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Why is Apple asleep at the wheel with VR?

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Re: Why is Apple asleep at the wheel with VR?

#41
post #2

Personally I don't care much for VR in general. It's more like the new opium for the masses once it's affordable. While VR promotes escaping in virtual realities (hence, the name), Apple is looking for ways to improve your actual world with it's products (no marketing intended). This is where AR will matter, not VR. Google kinda pioneered here with Glass, Apple gave it a shot with it's wearable devive (watch), and I'…

I agree, im really looking forward to AR systems. They are just so much more useful then VR. Sure, VR has its places like gaming, movies, documentaries etc. but AR is something that could be implemented in our daily lifes to really enhance them. The social network could actually extend into the real world.

Re: Why is Apple asleep at the wheel with VR?

#43
post #26

Earlier quoted context omitted.

We have a DK2 at the office and no-one has experienced any nausea. Anecdotal but still, I think that was a much bigger problem with the DK1.

What percentage of your office is women, and how old is the oldest person to try it? I've heard some suggestion that the anti-nausea stuff is optimized for men. And obviously older people will have more issues. I recently picked up a first person game for the first time in quite a few years, and I was surprised to discover I got a little motion sickness after a few hours. It was fairly mild, but it's not an experienc…

You get inured to it. I used to get sick but I perservered - three teenaged boys, it was something I could do to engage with them. Soon I had zero problems, and never had them again. Like riding a bike?

Re: Why is Apple asleep at the wheel with VR?

#44
post #26

Earlier quoted context omitted.

To that we can add the biggest problem: nausea.

We have a DK2 at the office and no-one has experienced any nausea. Anecdotal but still, I think that was a much bigger problem with the DK1.

Just to give a counter anecdote: I get terrible simulator sickness from using Oculus, I've tried DK1 and DK2.

It's a huge, unsolved issue that affects a not insignificant portion of people.

Re: Why is Apple asleep at the wheel with VR?

#45

Earlier quoted context omitted.

>The article doesn't go into details as to why Apple should be doing anything with VR that isn't a) a proven technology nor is it b) anything more than a fad. You could say the same about cars, but Apple is supposedly working on building one. The same could be said about watches before the Apple Watch was released too. I agree with your point, but I'm just playing devil's advocate.

Cars and watches are definitely proven technologies and not fads.

I would say that smart watches are still a fad.

Re: Why is Apple asleep at the wheel with VR?

#46
post #26

Earlier quoted context omitted.

We have a DK2 at the office and no-one has experienced any nausea. Anecdotal but still, I think that was a much bigger problem with the DK1.

What percentage of your office is women, and how old is the oldest person to try it? I've heard some suggestion that the anti-nausea stuff is optimized for men. And obviously older people will have more issues. I recently picked up a first person game for the first time in quite a few years, and I was surprised to discover I got a little motion sickness after a few hours. It was fairly mild, but it's not an experienc…

It's low and we're young. It's interesting though because I spoke to a female acquaintance this weekend who said she tried an Oculus Rift and was nauseous, after which I told her it was probably the old version. I had no idea there's a suggested difference between the genders so now I'm not so sure anymore.

Re: Why is Apple asleep at the wheel with VR?

#47
I'm really surprised at how much skepticism there is here towards VR. I have a feeling a large majority of the commenters here have simply never tried the latest offerings and/or are not up-to-date on where the field is.

The consumer versions of the Oculus Rift and the HTC Vive are both very good. In particular, Oculus has very much already taken the Apple approach to VR. The final Rift has a high-end, premium design, including a lot of quality-of-life enhancements that feel like they came straight from Steve Jobs, like an obsession with making the cable as thin and lightweight as possible.

Oculus is pushing hard for a completely vertically integrated product. They're designing the software and the hardware specifically for each other and aren't very interested in supporting anything outside their ecosystem. They're having developers produce titles specifically for the Rift to maximize the quality of the user's experience.

Even the box they're shipping the Rift in is premium: http://3dprint.com/wp-content/uploads/2016/01/box1.jpg

The Touch motion controllers, expected to ship later this year, are similarly premium, and they don't just track their own locations in space but also offer basic finger and gesture recognition. They also have a small, lightweight design, enabling fine interactions with virtual objects.

Frankly, I can't think of what Apple could bring to this space even if they tried. Oculus has already done all the classic things that Apple does, and Apple is extremely inexperienced with game development.

With regard to the HTC Vive, I would argue that it's a little less polished and premium than the Rift, but it's also the first mover for fully tracked motion controllers, so I regard it as one of the most innovative products of the last five years. It's highly unlikely Apple is going to find a way to be more innovative, and even then by the time they enter the market the Vive and Rift will have moved on and both will be equally premium by that point.

IMHO, Apple has absolutely no chance in VR outside of smartphones, because Oculus has already played all of Apple's traditional tricks and Apple has no experience with games. Mobile VR is an area where they might excel, though the screens in the current iPhones are not nearly good enough to compete with the S7 and Gear VR, so at the very least they'd need to design future iPhone screens with VR in mind. This would mean both increasing the resolution and trying to maximize the pixel fill ratio.

Then there's the problem of positionally and wirelessly tracking the smartphone user's location in 3D space, a problem that Oculus and Google are already tackling. Google has Project Tango and Oculus has John Carmack working on this problem. Once they achieve this goal, Apple will be even further behind with even smartphone VR.

Re: Why is Apple asleep at the wheel with VR?

#48
I still do not see any significant added value from VR except a bit higher immersion at the cost of more head movement.

But the head movement will be limited, nobody wants to do 180-360 degree turns in their living room and walk around. The key of video games is to sit and barely move and still be able to control a muscle packed fighter or whatever. Looking around can be fun but at the end I will do only small 5-20 degree turns (left , right, up, down) and then a big screen creates a similar level of immersion with no movement required.

Maybe we haven't find the killer use case yet but I assume it will be like with 3D screens, the added value of a 3D screen to a normal screen is so small that nobody will care.

Re: Why is Apple asleep at the wheel with VR?

#49
post #2

Personally I don't care much for VR in general. It's more like the new opium for the masses once it's affordable. While VR promotes escaping in virtual realities (hence, the name), Apple is looking for ways to improve your actual world with it's products (no marketing intended). This is where AR will matter, not VR. Google kinda pioneered here with Glass, Apple gave it a shot with it's wearable devive (watch), and I'…

How is the Apple Watch an AR device?
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