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VR

blog.ycombinator.com

161–170 of 568 posts

Re: VR

#161

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…

The current VR/AR situation is nowhere near the iTunes app store situation when it was taking off in 2008-2010. The most notable difference is visible adoption of the technology. By 2009, non-tech peers and relatives were spending more time consuming content on their iPhones and iPod Touches than I was as a developer. You'd see more smartphones everyday just walking around.

I work in San Francisco in an office with multiple tech companies. VR/AR is about 99.9% invisible. It's occasionally mentioned by developers/gamers upon returning from GDC. Otherwise, it's completely off peoples' radars. I think the technology has potential, but claiming it's "the next iPhone" is inaccurate. It remains to be seen.

Re: VR

#162
I got pretty invested in VR in 2016, and to be honest I wish I'd just waited. Here's the history of how VR went for me last year:

* Pre-ordered Vive and Rift, planning to keep whichever one arrived first.

* The Rift encountered tremendous shipping issues.

* I got the Vive pretty much on launch day, so I figured I'd cancel the Rift order.

* I was blown away by room-scale in the Vive initially, but really disappointed in the visual quality. It wasn't just the resolution or screen-door effect. I was shocked to find how small the sweet spot is and how much of the image is out of focus around the edges. I was shocked at the godrays and various other optical phenomena.

* Because the Rift was said to have a much clearer picture than the Vive, I decided not to cancel the order.

* By the time the Rift arrived (in late July I believe), I had basically stopped using the Vive because I'd run out of content and the only new content coming out was incredibly unpolished Early Access indie stuff. Some of the games people are talking about here like Space Pirate Trainer or Holopoint I grew bored of by June of 2016. They're not new.

* The Rift was immediately more comfortable, the picture looked a lot clearer despite having the same resolution, and it was a big relief not needing to worry about separate headphones anymore.

* While I enjoyed the charm of Lucky's Tale and Chronos reminded me of Dark Souls, I couldn't get into any of the other seated content, so the Rift fell into disuse rather quickly. Keep in mind that if you're into racing sims or flight sims there's already a wealth of content for you -- but I'm not into those things (and I did try them).

* I entered a limbo where I didn't know what to do, which to sell (perhaps both?). I decided to preorder Touch, hoping that the Rift+Touch would be decisively better than the Vive and my decision would be made for me.

* Touch arrived in December. The controllers themselves were great. The tracking was not. It was a real pain to set up. I fiddled with it endlessly. The tracking software itself seemed to have glitches. It was really sensitive to which USB ports I used. Eventually I got the tracking working acceptably after my third sensor arrived -- still not as good as the tracking on the Vive, though, which was basically perfect.

* I've been experiencing a brief VR renaissance with the new Touch content, which is generally a lot more polished than anything on the Vive. However, most of it is purely multiplayer, which I'm not really into.

* Rift+Touch is not decisively better than the Vive, but I've somewhat arbitrarily decided to just keep it and sell the Vive, largely because it's the system that I currently have set up.

In retrospect, I wish I'd just waited an extra year or two. VR with tracked controllers and room-scale is definitely cool and I don't think it's a gimmick, but it's still very much in early adopter territory right now.

Re: VR

#163
Nobody wants VR. You can try and ram it down our throats all you want with TV adds showing befuddled old people discovering the wonders of a phone strapped to their head, or calling VR systems a "hot Christmas gift," but that won't change the fact that nobody wants it. It's too awkward, and it makes the user too vulnerable. You cannot create this market.

Re: VR

#164
post #99
post #38

Earlier quoted context omitted.

I do but I don't mind it. I wear a thin head-cap and bought the 'VRCover' which helps absorb the sweet (but is unfortunately made of cotton for some reason). My setup is in the basement too and so it's typically pretty chilly down there so it's probably not quite as bad as it could be. I do have to take the headgear off every few games, towel off head/forehead, and clean up the lens.

Which VRCover did you buy specifically for sweat? I bought the memory foam soft cotton one (it's supposed to come in tomorrow" because I wanted to to be washable, but also comfortable in other scenarios, though I very much have the same experience as you described and I'd like to make exercising with VR games a much bigger part of my routine. Edit: I'm mostly curious about the "leather" ones as they sounded uncomfort…

I bought this one but I'm not totally happy with it. For now it does the job but I'm sure better options will come out at some point hopefully sooner than later:

https://www.amazon.com/gp/product/B01LZZ3M8B/ref=oh_aui_deta...

Re: VR

#165
post #33

We need more women to get into VR. Not some SJW thing, young 20 something techy dudes just don't shop enough. Future malls will be in VR, and it'll be awesome, but right now the wrong demographics are using VR.

Currently there are no VR porn games for female either. And it's not because it's not fun for them (NSFW): https://vimeo.com/198344395

Re: VR

#166

VR advancements to look out for in 2017: - Eye tracking (it already works perfectly, I've tried it myself at SIGGRAPH), this will enable a few cool things: - Foveated Rendering - rendering only what is in the fovea view at high quality and using a lower quality method for the periphery. Reduces rendering requirement by ~75%, enabling either higher-end graphics on the desktop, or the ability to move many desktop-bound…

Which eye-tracking tech did you try at SIGGRAPH?

The SMI one, and the accompanying Nvidia foveated rendering demo.

Re: VR

#167

Earlier quoted context omitted.

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

I've been making Machinima films using game engines for the past 20 years or so, including working with people like EA, the BBC, et al. (I'm actually the guy who coined the word "Machinima", with a colleague, because we needed a better way to describe what we did than "Quake Movie".) So I had a lot of game engine experience before I jumped in. As for beginners getting started: Unity, Unity, Unity. Grab Unity and star…

Do you mostly use Blender to create the actual environments? I've started to do a little reading on this stuff too and it's a daunting hill to climb coming from primary a web-dev background (at least I know C# like the back of my Left Hand haha couldn't resist...).

Re: VR

#168

"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?

Sure, but Unity is a game engine, I think he means more like Xcode is to iOS dev as _____ is to VR. Unity isn't optimized for making general applications, although it looks like they want to head in that direction for VR.

Re: VR

#169

I can't believe some people are saying VR is a fad, that it's not going to work, etc, etc. Are you kidding me? The only real question is how long it's going to take before it's fully integrated into our daily lives, there is absolutely no doubt this will happen (unless we somehow go backwards technologically, due to world war or some other unforeseen event). It may not happen for another 10-15 years, but it WILL happ…

I am not sure what you mean by "happen" but as far as I am concerned, it is already happening. In 10-15 years, it will probably be as pervasive as a smart phone.

Re: VR

#170
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 haven't had a problem with fogging at all, I wasn't aware that was an issue with Vive/Rift.
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