https://www.youtube.com/watch?v=9kO6Dj2XNfY [/ embed]
Is there a bright future for virtual reality? Gabe Newell probably believes it. Talking to IGN As for Steam Deck, Valve’s new handheld PC, President Gabe Newell says the company has always seen virtual reality as a long-term project and is still in the early stages of development.
"With virtual reality, we hope it's a very long journey and that there are fundamentally important technologies that are being developed," says Newell. "And if at some point you're precisely defining the gates and saying" how's this going against the latest CS: GO update? "You always end up making bad decisions based on that."
Speaking of the success of the Valve Index and Steam Deck, Newell continues, "We assume they are long-term decisions we are making about how we contribute to the health and vitality of this ecosystem, and we will always be successful as long as it continues to happen."
Essentially, don’t judge RV by current sales and devices or compare its stats to that of very popular games. Valve would say, of course, being a VR merchant, but I'm inclined to agree with Gabe on this.
This is not new ground for Newell. The Steam co-founder previously expressed a keen interest in brain-computer interfaces; ways to connect the human brain more directly to an electronic device. It is both less frightening than it seems and really frightening considering the potential uses of this technology, from the mundane to the morbid.
Virtual reality, then, is just the tip of the iceberg when it comes to more immersive gaming experiences.
That’s not to say that existing virtual reality headsets aren’t fun. The valve index is tremendously good for high-end PC VR, and cheaper stand-alone VR headsets are becoming more popular. Still, it’s reassuring to know that Valve doesn’t see the Index as its one and only foray into virtual reality, even if Newell has no news on what that really means today.
However, there are more things in virtual reality than hardware. As Newell explains when asked about receiving the megapopular VR title, Half-Life: Alyx.
"It has been very useful to help us think about what we do next, how we can continue to move forward in virtual reality, what the opportunities are in space. In that sense, it has been a great success. Everything we have seen in terms of the adoption of virtual reality, it had a positive impact ".
“Working on these closely coupled hardware and software designs can have great benefits,” Newell continues.
We’ve still seen a virtual reality title capture the audience for video games, like Half-Life: Alyx, but VR’s popularity is growing. Both Valve and Facebook claim that sales grew massively during 2020. While this may have something to do with the global pandemic, it is clear that virtual reality still has much more to offer.