I'm not impressed by the "unique" room tracking of Vive at all. Ultimately is too damn expensive, limited in its use and people would end up buying the more affordable and not too exhotic format, which will likely be the Oculus. .
Limited in its use? You clearly haven't been paying any attention to the Vive whatsoever. It is the LEAST limited solution of all VR systems. It gives you litterally every possible configuration choice. Seated. Standing. Room-scale.
In what way do you see the Vive being limited?
People will buy what appears to be the better value, not necessarilly the more affordable system.
I doubt the room tracking will survive past the Second Generation of VR. It'll be lucky to not completely flop in 6 months after people realize most AAA games not produced by valve won't support it.
Oculus is already going to be releasing hand tracked controllers with a second sensor, that can track your movement. So can the PSVR.
The common dinominator for VR will be hand tracked controls and minimum of standing gaming area. Room-scale is here to stay. I would litterally bet my last dollar on it.
Even with all the massive support from valve's titles, in the end, the market will adapt to a more simplified and standardized VR interface which will likely be a simple headtracking with a single centered sensor, like Oculus.
Massive support for Valves titles? What?
Valve released one first party title for Vive. The Lab. That's it.
The rest of the company's catalog is not Vive enabled.
There are 127 titles listed in Steam that support the Vive. 75+ of those support room-scale, and the majority of those require at least standing space and hand controls.
I doubt MANY people would have enough space to walk around in their houses unless they put their gaming pc in the living room and move all the couch and tables away, (face it, it'd be a pain) otherwise the utility of tracking in a room with less than 2 square meters of useful space would be virtually zero.
the minimum space for Vive room-scale is 2 meters by 1.5 meters. You need less than that for standing VR.
The space requirements for the Vive are no where near what you are assuming.
It's pretty clear you didn't even read the review.
Even so, for tactical FPS (like ARMA) or flight/racing simulators, which are precisely the genre of games I most enjoy and also most benefit from the VR experience, the controls are fixed and you can't really walk around.
Flight and racing games have no need for room-scale, but theres no reason they won't work on the Vive. Elite Dangerous already does, and Eve Valkyrie has been announced for Vive for later this year. No racing games yet, but there's no reason why they can't.
FPS games are absolutely NOT the "most beneficial" for VR. VR makes traditional FPS games infinitely worse because they make the vast majority of people sick.
FPS games in VR will be VERY different than what you are used to as an FPS game.
VR Games that work the best, are designed with what VR offers in mind. Traditional games don't often translate well to VR.
( Unless someone invent a revolutionary wireless controller for FPS that substitute the mouse, without reduced accuracy and that don't need to be programmed by each different game developers I doubt people would ditch the mouse and keyboard for FPSs).
The hand controls are a direct replacement for everything a mouse does, and as a gun, they are infinitely more accurate than a mouse.
The problem is you can't run arround comfortably with a joystick in VR.
The real future of VR, in my humble semi-anonymous vision (yet from someone that graduated in TI and had game design electives) is EYETRACKING, like FOVE is doing.
Fove is no where near ready for the market. The dev kits have just been delayed to the end of the year, and they announced that they have to create thier own tracking system (by the way, FOVE is doing room-scale too).
If you think the FOVE HMD will have more dev support than the Vive and Rift any time soon, you're dreaming my friend.
I agree, eye tracking will be a huge improvement, but we're a year or two away from primetime on eye-tracking VR. By then, HTC and Oculus will be talking about thier second generation kits that will also likely have eye tracking.
Low resolution screen door effect is still a thing, excessive hardware requirements completely reduces the useful market for VR. We can't wait for GPU power to catch up for full 4k rendering PER EYE, which is the bare as some papers have proposed for at least the already limited FOV of 110 degrees.
4K per eye will make the image more crisp, and realistic. There's no doubt about that, but litterally none of these things are deal breakers.
Ask absolutely anyone who's actually tried the current VR kits. Go take a look at the Vive subreddit and see all the testimonials from people who have Vives already that were utterly amazed.
The scalable quality rendering by eye positioning is the only solution that would allow people to play with sub 200usd GPUs.
And that day will come, eventually. Right now, that's not the reality, and getting you a cheaper GPU doesn't help when Oculus and HTC can't keep up with demand as is.
A products success is not measured by your ability to buy it. It's measured by the number of people out there willing to buy it, and right now there's plenty of people lined up waiting to get thier hardware.
Eyetracking also permits extra controls in-game, and a much more precise tuning of the parallax which is limited by the fixed lenses in the design of any headmount display.
Yup. You're absolutely right, it adds more control methods, and it will improve performance, but it's not here yet. It simply isn't.
If you haven't noticed, eye-tracking is somewhat new technology in the consumer space. There's a grand total of one laptop with eye tracking ability right now.
If the biggest players of VR don't embrace the eyetracking technology and scalable resolution, VR WILL FLOP in a couple of years.
Eye tracking is on the horizon, but it's not here for the first generation. Oculus has already said it is looking at eye tracking for the future. Foveated rendering is a goal for the industry as a whole, but it's going to take some time.
The vive room tracking WILL FLOP in less than one years,
Not according at anyone who's tried it. Developers are embracing room-scale and hand tracking. So are the designers of the tools used to create games (Unity, Unreal Engine).
As I said above, I would literally wager my last dollar that room-scale tracking is not going away. Ever.
It may only have some extra-life if HL3 is finally launched by the end of the year and fully utilize its potential. But them, by the time everyone finish the game, the'll put their furniture back on its place and never set up the sensors again. Mark my words.
I have both the Rift and Vive in my house. I had 6 people over on Tuesday to try them both out.
All six people agreed that room-scale tracking is magical.
Please, just got out and try it. All I ask of people is to put thier assumptions aside until they've actually experienced it. I promise you, whatevery you assume about room-scale VR is wrong. Whether you believe it's awesome or not. That goes for everyone, not anyone in particular.