Live data from Hacker News

VR

blog.ycombinator.com

181–190 of 568 posts

Re: VR

#181

Earlier quoted context omitted.

Which eye-tracking tech did you try at SIGGRAPH?

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

Were they in VR headsets (or glasses), or were they the desktop bars?

(Last time I tried a bunch of eye tracking, the desk-mounted was amazing and the head-mounted wasn't)

Re: VR

#182
post #32
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's an interesting observation - most of the caveats about VR (poor UX/interactions, consumer hardware at least a few generations away from a good v1.0) probably don't really impact this space much as the focus is on other things. People are already demonstrably willing to put on somewhat clunky gear for an hour or two for a workout.

lol - great point - a squat rack is a pretty bulky piece of equipment too!

Re: VR

#183
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 hope that you realize that 8k/eye at 120Hz is in the 100Gb/s range with compression, that you won't see because it's already a retina display (60ppd) at 130deg view angle. Also there are NO GPUs that could come close to rendering a single eye today at even 60Hz (even 30Hz would be absolutely top end).

So, I think your requirements are completely unrealistic, but I agree that the current VR (1k/eye at Unfortunately, that almost certainly means Foveal rendering (since UHD at 60Hz is too hard and 120 is right out), which will take some time. However, it probably also means that the bandwidths might be possible to untethered mulit-Gig wireless. Having an unteathered system that used a high powered GPU would be really nice. http://research.microsoft.com/en-us/um/people/johnsny/papers...

Re: VR

#184

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 think VR is just a stepping stone for true mixed reality, which most people confuse with AR but is really a mixture of the two. I doubt we will see VR-only games 10 years from now outside of dedicated arcade-like settings ala The Void, where you go and don the equipment necessary to to do this in a large space with convincing realism and with a group of people. The benefits of room scale pure VR are only properly realized in relatively carefully controlled settings. Mixed reality on the other hand can allow for a much wider range of experiences in a wider range of settings.

Re: VR

#185

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…

I had the exact same thoughts after playing with a Vive. An amazing glimpse at the near future.

Re: VR

#186

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…

Our children are going to look back and laugh at existing headgear just like the transition from CRT to LCD ... hopefully direct brain/retinal input will happen in my lifetime :)

Re: VR

#187

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.

Your message reminds me of Steve Ballmer, 2007:

> "There's no chance that the iPhone is going to get any significant market share. No chance," said Ballmer. "It's a $500 subsidized item. They may make a lot of money. But if you actually take a look at the 1.3 billion phones that get sold, I'd prefer to have our software in 60% or 70% or 80% of them, than I would to have 2% or 3%, which is what Apple might get."

But that's probably because I agree with the posted article, and think VR will have a very big future.

Re: VR

#188

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…

You should take a look at this YC company: https://www.sixa.io/ - these changes might come faster than you think :)

Re: VR

#189
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 think fitness is going to be huge with VR gaming.

We’re developing an FPS game, and are researching walking and jogging in place to drive character locomotion. The new Vive trackers are an exciting announcement, because that means we can have ankle tracking. In-game hands and feet.

Re: VR

#190
post #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.

Maybe, in the not so distant future, the use of VR in real estate will be to give everybody a seaview mansion when, in reality, they live within four boring walls.
Post reply on HN