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VR

blog.ycombinator.com

171–180 of 568 posts

Re: VR

#171

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!

RP1 does a decent job at this, but it feels sort of cotton candy compared to Snowcrash.

Re: VR

#172
post #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…

i see no reason why AR cant be merged with VR, although maybe that is because i dont have a clue about how either works

Re: VR

#173
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…

I agree completely. What's really interesting is, if you start to think of VR as exercise equipment, suddenly $800 for a headset and $1200 for a high-end gaming PC aren't that much money. You can easily spend twice that on a treadmill and a treadmill is a terrible workout. You could almost spend that on gym fees in a year and not ever show up, whereas the VR system in my home is fun and compelling: I do use it. And i…

Oh, yeah, definitely.

I'd actually compare the cost to the cost of hiring a personal trainer. Both solve two problems: exercising, and the motivation to exercise.

Looked at in that light, the Vive's way cheaper.

Re: VR

#174
post #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/

Oh nice, this looks like a nice tweak on the AudioShield formula - appreciate the rec!

Re: VR

#175
We've applied to YC a few months back with a real estate app based exactly on this premise. The goal was saving people's time and money in the inefficient home-search process.

Turned down, though.

Re: VR

#176
post #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,…

I found the initial experience very compelling, too. Unfortunately, that initial thrill wears off fast. I challenge you to buy a Vive and report back in a few months with your daily usage level.

Re: VR

#177

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.

I want VR. And judging from user reaction to the VR experiences I've created, quite a few other people do too.

The market's there. You can argue about the size of it, fine. But it's definitely there.

Re: VR

#178
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…

I totally agree! The immersive experience not only makes you forget that you are working out but also makes you want to be better at moving around so you can perform better in the game.

Re: VR

#179

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.

Nobody wants VR _as it is currently implemented_. With goggles the size of glasses, no tether, and the ability to see around you at the flick of a switch, it would take over the planet. That could be a while off though.

Re: VR

#180
post #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,…

I think you nailed it: you have to relax a certain amount and let your brain do it's own thing—like falling asleep. Some people have more of a tendency to latch on to the fact they're looking through a device and don't 'let go' and the magic doesn't happen. It's also probably situation dependent; your mind is less likely to let go of your actual environment and focus on the virtual if there are distractions or anything you're concerned about in your surroundings (e.g. it will be less likely for some people while in stores and at conferences etc.).
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