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.
VR
431–440 of 568 posts
Re: VR
#432Earlier quoted context omitted.
I thought the same thing until I tried it. Seriously, try it out the level of immersion is insane, a more classic game feel can be amazing. But something where you move around is incredibly compelling. I watched a friend try to lean on a counter while cooking in Job simulator. I have hit basically every wall in my living room with a controller at this point as well as all the lights. On the exercise front, Not every…
I have a hard time seeing anything you're pitching as much beyond what you could get with a Wii, and that's completely dead and abandoned. How many people bought Wii fitness? Is that enough of a demographic to expect there to be an entire new ecosystem supporting it? I get that the technology is amazing, I just don't see it getting much mass market penetration.
Try it. It's much more compelling than a Wii.
I think the Wii had part of the jigsaw. Imagine Wii/Kinect interactions, a really vibrant indie-dev culture plus that really hard to explain thing - "presence". It's a fascinating time to be part of a technology. I can only think of a few things that came close - the original home computing and video game boom (I was a child - so everything was wonderful), the early days of my time on the internet and the early iPhone/Android days ("I've got a proper computer in my pocket!").
I haven't been this excited about tech for a long time.
Re: VR
#433I applied to YC about 2.5 yrs ago with a VR-focused company for new construction homes software. Got rejected. Fast-forward today and I've built a successful company with it. It'll take a few yrs for VR to get mass adoption, but it shouldn't stop people from starting a B2B VR company. I've seen a lot of tech since my TRS-80 days and can tell you that this one is going to be transformative in a lot of areas.
What company is this? Because it sounds like Siebel would be interested to know/fund :)
Re: VR
#434I 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…
Re: VR
#435Earlier quoted context omitted.
I thought the same thing until I tried it. Seriously, try it out the level of immersion is insane, a more classic game feel can be amazing. But something where you move around is incredibly compelling. I watched a friend try to lean on a counter while cooking in Job simulator. I have hit basically every wall in my living room with a controller at this point as well as all the lights. On the exercise front, Not every…
I have a hard time seeing anything you're pitching as much beyond what you could get with a Wii, and that's completely dead and abandoned. How many people bought Wii fitness? Is that enough of a demographic to expect there to be an entire new ecosystem supporting it? I get that the technology is amazing, I just don't see it getting much mass market penetration.
The balance board sold 32 million units, so it was a pretty major success. That is as many units as Nintendo64 consoles sold. See http://www.gamesradar.com/holy-crap-look-how-many-wii-balanc...
Re: VR
#436I've tried the Vibe and the Microsoft Hololens. The Vibe feels like a minor improvement over Jaron Lainer's original unit from the 1980s, which I tried back then. It's still too big and heavy. The update rate and position tracking are at last acceptable. It's going to be popular with the FPS gamer crowd, but beyond that, it doesn't seem worth the trouble. The Hololens packs an incredible amount of hardware into a sma…
Re: VR
#437Blown 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…
1. Medium, a sculpting program[1]. This tool lets you build 3D sculptures. The intuitiveness of the controls and the ease with which you can make these gigantic sculptures feels amazing. I think things like this are going to have a huge effect on how art is made. It's such an empowering experience to be able to so easily make these huge pieces of art.
2. RiftSketch[2]. This is just a simple demo, but it puts you in an open plane where you can modify the world around you by writing Javascript in an in-world console. Again, the feeling of empowerment in being able to alter your world so easily was really cool.
3. The Unspoken[3]. This is a game where you're a wizard and shoot fireballs and things at other wizards. Not sure what to say about it but it was really fun.
[1]: https://youtu.be/KX-UyFCUfa8?t=1406 [2]: https://github.com/brianpeiris/RiftSketch [3]: http://www.insomniacgames.com/games/the-unspoken/
Re: VR
#438Nobody 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.
Re: VR
#439Earlier quoted context omitted.
My daily usage level has dropped, but mostly it is due to the lack of new interesting software. When you read this thread, or /r/Vive or anywhere else, it's always the same story: people talking enthusiastically about games that came out months ago. The same ones, over and over. Space Pirate Trainer. Holopoint. H3VR. Job Simulator. I'm really bored of those.
Define 'months'. I can name half a dozen games of equal quality that came out in the last 6 weeks.
Re: VR
#440I am both a huge proponent and skeptic of VR. I am no veteran but to my credit I was dabbling with VR many years before Oculus ran its Kickstarter. I am skeptical in the short term because the hardware is still struggling to keep up with the demands (at a reasonable price point). Maintaining 90-120 FPS with any sort of detail is much more difficult than 30 FPS. I am a proponent in the long term because there is defin…
In the long term I can see it being a huge social tool (to the point where people might regularly meet their significant other in a virtual environment, if the rendering is accurate enough). I think I understand the thought process behind this, and I've heard this before, but this idea literally makes no sense to me. The sense of logic that wearing goggles will let you see people and be seen is, outside of cultural c…
In other words, I am sure technology will progress to a point where you can practically mimic reality (this might not be for another 20-30 years for the consumer though). At that point, you have something where you can engage virtually, perhaps with less of the fear you might have in the real world. Approaching someone virtually should theoretically be less intimidating (but perhaps if you have a true portrayal of your identity, it still is?)