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VR

blog.ycombinator.com

191–200 of 568 posts

Re: VR

#191
post #102

Earlier quoted context omitted.

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 anythi…

100% agree - this is how I am going to explain it from now on

Re: VR

#192
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.

Now just imagine how that'll play out when we have really good competitive VR games that are also cardio workouts - so you're aiming to out-fitness the millions of other players.

The first DOTA or Counterstrike equivalent for VR that also rewards fitness with increased game ability will unleash a legion of very, very fit competitive gamers on the world.

Bearing in mind - 7 hr a week is more or less the minimum to be at all competitive at DOTA, for example. 7 hr of intense exercise a week will get you pretty fit.

Re: VR

#193

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…

Yes. It is not cheap enough to be mass market yet, but is close enough that you can see a lower price being attainable. The vision implementation is good enough in some circumstances, but obviously much of that will improve. Multi-player games are not there yet, but Oculus has already shown next-gen demos with multiple players.

The current batch of first generation devices obviously have shortcomings, and the price, lack of apps and shortcomings will make them early adopter devices. It's obvious that VR has come a long way in 20 years though, and the next few steps forward will make these into mass market devices.

On Youtube is a demo of Medium, a sculpting app, used by artists. I used this myself on Oculus Rift. They said it can sculpt 3d objects you can't easily do on a PC or in real life. It's like Photoshop or Illustrator or some CAD app, with the left hand being the toolbar and the right hand drawing and sculpting. It may be primitive but is useful now. VR is here.

Re: VR

#194
I spent ~$20 on a Evo and updated youtube and was very impressed. would I spend ~$1000 on the head stuff probably not but for ~20 you can't beat the it.

Re: VR

#195
post #174
post #160

Earlier quoted context omitted.

> 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!

I've heard good things about Soundboxing too, but haven't tried it yet.

Re: VR

#196
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…

How do you deal with sweat getting all over your device? Doesn't it start getting dirty quickly?

Re: VR

#197
post #167

Earlier quoted context omitted.

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...).

I'm mostly using the Unity level editor, in actual fact, although I use 3D Studio Max for my detailed 3D modeling when I need to.

The Unity editor's very powerful, and you can extend it with tools like ProBuilder and Gaia, which are all available in the Unity Asset Store.

(I heartily recommend both of those for simple geometry creation and landscape creation, respectively.)

I've been coming at it the other way - I know game engine graphics and assembly like the back of my sinister hand, but I've been on a rapid C# learning curve :)

Re: VR

#198
I agree that a lot of movement will happen to adapt actual apps to be explored in VR, but not just that. A lot of space will open for immersive content, one moment that you have a headset in every house. Therefore, new solutions are going to be needed both to explore and create for those devices. A good example are 360 videos editing. With that in mind I've been working on the last months on the first 360 video editor for smartphones, you can check that here http://collect.video

Re: VR

#199
I have mixed feelings about the potential of VR, and seeing YC pushing for it makes me reconsider my position. Let me explain.

I preordered the HTC Vive as soon as it was available in Europe. I got it shipped and the excitement couldn't be bigger. When I first tried, I was blown away. It was an experience I never had had before. I described it once as the single, most beautiful digital experience in my life. And I really mean it.

But.

Once the newness wears away, it's hard to find a motivation to keep spending hours in VR. It's cutting-edge tech, no doubt about it. But it requires a certain kind of commitment that you just can't give it for a long time. Using room-scale VR requires you to have a dedicated, large space just for VR. You need to detach yourself completely from the outside world while using it. You can't play it casually. You need to be a 100% committed to it. Compared to many other digital experiences, it's an all-in or nothing approach.

While playing on the PC, you need to be sitting in front of your PC. It's fine, because you can still read texts on your phone or talk to your family members that are passing by. Playing console games is even less of an issue, since you can be in your living room, sitting at the sofa, playing your favorite game. Using a tablet, or your phone is even more casual. You can do it in the middle of many everyday tasks, without it being an issue at all. At most, it's a distraction.

So after a while, VR becomes this great experience to be had only a few, limited times a week, or even a month.

Let's talk VR games. When the Vive started shipping world-wide, you would see tons and tons of VR content shipping to Steam. Unfortunately, most of them were short, alpha-stage demos, showcasing the new technology. But not a single deep, long game. You would pay full price for games that would not last more than 3 hours total. It's been many months now, and besides Bethesda's Fallout 4 coming to VR in 2017, there is just no other AAA title in sight!

I loved playing Pool Nation VR! I could play it with people from all around the world. It's honestly the closest you can get to a real pool table gameplay. But then again, after only a couple of months after its launch, it was next to impossible to even find a person available for playing online! The matchmaker would go for more then 10 minutes without finding a single opponent. I tried it many times, then I gave up.

The non-game aspect of VR seemed to have potential as well. But as of today, besides some gimmicky drawing applications or low-res virtual movie theaters, there just isn't a single app that would make you think that VR is the next big thing.

I was really excited about AltspaceVR. In the beginning, it was vibrant, with lots of people meeting and exploring this new way of socializing with other people from all around the globe. Guess what? It's pretty empty right now, not even a fraction of what it used to be the first few weeks after launch.

Still, I am going to reconsider selling the Vive now. I had pictures taken and a description prepared to sell it through a second-hand online store. Maybe there is more to it than it appears. Maybe the next-gen VR sets are going to be wireless and much, much less isolating (AR anybody?). We shall see...

Re: VR

#200

> I think we are no more than two years away from an explosion of new consumer startups I remember reading similar sentiment two years ago, back when the Oculus started getting massive attention after their successful Kickstarter. There are counter arguments to the rise of VR. As mentioned, price and hardware are too high for casual use, but that will be fixed in time. What can't easily be fixed is that fact that it…

Big screen TVs aren't convenient either - but a huge number of households have them - VR doesn't have to be exactly like smartphones in order to be very popular
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