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VR

blog.ycombinator.com

151–160 of 568 posts

Re: VR

#151
post #53

Earlier quoted context omitted.

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?

The Vive chaperone tech is really good. I've been developing with my living room as my VR space for months now - as well as getting other people in to playtest a physically intense, scare-heavy game requiring fast movement - and to date we've only had one even moderately close call with a controller nearly whacking my TV. And that was my fault for setting the chaperone bounds a bit optimistically.

>And that was my fault for setting the chaperone bounds a bit optimistically.

I learned that the hard way.

They need to add a note to SteamVR: Don't make the edges directly against obstacles.

Re: VR

#152
I've had a Vive for a few months now and I hardly ever use it. I too was blown away at first. It really is an amazing experience when you first put it on and play a game like the The Blu but that sense of awe doesn't last long and you're left with a somewhat uncomfortable headset with less than stellar graphics and pretty boring games. These days I would much rather play a game like TitanFall 2 than any of the Vive games. Much more interesting.

Having said that, some of the non-game titles are great. Google Earth and The Body VR or whatever it's called, are fantastic learning tools.

Re: VR

#153
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.

I think there's a bit too much exuberance around VR and AR at the moment. I can imagine a future where fully immersive AR is technically possible, but no one uses it because it's annoying or inconvenient. Sort of like how video calls are possible now but most people just text.

Re: VR

#154

I feel like a lot of the comments here blasting the technology are related to its ability to output at the hi-fidelity we are now used to on the web / mobile 3D experiences. This level of immersiveness/naturalness/fidelity will obviously come in due course. Michael Siebel is here talking about the opportunity (obviously) — which is IMMENSE. This is basically the iPhone/App-Store bandwagon all over again. If you can j…

It's really surprising to me to see so many people on HN poo-poo on VR like they do, for this reason. Isn't this site supposed to be about startups, entrepreneurship, being forward thinking, etc? Where are the "thought leaders"? If you can't see the huge potential for VR, there is something wrong.

Re: VR

#155
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. Ther…

> I would hardly say even the craziest company (cough Apple) would rush out a new version that quickly.

A side note: although Apple does come out with new product versions rather quickly, it's worth noting that they take a very long time to create the first version of their new products. More often than not those efforts don't even end up seeing the light of day. Now that I think about it, it's probably why Apple hasn't thrown their hat into the VR ring. Once they do decide to go to market with a brand new product category it typically has a ton of polish and iterating from that point on can be done incrementally and rapidly.

Re: VR

#156
As someone who owns both headsets from day one and has been developing software for Vive, I'd honestly say the current generation of tech just isn't worth it for most people. In five years when we have wireless headsets with eye tracking and full FOV displays with no discernible pixelation and the library of games are finally here it will be worth it. As it is most people would probably be let down after the initial wow factor wears off.

I think VR is at the point smartphones were from 2000-2007 until the iPhone showed up. It's going to take another generation of devices that incorporate all of those features in a really well designed package before it goes mainstream.

Re: VR

#157
"3. New frameworks. Building and iterating VR apps is going to have to get a lot easier."

Hasn't Unity already cemented itself as the go-to framework for VR? Has anyone seen anything better?

Re: VR

#158
Like most people, I'm completely sick when I'm in VR. I don't see how the VR could become mainstream if they don't fix this problem.

Re: VR

#159
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?

Well the Vive/VR workout isn't my aerobic workout and/or what keeps me fast enough to play with those guys at age 49. I do a variation on the the Tabata Sprint workout, which is probably the toughest, most intense part of my workout outside of the pull-ups. Most people I know can't handle fully sprinting near exhausting repeatedly for 2m; the threat of vomiting alone from the workout stops most of my friends. So no, I don't mean to imply the VIVE workout is in anyway the main component of my aerobic fitness routine.

The Vive, for me anyway, is more a overall body workout that strains muscles I don't seem to hit from hockey, snowboarding and/or other such activities I do regularly. I would say it's a) a great overall, full body workout, but not super aerobic, and b) extremely good at training for tracking/responding to multiple 'threats' from multiple angles. Or sharpening my focus, or indirect focus skills. For example I often de-focus my vision and think about the "Inner Game" and just get out of the way of my body; I often will hit two targets with each hand independently from each other spread out 20ft or so apart. I've noticed on the ice I'm picking up players on my side/other team earlier and it's giving me an edge in just being ready a second earlier with the puck.

Re: VR

#160
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…

> That is easily the most physically demanding VR activity that I've found so far

Have you tried soundboxing? I'm on OSX so can't try it, but I really want to give it a shot - it seems awesome, and a good workout. Bringing back the glory days of DDR in the arcade...

[0] - https://www.soundboxing.co/

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