#1 is that it makes you model everything using their awkward computational solid geography-based authoring tools.
If I could import my photos and stereograms I'd use it, but I can't. I can't import GLB models.
My understanding is that the MQ3 has limited texture memory and, if you want to use photographic content, you've got to be sparing of memory. I'm pretty sure I can make it work in A-Frame if I work at it, but I just can't do it in Horizon Worlds.
I'm sure the risk of piracy is another reason why they don't let you import assets, but intellectual property cuts both ways -- it wouldn't be authentic if they didn't have the Coca-Cola logo on the side of cups in a McDonald's world and McD's probably has that logo as an Adobe Illustrator file or equivalent and just wants to import it.
#2 is a lack of understanding of why social media appeals to people, in particular that it is something you can participate in with 50% attention and that it is asynchronous. In fictional VR games such as Sword Art Online and Shangri-La Frontier there are NPCs which aren't usually as responsive as players but at least try.
That virtual McDonald's world (never mind a world for a local restaurant, many of which are run by people who are super-savvy at SEO, SMO and all that) couldn't have real people staffing it 24-7. What if it becomes a place where a few jerks hang out just to make people miserable? It's a hard enough problem to moderate people's text-based behavior, but make it voice and motion and it's close to impossible -- given all that "social VR" might be undesirable compared to single-player worlds.
#3 The promise of this kind of system though is that the VR world needs better authoring tools. I went to an event where Cornell instructors showed off VR-based instructional material and it was clear that, even with a unit specialized to help them, they struggled. One physics instructor built a Unity app that lets people visualize electromagnetic fields but made it a desktop/tablet/phone app instead of a VR app because he wanted students to collaborate. A good social VR application could change that, but it has to be better than Horizon Worlds.
#1 is that it makes you model everything using their awkward computational solid geography-based authoring tools.
If I could import my photos and stereograms I'd use it, but I can't. I can't import GLB models.
My understanding is that the MQ3 has limited texture memory and, if you want to use photographic content, you've got to be sparing of memory. I'm pretty sure I can make it work in A-Frame if I work at it, but I just can't do it in Horizon Worlds.
I'm sure the risk of piracy is another reason why they don't let you import assets, but intellectual property cuts both ways -- it wouldn't be authentic if they didn't have the Coca-Cola logo on the side of cups in a McDonald's world and McD's probably has that logo as an Adobe Illustrator file or equivalent and just wants to import it.
#2 is a lack of understanding of why social media appeals to people, in particular that it is something you can participate in with 50% attention and that it is asynchronous. In fictional VR games such as Sword Art Online and Shangri-La Frontier there are NPCs which aren't usually as responsive as players but at least try.
That virtual McDonald's world (never mind a world for a local restaurant, many of which are run by people who are super-savvy at SEO, SMO and all that) couldn't have real people staffing it 24-7. What if it becomes a place where a few jerks hang out just to make people miserable? It's a hard enough problem to moderate people's text-based behavior, but make it voice and motion and it's close to impossible -- given all that "social VR" might be undesirable compared to single-player worlds.
#3 The promise of this kind of system though is that the VR world needs better authoring tools. I went to an event where Cornell instructors showed off VR-based instructional material and it was clear that, even with a unit specialized to help them, they struggled. One physics instructor built a Unity app that lets people visualize electromagnetic fields but made it a desktop/tablet/phone app instead of a VR app because he wanted students to collaborate. A good social VR application could change that, but it has to be better than Horizon Worlds.