Virtual Reality has long been the End All of multimedia interactivity; The culmination of software and hardware technology that would make the user feel like they are really experiencing a movie or game. In fact, VR has been sought and studied as early as the 1950s. In 1957, Filmmaker Morton Heilig invented the Senosrama. The device was intended to enhance the enjoyment of moviegoers by allowing them to experience various sensations that included, but were not limited to smell, vibrations, and atmospheric events like wind. The concept was novel and forward thinking, but costly and not very economic. Fast forwarding 70 years later, how far have we actually progressed within the medium?
With Oculus Rift’s latest S model on the horizon, I found myself presented with this question once again. My personal and immediate reaction is that the technology is here, but we have not nailed the tactile feel of being completely immersed in the experience . For all the Beat Sabers and other VR enhanced titles that are currently available, it seems very few have been able to step close to, let alone beyond, the realm of differentiation. They do a fine job of expressing the concept of immersion, but you’re always reminded that you’re playing a video game. This may be due in large part to the visual fidelity of most VR games, which are decidedly quite gamey.
We are a far cry from the days of the Sword of Damoclese and Nintendo’s eye burning Virtual Boy, that much is certain, but even considering the magnitude of progress that has been made, there are still points of contention that hinder said progress. One area in particular which has always been a sticking point for me is input and feedback. Too often there is a visual disconnect between what you want and expect to happen, and what actually happens before your eyes.
Valve’s most recent contribution to the medium, Half-Life: Alyx has made some strides where the technology is lacking, and offers insight into areas developers should focus on to improve upon and achieve a truer VR experience. HL:A is the most critically acclaimed VR centric game on the market right now thanks in large part to the level of detail and interactivity that it offers. Movement, weapon reload and handling, and general environmental interactivity are nuanced down to nearly every last detail to the point you truly feel like you are physically present in the digital world around you.
This is all good and well, but it has taken years since the initial release of current gen headsets like the Oculus Rift and HTC Vive to get to this point. Despite the progression of visual fidelity and overall production value, it still feels like the Virtual Reality experience is governed by age old peripheral input devices. We still rely on wand style controllers and analog hardware to interact with the virtual world. This leads to many games missing the 1:1 response mark that truly makes interactivity feel genuine.
Couple this in with the infamous floating hand aesthetic (appendages, items, weapons, etc. float on the screen rather than be grounded or attached in a realistic manner) that continues to plague most design philosophies, and you have an understanding of where the break in immersion comes from. This is why I feel that we’re still missing the mark in tactile feedback. A vibrating controller and headset that makes me feel like a thorough bred at the Kentucky Derby with blinders on aren’t enough. I want to feel the difference of holding a flashlight versus a Beretta. I should be hesitant to open a door not only because of what may or may not be on the other side, but because I feel like I have complete control over the door and complete control over my fate.
The market is more ripe for Virtual Reality than it has ever been, but farmers have yet to bring in a bountiful harvest. Perhaps after a few more seasons of technological advancements we’ll be able to enjoy a fresh and fulfilling experience.