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VR

blog.ycombinator.com

101–110 of 568 posts

Re: VR

#101
I think VR is still too focused on mainly males who are young and tech-savy. It can only grow so much while focusing on this demographic.

I got involved in social media, and many smart-phone enabled technologies or apps (and many other things now that I think about it), because the popular kids at school were using them. I personally haven't seen this adoption by social trend setters happen with VR yet.

Re: VR

#102
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 is so different from my experience with the HTC Vive: while I obviously perceived the poor resolution, screen door effect, etc., after the first minute I started feeling more and more immersed, and then something in my brain clicked, pretty much like when you are falling asleep. That's when everything started feeling almost like a lucid dream. My heartbeat was noticeable faster and I felt strangely happy/exited, like if my brain was pumping serotonin. It was so weird and fantastic. The only reason why I still didn't buy one is because it currently is a relatively big investment (ie gaming desktop+vive) for an entertainment technology.

Re: VR

#103

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.

>looking at creativity / design / conferencing apps, probably for enterprise. I would too except for the fact headsets cost $800 and the computers to run them cost thousands. Once price drops and it gets wide use, it will be a goldmine for early developers.

The pitch I'd do is basically this:

"OK, how many times do you send your designers away to have a meeting with their colleagues in other offices? And how much do the flights and hotel cost?

Well, you could eliminate 9/10 of those flights, hotel, travel time costs, and the rest by buying this one headset and upgrading their PCs - oh, and buying my proprietory design app..."

By the looks of it, Autodesk have had much the same thought.

Re: VR

#104
post #81

Earlier quoted context omitted.

I have played Left Hand Path a lot, very intense esp. the boss fight. I can't seem to complete the ruin sequence to get past the end of level one so I put that one on hold until it gets patched, I'm pretty sure I am doing the ruin sequence right... but yeah great Dark-Souls like experience in VR. Can't wait to see what From does in VR. Climbly is good too but it's tough because you still have to move around with thei…

Oh, sorry to hear that! The end of that level does seem to stump people - I'm working on making it much more accessible. If you'd like to either email me (email in my HN profile), reply here, or put up a post on the Steam forums ( http://steamcommunity.com/app/488760/discussions/0/ ) I'd be more than happy to help you past that, as there's lots of good stuff beyond! Climbey - yeah, the locomotion does get a little na…

What background did you have before you went into VR? Anywhere you would point beginners who want to get started?

Re: VR

#105

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.

>looking at creativity / design / conferencing apps, probably for enterprise. I would too except for the fact headsets cost $800 and the computers to run them cost thousands. Once price drops and it gets wide use, it will be a goldmine for early developers.

Start developing now and by the time your app/game is fleshed out you'll be well positioned for when the cost comes down.

Re: VR

#107
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 went to the VR Expo in downtown LA recently where I had to wait in line for over an hour to play for 2 minutes on the vive with the full setup. It was 'kinda cool', I suppose. On the way out they mistook me for the next in line and offered to have me play another 2 minutes on another game but it just wasn't cool enough for me to waste any more time.

Re: VR

#108

Does anyone know if there is a correlation between the future of VR and the eyecare industry?

Probably not in the way you'd expect.

My optometrist is very enthusiastic about VR - apparently the way focusing works in VR puts a lot less strain on your eye muscles than staring at a screen.

Re: VR

#109
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…

I agree with this sentiment. I can't speak for the Vive, but I did get to try an Oculus headset (but not the new Touch controllers) over the holidays for an extended period of time.

The head/motion tracking was spot on and I didn't notice much lag at all. The problem was more with the resolution of the screen, FOV, and light leaks. I constantly had to trick myself in order to feel immersed. Also, if you don't have near perfect vision, the display will look even worse and its quite uncomfortable to wear the headset with glasses.

I think we're on the path, but the first generation headsets out there now are more in line with an expensive tech demo than anything else. I suppose that it is to be expected though. I look forward to future iterations.

Re: VR

#110

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.

I think I'd focus on the education/simulation training and medical market; there's already a bit in there, but nothing crazy big that I am aware of. Think:

Welding/training simulators (or tool training period)

Job training (perhaps heavy equipment simulation?)

Psychological/medical treatment (for instance, treating fear of heights - which has already been experimented with)

Virtual Design (VR CAD/CAM, interior decorating, real estate, etc)

I'm sure there are ton of these kinds of apps just waiting to be built or expanded on. Some of these could even enter into the home or consumer use areas.

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