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VR

blog.ycombinator.com

231–240 of 568 posts

Re: VR

#231
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…

Additional workout suggestion: try Thrill Of The Fight ( http://store.steampowered.com/app/494150/ ). It's the most physically intense experience I've had in VR so far - I'd say even more intense than Holopoint, although the two are close. Obviously you will have to enjoy boxing for it to be much use or fun, mind! You might also enjoy Climbey ( http://store.steampowered.com/app/520010/ ) - it doesn't look particularl…

Terrible graphics. I'm not up-to-date but are we still at this level?

Re: VR

#232
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?

Agreed with OP on HoloPoint and other apps (e.g. AudioShield is another favorite of mine) being a surprisingly intense workout. I sweat quite a bit with these games after ~15min, and this is definitely a problem. On Vive, the soft padding absorbs the sweat from my forehead as a sponge and becomes quite gross. I've learned to deal with the yucky feeling and can mostly ignore it, but I could see how others wouldn't.

Re: VR

#233
i feel like the physical aspect is something that's actually cumbersome in practice, you need a lot of space, and even then you need to make sure you don't gradually bump into things. It's a bit of a gimmick and I believe it will wear off. I have a hard time imagining the N-state of VR being anything else than people sitting still, or even lying down with just a remote or two in your hands where you don't even use gestures.

The N-state of every leasure activity is as low physical effort as possible.

However I'm not sure what the main activity will be on a really good VR platform. It might just be watching movies or it might be playing games. The thought of some kind of second life type of game/world is also something that feels like a cliche but is also pretty likely to happen. In which case, how do you move? how do you interact? probably voice + some sort of game controller, right?

There might be some practical applications of VR, such as surgery or whatever, but that will never be the mainstream, unless VR fails for consumers (again), and this discussion doesn't become very interesting.

Don't get me wrong, I'm actually pretty optimistic about this generation of VR. I simply don't believe in the whole premise of it becoming a physical activity.

Re: VR

#235

Earlier quoted context omitted.

> 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 has…

Now that I think about it, it's probably why Apple hasn't thrown their hat into the VR ring They're working on AR

Sorry, what I meant by Apple throwing their hat into the ring was actually releasing a product. They've been working on myriad products over the years that they ended up throwing out. For a company like Apple, working on a product and releasing a product is a far greater distinction than for other companies.

Re: VR

#236
post #137

Earlier quoted context omitted.

Hololens tracking isn't nearly good enough, in my opinion, and isn't going to get there soon. Vision algorithms + and inertial tracker could be interesting though. Appropriate tech exists, but is currently expensive. There has been good work on eye tracking in other spaces for many years now, so that seems a much cleaner implementation path to work well. edit: I'm going to add a caveat, I mostly care about VR and AR…

What did you find wrong with the Hololens tracking? I use it a couple times a week and have been super impressed with it so far. Seems to very solidly lock on locations, and I can walk to the far end of the office and my content is still right where I left it. You can use is in huge unbound areas and it doesn't mind at all. The Hololens still has a lot of issues, the FOV's crappy, hand tracking needs a lot of work, o…

It's probably fine if you just want "if I go back to my desk, this window is on the left hand side". If you want more precision and accuracy, or consistency with physical measurements/other tracking systems, it's not so good in my experience. Happy to revise/update that experience though!

Re: VR

#237

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 have used a Vive and a Rift for games for about five hours each and that was enough time for me to get bored with it. Not sure if it's that the games being developed for it are extremely lackluster compared to "real" games or if, like you say, the technology just isn't where it needs to be to be fun, but it was a letdown for me. It did have an amazing wow factor when I first tried it though.

Re: VR

#238
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/

I've played Soundboxing quite a lot, its a load of fun and you definitely get a solid work out. Its usually my go to game when I want some VR exercise. The leaderboard is a nice touch as well, makes me really try push myself because I want to be #1 on some of my favourite songs.

Re: VR

#239
I'm not really sure what this means.

YC has been investing in VR/AR companies since at least 2014/5. 3% of S16 companies were VR. It's been on their Request for startups since at least 2014[1]. Is this simply stating that they are going to be more aggressive in the space?

There are plenty of us VR/AR startups out there...

[1] https://hackernoon.com/3-of-y-combinators-summer-2016-batch-... [2]https://www.ycombinator.com/rfs/#vrar

Re: VR

#240
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…

Quite possibly education and elder care too.

I'm not into gaming much (I find the magic of games pretty much gone for "moar" details, "moar" movement). But for health and also bootstrapping understanding your body, I'd contribute a lot to VR.

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