Counterpoint: My friend's architecture office has Occulus, and everyone, clients and architects love it. I asked her if anyone experienced any headaches or seasickness but since there is no action happening just a visual walk through buildings it seems side effects are minimized. So for architecture Occulus fills a nice niche.
hey sireat! I'd love to learn more about how your friend's architecture office is using the Oculus and what their experience has been with is so far. My company, InsiteVR, makes it super simple for architects to get from 3D modeling software to VR without the headache of programming a game engine or setting everything up. And we use the GearVR so it's wireless, nice res, and easy to set up. Shoot me an email at angel…
I Tried VR and It Was Just OK
91–100 of 139 posts
Re: I Tried VR and It Was Just OK
#92DK1 and DK2 are light years behind the newest revision of VR tech. Try both of them back to back and see for yourself. Night and day.
I have access to IUPUI's CAVE, as well as other VR equipment. The expensive equipment is really good, but on part with ~$20k and up. And it's not portable. And it requires applications developed for the CAVE system.
I can haul the laptop in a bag and the rift in its box. Fast, good, or cheap.
Rift picked Fast and cheap. Can't say I blame them. It does well for me and my groups.
Re: I Tried VR and It Was Just OK
#93I think we realize that to have immersion we absolutely need accessories. Haptic bodysuits and gloves. Simulate tacticle sensations and feedbacks digitally. Firing a shotgun resulting in your arms moving back as if you just fired a shotgun.
Next we can have some sort of stationary hamster ball where you could move about in complete freedom suspended in air. It would rotate to give you an illusion of gravity. The haptic bodysuit would give you the feeling that you are standing on the ground or in a race car or a spaceship.
Why stop there? Nanomachine solution you would drink and allow you to eat food in your VR and taste it.
The possibilities are endless but so are the unique challenges each of these necessary component of VR.
OR there was a way to fire some sort of lucid dream world but controlled by a software. You would know you are dreaming but you would be completely caught up in that VR world generated with the help of your own brain. Everything feels real, but what if people neglect their own bodies, wanting to be in the world as long as possible.
Re: I Tried VR and It Was Just OK
#94Earlier quoted context omitted.
If you aren't a gamer or technology person, it's way more impressive then if you already live in that world. Spending hours on the thing vs a demo is a very different experience as well.
Admittedly true. I do spend a great deal of time on our rifts. I've done some dev work for it, along with using it as my virtual desktop. I didn't think that people would be interested in my personal use case, because I am rather an outlier. Airflow is one concern. I am hot, and stay hot. Along with that, it tends to fog up the lenses and get somewhat sweaty. Demos aren't a concern because condensation doesn't have a…
Don't think depth perception is going to go away without modifying human eyes and/or the brain, which is a much harder task than VR itself.
I have short-term depth perception issues when I take off glasses.
Re: I Tried VR and It Was Just OK
#95Seems contrarian just for the sake of being contrarian. Even the cheap google cardboard, which ticks all his requirements except 4K (and probably will have that in the next year), is mindblowing, both to me and friends and family I've shown it to. I didn't even show them games running on cardboard, just videos shot using Google's special 360 cameras. The technical challenges around VR are not that deep, hard, and fas…
> Seems contrarian just for the sake of being contrarian. Seems he gave about 2000 words of the concrete reasons he doesn't like it. Heck, he event gave CONCRETE suggestions of things that need improvement. So, no, this is the very opposite of "contrarian just for the sake of being contrarian". > is mindblowing, both to me and friends and family I've shown it to Gimmicks can be mindblowing too. Have you used it for e…
Heck even the tech crowd was excited about this around 2 years back, how do you expect the ordinary public to not be excited about it?
Yeah, there are problems to solve. And once the overall trend moves towards VR, there will be a good enough incentive to bring down prices and have more focussed engineering towards these problems.
Beyond all that, Gaming looks like a very small area of application for this kind of a technology.
Re: I Tried VR and It Was Just OK
#96LOL. I lived through the first VR hype bubble, and it's pretty remarkable how similar this is to my recollection of VR back then -- the only difference is that at the time, the goofy, uncomfortable headset was tethered to a refrigerator-sized SGI machine at the science museum, and there was no hope of getting it at home. Instead, we got the Lawnmower Man on VHS. It sounds like technology has advanced enough that we h…
> we still haven't addressed the bigger problem of coming up with something compelling to do with it For the most of the games that are developed today with first-person view in mind, adding support for VR isn't something that is very hard to add. And these games are already pretty compelling. The only question is convenience. The post mentioned 3d in televisions — but 3d did win in cinemas. I recently wanted to watc…
lolwut?
Re: I Tried VR and It Was Just OK
#97Re: I Tried VR and It Was Just OK
#98CV1 really is amazing though. I've tried it. I wonder what the author would think.
Re: I Tried VR and It Was Just OK
#99I think most of the VR guys admit that bad games in VR are going to be exceptionally bad, but I haven't heard anyone articulate quite so clearly Jeff's concerns that the experiences will just be boring. Watching Conway's game of life run: boring. Setting up and _playing_ with a fully interactive Conway's game of life: wait is it already 2am?!
Re: I Tried VR and It Was Just OK
#100Earlier quoted context omitted.
Admittedly true. I do spend a great deal of time on our rifts. I've done some dev work for it, along with using it as my virtual desktop. I didn't think that people would be interested in my personal use case, because I am rather an outlier. Airflow is one concern. I am hot, and stay hot. Along with that, it tends to fog up the lenses and get somewhat sweaty. Demos aren't a concern because condensation doesn't have a…
> I also have issues of depth perfection after about 4 hours, which is around lunchtime. This goes away in perhaps 5 minutes, but is still a problem. Don't think depth perception is going to go away without modifying human eyes and/or the brain, which is a much harder task than VR itself. I have short-term depth perception issues when I take off glasses.
A small infrared camera and led mounted near the eye can track the eye. Along with tracking, you can also calculate the depth field by determining the circumference of the retina. This in turn allows for software-defined focus to be built in on applications.
I also see an interesting future for light-depth-field cameras and displays that capture all depths and allow user controlled focus. The question is: can we replay this data format in a single display?