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VR

blog.ycombinator.com

51–60 of 568 posts

Re: VR

#51
post #26

Earlier quoted context omitted.

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.

To add to this point - I personally only buy/play Room-Scale games for this reason. And with HTC expected to sell additional LightBox sensors, it's quite possible I'll be able to expand my play space from the current HTC Vive max of roughly 12x13 to pretty much fill my entire basement. Of course you are limited by the cabling right now but HTC has a wireless module already announced for release during the first half…

> with HTC expected to sell additional LightBox sensors

You can buy additional base stations right now[1], mostly for replacement purposes, but the biggest limitation to using more than 2 has been in the software simply not supporting them.

[1] https://www.vive.com/us/accessory/

Re: VR

#52
post #25
post #3

One of my favorite things to do is to pack up my PC and Vive and take it to a friend or relative to try out. A lot of people view VR as a gimmick akin to 3D movies, which fairly predictably has died out, but once they have a chance to try VR they often understand the potential. I think VR has a real future - which certainly will depend largely on falling hardware costs and increased software funding - and while I'm s…

What is your solution for mounting the base stations? I've looked into tripods before, but the sensors are meant to be much more firmly mounted from what I've read.

The best I have found so far* is a PVC 5 way side outlet with some short legs for stability and a tall sections based on how high you want to go. I wanted added stability to I made two per lighthouse, and a cross beam on top. Using some old go-pro accessories to attach. *You are right, you want it to be super stable, moving it while its plugged in can seriously damage it.

Re: VR

#53
post #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…

So do you just have some huge empty room/garage in your house then? Are you ever afraid of smashing into stuff around you that you can't see because of the goggles?

Re: VR

#54

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 acc…

It's not just you, but AR is harder than VR, and has a longer "basic" feature list. Transparent screens, world tracking, world occlusion, object recognition / classification - plus the mobile VR issues of portable computing power and battery life.

VR will pave the way for a lot of the authoring technologies, and then those techs will (I mean, they already are) get adjusted for AR.

Re: VR

#56
post #4

Having both an Oculus Rift (pre-touch controls) and a Vive to play around with I have a couple thoughts on this. The first impression/experience is powerful and most people are impressed by it. The Rift prior to touch controls was unusable in comparison to the room scale, touch control Vive (to the point that I sold it). Maybe it's better now with the new touch controls, but I think they still lack room scale and the…

You are correct that the touch controllers are essential for immersion. After getting the controllers, I've stayed in VR longer than I've ever had in the past, and the comfort level has increased significantly. Google earth VR is so much more addictive now. Also demo'ing it to people requires no feedback since the learning curve is so low. The room scale works really well but is limited because of only two cameras. B…

I run a 3 camera setup and it works fine for my 10 foot by 10 foot play space. I have a fourth, but I have been too lazy to set it up.

I do run two Inateck PCI-E USB cards so I don't run into capacity issues. There are many reports of issues running > 2 sensors and difficulty getting the Inateck cards working correctly due to driver version issues, USB power management etc.

Re: VR

#57
post #39
post #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…

Have you tried Holoball or Audioshield? Those are my go-to games when I'm looking for some exercise.

I use to use Audioshield for the workout but I find Space Pirate and Holopoint to be more intense.

I haven't seen Holoball, sounds awesome thanks!

Re: VR

#58
post #30

Selling my Vive tomorrow, before it's too late (unsellable due to something better on the market). I'm not going back to try VR till the resolution is something like 8k per eye and the optical quality is far better. FOV needs to be much wider, HMD lighter and more comfortable, and of course wireless (I know you can get this now). I have a dedicated home theater and room scale still does not work, because you will nev…

>Selling my Vive tomorrow, before it's too late (unsellable due to something better on the market).

The Vive came out like 8 months ago. I would hardly say even the craziest company (cough Apple) would rush out a new version that quickly.

>Glare, very blurry except for a narrow center, the rings of the fresnel lenses are very noticeable.

You are probably wearing it wrong. There are two adjustments you can make. There is a small knob at the right-bottom edge, turn it and it changes the lenses width (how far apart your eyes are), this is not likely the issue. The second adjustment is focal length (how far away the screen is), if you click out the left circle that attaches the strap to your headseat, you can turn it to adjust focal length.

The third adjustment is wearing it right. I know this sounds really dumb but you have to wear it much lower than you expect. I was wearing it very high up, like glasses, when the better position is like wearing goggles.

But overall, yeah, the resolution isn't great but things like blurriness can be fixed.

Re: VR

#59
The challenges for VR today can be summed up in a few points:

- The price point (a high-end VR experience costs around $2800 ($800 HTC Vive + a $2000 PC)

- Resolution (even the best VR is too low-res today)

- Inside-out tracking (explained below)

- Content – there are great games and other immersive content today, but it's just scratching the surface

Apart from content, all of these challenges will be handily solved by Moore's Law in the next 24 months. We will have inside-out, high-end, high-resolution virtual reality that will cost a consumer less than $500-$1000 all-in.

The chicken-and-egg problem of content vs. consumer adoption is already being solved. Enough new headsets shipped last year for the market to support substantial investment in VR content over these next 24 months, and newer, better content + cheaper hardware will lead to increase in consumer adoption, which will lead to even more investment in content, and so on.

The only question then is: will everyday people want to use VR regularly? I have yet to meet someone who has spent a decent amount of time (more than a quick demo) in a high-end VR experience and still doubts this. Certain activities (gaming) will be adopted more easily, while others (watching a movie with your family) might feel a bit strange – but that will feel more natural when VR and AR converge on a 5-10 year timeline.

It's exciting!

* Regarding "inside out" tracking above: Today, the most advanced consumer headset (HTC Vive) gives a glimpse of this potential with "room-scale" VR that allows a user 6 degrees of freedom – meaning the ability to walk around in an environment. But, the Vive requires sensors on the walls that draw lines around a playspace – this is "outside-in" tracking. Inside out tracking requires a headset that can draw a volumetric map of its environment in real-time – so you could walk from room to room in VR and see walls and obstacles before you crash into them. (the closest thing we have to this today is the Microsoft Hololens) This is important because it reduces the need for a large physical space, a complex rig, a constrained environment area. It might not be necessary for mainstream adoption, but it is a challenge that needs to be faced.

Re: VR

#60
I spent the afternoon with friends playing on a vive in a dedicated room. It was a lot of fun, but I didn't leave the experience wanting to own my own setup.

Partly the newness of the tech is to blame, and the games were retrofits of things that existed. I think as a new generation of games come around that are conceived for the hardware it'll come around.

Let's not forget the zen-like simplicity of (Google) Cardboard VR apps. They are a lot of fun and use your phone plus a 15-20 dollar holder. I think these apps will be quicker to innovate as all of the hardware is so cheap and plentiful for developer and consumers.

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