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VR

blog.ycombinator.com

61–70 of 568 posts

Re: VR

#61
I bought a Vive back in August. I loved the shit out of it for months, but gradually stopped using it, although I still think it's an amazing piece of hardware and a big piece of the future.

But, when I play games, I frequently want a very relaxing activity, and the Vive doesn't do that. So, interesting.

But! As a (former?) AR professional, holy shit the non-gaming applications for AR/VR. There's overlap and synergy for applications in both mediums, and then there's the overlap on the technologies (particularly authoring tech - I'm looking at you, Unity) that go into them.

Basically, if I wanted to be a "real" AR developer when AR is ready, I'd start by becoming a real VR developer now.

Re: VR

#62
I'm not getting into VR until Linux support is there. Every major vendor promised it. It's been long enough. More than long enough.

Re: VR

#63
Seperate comment because it's a separate topic: if I was looking to make money from VR as a primary consideration (as opposed to my current cascade of story first, money second) I'd be ignoring games altogether and looking at creativity / design / conferencing apps, probably for enterprise.

VR is incredible for creation and design, and can easily be collaborative too.

Re: VR

#64
post #43

I think that AR (think magic leap) is going to be much bigger, at least in the short term. VR is like the desktop. It will have its uses, sure, but you'll be tied to your desk/room. Gaming will probably still be the most popular VR application. Your AR glasses will be your smartphone, on you the entire time, and you won't even need to reach for your pocket.

Hm, I think it's the opposite. VR big in the short term; AR big in the long term. I do agree that when talking about smartphone applications, as in the blog post, those will need to be AR not VR.

Google Glass was squashed right? And Hololens is focused on business use cases first. I don't see it becoming consumer focused for some time. VR is amazing _today_ and has a massive gaming audience. The business applications of AR, while high impact/potential, are a much smaller audience.

Re: VR

#66

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.

I've wondered if scaled movement was possible or if it would really mess with our brains. For example, 1m realspace = 3m in VR. Would your body adjust to smaller/slower movements, or would there be a disorientation?

Not scaled movement, but there was research done in the 90s about having the computer subtly "distort" (I can't remember how it was really done) things being displayed to in effect make you walk in a curve to keep you away from walls (I think it was similar to how you can attempt to walk a straight line in a forest - and without a compass, actually find yourself walking in an orthogonal direction compared to where you started - simply due to ground level differences, motion cues, etc). I'm not sure how well it worked, but it was a workable system.

There's also the more expensive idea of an "infinite 2D treadmill" - which was first implemented by a guy named Rudy Darken; iirc, he did it for the "dismounted soldier" VR/AR training project for DARPA:

http://dl.acm.org/citation.cfm?id=1246853

Re: VR

#67

How is VR "physical" when you are tethered to a computer?

The cable is very long and it is "room-scale" (You can move around), meaning games involve actually moving around.

And soon there will be wireless adapters.

Re: VR

#68
I've been reading "Ready Player One" over the past few weeks and it's description of a VR-filled future is blowing my mind. It's really a great look into the possibilities for VR in the next 30 years. Highly recommended!

Re: VR

#69
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…

Interesting. I got a PSVR over the holidays, and had everyone in my family try it out. Experiences were mixed, but trended strongly towards 'blown away' (the major exception was my mom, who was underwhelmed). I'm genuinely blown away by the immersion of the games is Virtual Worlds, and have played hours of Thumper in VR, which is my favorite game of 2016. I did find the more 'room scale' games to not work as well with the setup, though (I'm looking at you HoloBall) but that might just be that my play area isn't set up correctly for it.

My experience was the opposite of yours: I expected a lot, and was still happily surprised by the results. Head tracking is excellent, no motion sickness at all, and consistently high framerates made the experience extraordinary immersive for me. I love just spending time in Windlands and Robinson.

Like you, though, I look forward to higher resolutions and field of view, but I'm a very happy customer with the current setup. I guess we'll see how I feel in a few months!

Re: VR

#70

How is VR "physical" when you are tethered to a computer?

You move your upper body a lot. You also move your legs more than you might think, to peek around things, dodge, or line up shots.
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