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VR

blog.ycombinator.com

291–300 of 568 posts

Re: VR

#291
> Because VR games are so physical, gaming will no longer be perceived as an unhealthy activity. I could have used this growing up.

Color me skeptical but they said the same thing about NES Power Pad: https://en.wikipedia.org/wiki/Power_Pad

I think it's more likely that people will be even more zoned out as you can't even move your hand up and down in front of their faces to block their line of sight to the TV.

> If I am right, over the next five years we will see the following:

> 1. Lower price point and maybe the ability to finance the hardware (like your cell phone).

> 2. 100 million devices distributed. Without a significant number of users the best founders won’t get serious about building for VR over building for web/mobile.

> 3. New frameworks. Building and iterating VR apps is going to have to get a lot easier.

> 4. Large companies solving the primary hardware problems: headset and input innovation plus distribution. I think this might be too expensive for startups to tackle.

None of these predictions involve any insight into VR. Replace the word VR in #1, #3, or #4 with any tech at any point in recent history and you can make the same statement. I also doubt #2 will happen. The smartphone revolution was a natural evolution of expanding communication devices that people already had into devices that were more useful. VR requires an entirely new set of hardware (for the display component) that isn't anywhere near as approachable as going from a flip phone to a smartphone.

> Recently I’ve heard a lot of investors say “There isn’t a whole lot of new stuff to do in consumer. There’s already an app for that.” With VR, there isn’t already an app for that.

> I think we are no more than two years away from an explosion of new consumer startups and I cannot wait to start funding them at YC.

This I agree is definitely coming though I have my doubts about it being anywhere near the scale of smart phones or the push to make all things web. I also think there's going to be an even higher "dud factor" with VR startups than the already high rate for consumer focused startup. Let's see what happens!

Re: VR

#292
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.

Are there any information online about your startup? Will you continue working on it?

Re: VR

#293
post #75
post #53

Earlier quoted context omitted.

So do you just have some huge empty room/garage in your house then? Are you ever afraid of smashing into stuff around you that you can't see because of the goggles?

I have half my basement setup for hockey specific workout stuff, I call it 'Hockey Heaven', and repurposed part of the area for VR use too. You can see pictures of it on my old blog below (which I'm in the process of relaunching as a VR specific site in the next month or so). https://existentialquandary.wordpress.com/hockey-heaven/ This is before I setup the VIVE so basically I hung the sensors around the 'blue line…

Pretty damn jealous over here. More for the hockey than the VR. Sweet setup. What's the floor made of?

Re: VR

#294
post #127

Earlier quoted context omitted.

None of them big name VR machines have Linux support? Seriously? Are they Windows-exclusive?

HTC Vive supports the OpenVR "standard" - and I believe the HMD from Razer (yep, they make one - yet you never hear a peep about it) is the same. The Rift doesn't have Linux support (anymore - the original DK1 did), and probably never will. There are some 3rd party reverse-engineered drivers for it, but they are limited in only allowing for the display to turn on, and view the output, plus a couple of other minor thi…

http://www.osvr.org/hdk2.html is the only Linux-supporting headset. It's open source and would very much appreciate contributors...

Re: VR

#295

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…

It's really surprising to me to see so many people on HN poo-poo on VR like they do, for this reason. Isn't this site supposed to be about startups, entrepreneurship, being forward thinking, etc? Where are the "thought leaders"? If you can't see the huge potential for VR, there is something wrong.

> If you can't see the huge potential for VR, there is something wrong.

Or, we see so many game-breaking limitations (cost, FOV, resolution, VR sickness) and are tired of the "give it 5 years" rhetoric that assumes magic will happen to fix it.

Or we're simply not convinced that what it offers is that much better than a regular old computer screen. How does VR change my daily activity of programming? Of watching movies? Of reading books?

Re: VR

#296
post #252

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 think that the Vive is a little like the release iPhone. It has all of the pieces, but it's also clunky and extravagant. You had to have a pretty good imagination to look at any 2004 phone and envision the iPhone, but once you had the 1st gen iPhone it's pretty easy to imagine a modern smartphone. It's pretty much just the same thing only more so.

I love this analogy. A similar one I've been using is that the Vive is like the Nintendo Entertainment System (1985).

Sure you could technically play video games in your house on the Atari 2600, but they were so much worse than arcade games they were sort-of still a gimmick.

The NES was the first home game system whose games were good enough to get lost in. But that doesn't mean there wasn't tremendous room for improvement.

Re: VR

#297
post #250

Earlier quoted context omitted.

It's more like 7 hours a day to be anywhere near competitive at DotA.

By "competitive" in that context I meant "won't get stomped at 1.5k MMR". Which is still, frankly, a pretty high bar compared to most games. But yes. If you want to be actually competitive at a tournament level, you're dead on.

I see. Yeah, 7 hours of fitness a week on a casual level would do wonders for a lot of people, me included.

Re: VR

#298

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'm hugely bearish on VR, I think its a fad (again), and I'm not kidding you. You talk in such absolutes that I wonder if you've ever done any research on past technology endeavors. LaserDiscs, interactive TV, VRML (yes, "VR"), 3D TVs, Google Glass, and (probably) smart watches. VR doesn't even replicate reality, let alone do more. While I can appreciate your enthusiasm, there are always doubts.

The current crop of companies can experience something similar to the video game crash of 1983. I also agree that the "VR will change everything" hype is baseless - 3d user interfaces are just not that effective for most applications. Though as an entertainment technology the experience is so compelling that it is hard to imagine that it won't become massively popular eventually.

Re: VR

#299
post #236

Earlier quoted context omitted.

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!

That kind of precision isn't necessary for tracking position accurately for VR/AR though, Hololens' current system is pretty damn good and I'm sure internally it's improved a bunch as they roll out their own VR headsets too.

It absolutely is needed for many AR applications. VR is a bit more forgiving, particularly if you are talking consumer and games. Any time you need maintain a relationship to the physical space you are in you can run into trouble though.

Re: VR

#300
I really think VR will take off but not yet. I was waiting for new games and new hardware for a year now but i think there is just a little bit of time needed.

I'm very enthuastic but not enought to pay 1k for it. Every game i saw in some video felt to 'simple'. More like funny small games but nothing which would make me using it for long enough.

but still i can already see useful usecases: When you buy a kitchen for example but the needed software needs to be build and that takes time and money. Something like this needs just time and enough 'normal' developer and manager have to be motivated.

Every peace of money already made with vr and which will be made in the next two years is probably opportunistic money.

I'm looking forward to better hardware (4k! lightweight, enough smartphones for google dream) and more software (architecture, kitchen, bath, ikea, website support for simple plug and play, concert videos, museum and history tours, games, games games :)

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