Live data from Hacker News

VR

blog.ycombinator.com

141–150 of 568 posts

Re: VR

#141
post #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 decora…

Yes, training is another area where there's clearly a lot of potential to address pain points and make a great deal of money.

I was discussing VR with an ex-military colleague recently, and he got quite excited about the potential of the technology to enhance and extend early-stage simulator training. It's a hell of a lot cheaper to buy a Vive than a tank simulator.

And the therapy applications are incredibly exciting. Early days for those still research-wise, though.

Re: VR

#142
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…

> regularly skate with/against NHL bound Junior players, I've skated with guys that didn't make the NHL cut and they were extremely fast to me. All most no effort it seemed like. That's really shocking to me that you could get a workout from VR. Fog has to be an issue, no?

> I've skated with guys that didn't make the NHL cut and they were extremely fast to me. All most no effort it seemed like.

All great athletes seem like they're barely exerting effort when in reality they are way above average peak performance. Just running back and forth on a football pitch for a whole game is something that would bring most of us to our knees.

Re: VR

#143
Just finished reading Ready Player One, and have never put on a VR unit. This post is timely. I can see having a very similar reaction.

Re: VR

#144
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…

> regularly skate with/against NHL bound Junior players, I've skated with guys that didn't make the NHL cut and they were extremely fast to me. All most no effort it seemed like. That's really shocking to me that you could get a workout from VR. Fog has to be an issue, no?

Fogging in the lenses is usually a sign the lenses are dirty. Usually, if I let them fog over and then clean them with a clean cloth, they don't fog over again. I do a very similar workout to the the person you replied to. Once I get the lenses cleaned, I can play Space Pirate Trainer without any problems.

Re: VR

#145
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…

This is why I love HN, the first 2 top voted comments are sharing complete opposite experiences using the Vive.

EDIT, in case it changes:

Positive: https://news.ycombinator.com/item?id=13393449

Negative: https://news.ycombinator.com/item?id=13393606

Re: VR

#146

> 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…

I found that Superhot VR was much more exciting than Eve Valkrie. The immersion was so high that I started closing an eye to shoot better. I haven't done that with any other game.

I just had the same experience today testing Onward.

Closed my eye by reflex to aim with the iron sights on a rifle, then had one of those "oh my god I just did that" VR experiences.

When it feels real it feels very real.

Re: VR

#147
post #136

Earlier quoted context omitted.

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.

The problem with "room scale" is very few people have a (near empty) room in their households which they can dedicate to a single-user VR experience. Every user in the household would need their own room (hmm - will new homes be advertised with these as "upgrades"?)...

Yeah, it is. I am hesitant to buy a couch for this reason. I live in a studio by myself and basically my entire living room is a VR space and it is still pretty small.

Re: VR

#148
post #88

I'm making a VR game with giant mechs that has a totally unique movement mechanic. Anybody want to fund me? :P

Get it into a playable state and up on Steam in Early Access, sir or madam. There are a LOT of people looking for a good VR giant mech game right now.

Re: VR

#149
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'd say you were probably just very jaded going in already. I've ran literally hundreds of people through the HTC Vive (my company ran a popup VR arcade for a while as a marketing stunt) and 95%+ people said they were completely blown away.

Re: VR

#150
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…

[deleted]
Post reply on HN