders revolt?

I'm not saying that VR can't become a thing, eventually, or that it won't ever become a thing, eventually. But even McMaster's piece is now talking in terms of 5- and 10-year timeframes, which is a huge step back from the VR evangelists' claims that VR was going to become a thing last year; they're not even claiming that 2017 will be the year of VR, having been burned by 2016. And saying that VR won't really become a thing for another 5 years, or ten years, is the same as saying that it won't be the current generation of the tech that becomes a thing. It might be that the next generation of VR devices will catch fire, or maybe the one after that, but it won't be this one.

Save your money, and your time. 

Wait until the VR's proponents can tell you what the tech will be useful for today, rather than just telling you that it will be useful for who-knows-what applications down the road, once all the bugs are worked out. Early adopters may have money to burn, and a willingness to pay a premium to be glorified beta-testers, but you shouldn't be. If VR can only become a thing if a billion people are willing to spend way more than it's currently worth in order to create a user base large enough for it to be worth the while of huge corporations like Facebook to continue investing in the tech, then maybe it deserves to wither on the vine.