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VR

blog.ycombinator.com

11–20 of 568 posts

Re: VR

#11
It's not going to take off until someone solves the movement issue. The only games VR is currently suitable for are if you are stationary somehow -- pilot, tank gunner, etc. Which limits it pretty severely.

Something like the Ghostbusters Experience[1] is what people want in their own homes.

Also, maybe it's because I've been gaming my whole life, but the resolution in VR is still not good enough to "blow" me away, like I keep reading about. How people are so amazed at current gen VR confuses me.

[1] https://ghostbusters.madametussauds.com/

Re: VR

#12
I bought a Vive the week of Thanksgiving and have been using it roughly 2 hours a day. Every other day is my workout day most of the week (unless I'm playing hockey that day/night) and the VIVE has become part of my workout now too. After I complete my normal workout - a mixture of hockey specific training, free weights, aerobic and of course tons of pull-ups - I now spend an additional hour+ in VR.

I typically play Space Pirate Trainer first; once I get around level 15-20 things are so hectic I'm moving a ton and often going to one, or both knees. My abs and back can feel it big-time. I start with this game because it's not quite so intense at the start and is a good VR warmup.

More impressive is Holopoint - a bow and arrow game. That is easily the most physically demanding VR activity that I've found so far. I'm usually sweeting pretty solidly when I complete 8-10 games of Holopoint. I'm also noticeably fatigued in my arms, back, legs, hips, all over. And just to be clear most would classify me as extremely fit (regularly skate with/against NHL bound Junior players, the minimum pull-ups I do in my workout are 30 consecutive, body fat Lastly I find I am no longer interested in 'regular games'... such as Madden, NHL 16, Gran Turismo, etc (on PS4), or even my all time favorite Dark Souls (series). I simply can't go back to not being physically engaged the way VR games are.

VR is going to be absolutely huge in the health/fitness space.

Re: VR

#13

> Because VR games are so physical, gaming will no longer be perceived as an unhealthy activity. I could have used this growing up. In my experience, the best VR experiences are sit down. Sony's approach fully embraces this. Room scale is great, but I've had much more enjoyable experiences with the likes of Euro Truck and Elite than Showdown. VR demos amazingly well, you're excited to try it out and it is genuinely b…

> In my experience, the best VR experiences are sit down.

This will be as subjective as which non-VR games consumers prefer. I have a friend that can (and has!) happily spent hours playing Fruit Ninja VR, which can be quite the workout. I personally really enjoy AudioShield and The Lab's Longbow game, which are also fairly active.

Honestly I think the biggest impediments to "active VR" are the cable and the buildup of sweat in the headset's padding.

Re: VR

#14
For what it is worth, judging from CES this year the first round in the VR war was won by the Vive and GearVR. There were zero Rift demos that I could find. Of the two, the GearVR was better even though it lacked controls, the Vive hardware just just on the wrong side of crappy and the fuzzy muddy pictures I saw were a big dealbreaker, especially when compared to the GearVR.

That said, GearVR suffered from overheating the phone and crapping out.

Re: VR

#15
VR advancements to look out for in 2017:

- Eye tracking (it already works perfectly, I've tried it myself at SIGGRAPH), this will enable a few cool things:

  - Foveated Rendering - rendering only what is in the fovea view at high quality and using a lower quality method for the periphery. Reduces rendering requirement by ~75%, enabling either higher-end graphics on the desktop, or the ability to move many desktop-bound VR applications to mobile.

  - Eye-assisted interactivity - SMI had a demo at SIGGRAPH where they demonstrated using where your eyes were looking to increase precision of interactions with controllers in VR (for example, grabbing very small objects in VR accurately).
- Inside-Out Tracking - using computer vision to provide 6DoF tracking for headsets without the need for external trackers. Will allow mobile headsets to have positional tracking (which is SO VERY important for VR) and will allow desktop headsets to have lower setup complexity (less important). - note: Microsoft will likely dominate this by my guess, seeing as probably the strongest part of the Hololens is it's excellent tracking.

- Wireless adapters for existing headsets - these made a big splash at CES and apparently work pretty well. Making the existing experience un-tethered will definitely help room-scale experiences.

- Self-Contained headsets - this is vital to mass-adoption of VR imo. I think we'll see some of these this year, though probably not from HTC/Oculus yet.

AR, while definitely more the "consumer" product in the long run, is still far off as the display tech just isn't there yet. But the above advancements in VR pave a way for AR in the future, until there is no longer a distinction between them device-wise, but it rather becomes a slider of "how much reality do you want to replace?".

Re: VR

#16

It's not going to take off until someone solves the movement issue. The only games VR is currently suitable for are if you are stationary somehow -- pilot, tank gunner, etc. Which limits it pretty severely. Something like the Ghostbusters Experience[1] is what people want in their own homes. Also, maybe it's because I've been gaming my whole life, but the resolution in VR is still not good enough to "blow" me away, l…

Movement with the Vive and room scale works (walk around small area and teleport to new small areas). I think it solves the problem and feels pretty intuitive.

Re: VR

#17
post #10

Blown away? Hyperbole of the century. At CES this year, I tried all the VR/AR tech I could get my hands on. Microsoft HoloLens, HTC Vive, Oculus Rift, Sony VR, Galaxy Gear, and everything in between. I wasn't expecting much and yet I was still underwhelmed. There is zero immersion, primarily due to the poor resolution, the screen door effect, and the crippled field of view. It felt like watching a scene through a pai…

This brings up another point... VR is much more dependent on the user's body characteristics than past technologies. One person's eye distance and head/body shape can be a completely different experience from someone else's.

One person, like you, can have a much worse view and experience than someone else.

Re: VR

#18

It's not going to take off until someone solves the movement issue. The only games VR is currently suitable for are if you are stationary somehow -- pilot, tank gunner, etc. Which limits it pretty severely. Something like the Ghostbusters Experience[1] is what people want in their own homes. Also, maybe it's because I've been gaming my whole life, but the resolution in VR is still not good enough to "blow" me away, l…

This will be solved by untethering the experience and adding Inside-Out tracking. Then, you could go to a local park and go on a Skyrim adventure with redirected walking [1], for example. A 100yd football field could potentially simulate 2km of movement, if I remember correctly.

[1] http://www.roadtovr.com/new-unlimited-corridor-video-shows-m...

Re: VR

#19
Maybe it's just me but I'm much more excited about Augmented Reality than Virtual Reality.

Recently I was looking for a new place to rent, and in every place I visited I kept trying to picture in my mind how my existing furniture would fit (and look) in the new space. It was so mentally tiring. I wish AR was advanced enough such that the rental agent would simply hire me a pair of AR glasses, I could log in to an account to load my existing furniture data, and project it into the empty rooms to rotate/rearrange/etc.

Re: VR

#20
post #10

Blown away? Hyperbole of the century. At CES this year, I tried all the VR/AR tech I could get my hands on. Microsoft HoloLens, HTC Vive, Oculus Rift, Sony VR, Galaxy Gear, and everything in between. I wasn't expecting much and yet I was still underwhelmed. There is zero immersion, primarily due to the poor resolution, the screen door effect, and the crippled field of view. It felt like watching a scene through a pai…

I can see why the current issues might bring someone out of immersion. But from somebody who owns a Vive, I think having a more personal experience is key to getting the most out of it (for now).

When you describe the binocular effect, I know what you mean, however my experience is that all those issues fade away once your brain "accepts" the inputs and starts filtering out the noise. How long did you get to demo the Vive? In my experience (and those I've demonstrated to) it takes a bit. These days, if I'm in an engaging game, I'll lose the peripheral darkness on an unconscious level in the same way I'll lose the world outside a monitor when playing an engaging PC game.

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