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Forums - Nintendo - Nintendo Switch to have VR: the gamepad is also a VR screen.

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Nintendo Switch to have VR: the gamepad is also a VR screen.

Cool idea. 79 56.43%
 
Bad idea. 61 43.57%
 
Total:140

I have my doubts.



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Edit: Whoops, wrong thread.



Netyaroze said:

Positional Tracking has to be a camera like device. That has to be mounted on a stable position not on your body. Or there is the Vive approach but in this case you need to mount lighthouses in the room. So the portable factor is not really that great if you want to have positional tracking as it would not work outside of the room no matter which method you use. 

 

Oculus showed an inside out positional tracking. But they are in the earliest stages and far away of actually having a consumer grade technology. The inside out tracking problem is not solved yet. 

It's the same as motion plus isn't it? The wiimote has an ir camera and the sensor bar is the lighthouse.

By portability I meant it's not limited by wires tethered to the console and it's easy to take from A to B, not so much playing it on the train. Eg. You could wear one whilst on an exercise bike at the gym and bring it home afterwards without too much hassle compared with PSVR.



Nov 2016 - NES outsells PS1 (JP)

Don't Play Stationary 4 ever. Switch!

Pyro as Bill said:
Netyaroze said:

Positional Tracking has to be a camera like device. That has to be mounted on a stable position not on your body. Or there is the Vive approach but in this case you need to mount lighthouses in the room. So the portable factor is not really that great if you want to have positional tracking as it would not work outside of the room no matter which method you use. 

 

Oculus showed an inside out positional tracking. But they are in the earliest stages and far away of actually having a consumer grade technology. The inside out tracking problem is not solved yet. 

It's the same as motion plus isn't it? The wiimote has an ir camera and the sensor bar is the lighthouse.

By portability I meant it's not limited by wires tethered to the console and it's easy to take from A to B, not so much playing it on the train. Eg. You could wear one whilst on an exercise bike at the gym and bring it home afterwards without too much hassle compared with PSVR.

Ok I see however you would have to take the Cameras/Lighthouses with you. And Set them up where you want to use the device. Its not exactly consumer friendly. 



taus90 said:
First of all, Switch needs to have at least a 1080p screen with a refresh rate of 120hz and rgb pixel arrangment, and tegra is expected to perform at that level with an onboard battery... people are really buying into this!

PS. right now the sweet spot for a vr screen is 1080p 5.7" which is what PSVR is and is helped by RGB, and I assume Switch is 6.6" screen!? not even a rgb pixel arrangement will help with the screen door effect.

But you forget some very imporant things.

First.. How to make VR is not set in stone yet.. even the headsets out now.. all use totally different solutions.. optics/power/gyro placment/cam and so.. all will be optimezed many year from now.

Second.. Remember we are talking about Nintendo.. if any company could come up with an other solutions.. Nintendo must be the company to expect..

Not only have they testet (acording to them self) VR last 20 years.. they was also first to use motion/gyro in games.. glasses free 3d and the second (low lag) screen is also things that point to a company that really do things theire own way.

 

Ontopic..This fits this perfect..

Kimishima suggested that the Switch is part of a bigger ecosystem. "It may be appropriate to call them accessories. Or it might be better to call them add-on hardware. It’s probably more correct to call them accessories. You can assume that there will be a wider array."

Asked whether Switch would work with hardware from other companies, Kimishima ruled out the possibility for now, but said "we are interested in VR," referring to virtual-reality technology.

"VR offers new ways of playing, but that depends on what kind of software can be played," he said. "If you ask us whether there are any possibilities, we can’t say no. It may be that we will build VR software titles, I think that opportunity is available to us."



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I think they are doing it. Anyone who has really VR knows it is a legitimate new type of experience for gaming, I didn't see Nintendo sitting on the sidelines. VR much like 3D graphics is the real deal. 

The Kimishima quote kinda semi-confirms it.

The question is more about what quality this experience will be.

Who knows too ... this could be for a Switch revision, like I said, a 1080P screen Switch with a Pascal-based Tegra in fall 2018 for example. They may just want to get the 720p Maxwell Switch out ASAP, but VR could be for a future model. 



spemanig said:

No, I have a lot of faith in the mass market to not care. The Wiimote still has calibration issues, and launched without motion plus. People were sold on motion controls because of Waggle Tennis, Waggle Bowling, and Waggle Golf. I'm not saying that VR doesn't have huge problems. I'm saying that VR has advanced enough as a technology to reach an equilibrium of quality and accessibility where it can become a mass market product. No one yet has realized that potential so far. This patent tells me that Nintendo can, and intends to.

Again, I'm not saying that the Switch VR at 720p would offer a great VR experience. In fact, I'm actively saying that it would offer the worst VR experience by far in a lot of ways. What I'm saying is that it would offer a good enough VR experience at a cheap enough entry point with a compelling enough line up of exclusive software for it to sell insanely well, which would be great for VR as a whole because currently there isn't a single VR product on the market that can do that.

PSVR, Vive, and Oculus are too concerned about quality of tech and not concerned enough about accessibility, while lower end products like Gear VR and Google Cardboard are too concerned about accessibility and not concerned enough about quality of software. Switch VR would meet both sides somewhere in the middle and reach that equilibrium.

The key word is "enough." It needs to be easy and comfortable enough long term. Switch VR can do enough. Even at 720p it can. Just as a sidenote, any of the shoulder buttons on the inward-facing sides of the Joy-Cons could act as an easily accessible dedicated reset viewpoint button without sacrificing a traditional layout.

Nintendo could launch the HMD bundled with Pilotwongs VR for $99. It would immediately communicate what's attractive and awe-inspiring about VR while offering experiences that range from comfortable to intense so people can easily adjust to their new "VR legs." It's familiar in premise, so it wouldn't alienate the mass market by being "too gamey." In other words, Wii Sports resonated because it was about sports and everyone is familiar with sports. Wii Fit is about fitness and everyone is familiar fitness. Nintendogs was about puppies and everyone is familiar with puppies. In Pilotwings, you fly airplanes (and other such realworld flight things). Instantly familiar. This familiarity made those games accessible not only because they were simple to play, but simple to understand when it comes to premise.

It wouldn't need to be graphically intense or even realistic, so they could focus instead on locking the framerate at 60fps. To make it even more compelling, they could include both local and online multiplayer, because that social aspect is what makes products like these shine. Wii Sports had it, Wii Fit had it by comparing profiles, Nintendogs had it, and Nintendo cares tremendously about VRs application in a social setting, so this or whatever they do would have it as well.

That would immediately give VR its Wii Sports. Its mainstream hook that opens the door for VR tech in the mass market. After that, all they'd need is a good launch line up, and a compelling line up of software coming down the line. Being only $99ish already does so much of the work for them. Launch with:

- Pilotwings VR Bundle

- Excitebike VR

- Waverace VR

- Metroid Prime VR

- A bunch of 3rd party VR games

And then release other franchises down the line. I've already mentioned Star Fox, Mario Kart, F-Zero, and Punch-Out, but they can go even further. Kid Icarus, Eternal Darkness, Endless Ocean, etc. Miyamoto even stated in an interview that Star Fox was an IP they'd consider for VR. He also said that the reason they haven't made another F-Zero is because he couldn't think of an original spin to make it different. VR would do that for it.

That's just my fear that the mass market indeed doesn't care. Play the new gimmick in droves and throw it by the side as happened to motion controls. Inflate the bubble and crash. Then ignore it as an already been there done that fad when the tech actually becomes good enough to be comfortable to play for longer periods.

One big disadvantage is the lack of a social screen, wihout which it gets really difficult to get my kids going on psvr. But perhaps the switch can communicate with the docking station and send a compressed stream over.

I hope to see more details in Januari about the screen and maybe some VR info if they want to go that route. Positional tracking is half the experience. 360 3D videos are nice, yet without positional tracking it's not VR, just a 3D viewer. But perhaps 3 axis VR is indeed good enough for the mass market. Perhaps the headset will have inside out headtracking. MS is promising that for the Windows 10 headsets coming out soonish, so Nintendo can probably do that too.



I think it's neat. It avoids the mess of wires that other HMDs have to deal with, but will still do VR better than a smartphone, because of the joycons and better optimization.

And it'll do it all cheaper than both of the other options.

It could be the best of both worlds, interaction-wise, but it would have to be that on a slimmer processing budget than what the wired units have available.

We'll see come january.



I've got one of these VR visors;

http://www.tomtop.com/virtual-reality-headset-1337/p-v2229us.html?currency=GBP&lang=en&aid=gplagb&gclid=Cj0KEQiAhNnCBRCqkP6bvOjz_IwBEiQAMn_TMV9NvSzfgJLqtfw6Cm4Va-LDjGq9Ziq_jFhiEW5qL2saArzt8P8HAQ

It's only a 70hz refresh rate and the sensors are built in. Tracks my movement nicely. Hardly a powerhouse either. Its a octacore android device but the cpu's are lower end 32bit arm chips not the much more capable 64bit arms of the Switch. Just a chinese manufacturer with minimal R&D investment. If they can make it work well I see no reason why Nintendo can't do a better job of it.

Even at 720p there is clever stuff you can do with the lenses to focus more detail at the centre and even do a slight under focus to prevent the screen door effect. However I still suspect the Switch will have a resolution above 720p for the tablet. Not necessarily 1080p it could be an inbetween resolution, 1400x900 approx.

Whatever absolutely no reason the Switch can't deliver a fantastic VR experience with the only sacrifice being resolution.



bonzobanana said:
I've got one of these VR visors;

http://www.tomtop.com/virtual-reality-headset-1337/p-v2229us.html?currency=GBP&lang=en&aid=gplagb&gclid=Cj0KEQiAhNnCBRCqkP6bvOjz_IwBEiQAMn_TMV9NvSzfgJLqtfw6Cm4Va-LDjGq9Ziq_jFhiEW5qL2saArzt8P8HAQ

It's only a 70hz refresh rate and the sensors are built in. Tracks my movement nicely. Hardly a powerhouse either. Its a octacore android device but the cpu's are lower end 32bit arm chips not the much more capable 64bit arms of the Switch. Just a chinese manufacturer with minimal R&D investment. If they can make it work well I see no reason why Nintendo can't do a better job of it.

Even at 720p there is clever stuff you can do with the lenses to focus more detail at the centre and even do a slight under focus to prevent the screen door effect. However I still suspect the Switch will have a resolution above 720p for the tablet. Not necessarily 1080p it could be an inbetween resolution, 1400x900 approx.

Whatever absolutely no reason the Switch can't deliver a fantastic VR experience with the only sacrifice being resolution.

The resolution is a pretty big problem though. I don't really see it delivering a great experience with the screen door effect problem. 

I think this might be more for a future version of the Switch that has a 1080p+ screen.