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VR

blog.ycombinator.com

441–450 of 568 posts

Re: VR

#441
post #336

I run a VR-focused VC firm (Presence Capital). We've done 25+ investments in this space, so you can say that we believe in the long-term potential of VR. Even given that, we're bearish on how quickly there will be a profitable/sustainable VR consumer business and have advised most of our portfolio companies targeting consumers to keep burn low. That being said, almost all of the comments here are taking a singular wo…

Genuinely curious but what are your thoughts on VR porn being a thing? Recall that porn on the internet has really been one of the first to start accepting credit cards. The old adage "internet is for porn" rings true.

It is already a thing. As many hours spent in VR porn as in all the games combined.

Re: VR

#442
post #415

Earlier quoted context omitted.

Agreed that the first iPhone was special, it let me move across the country without knowing a soul for two thousand miles with confidence. The limitations were obvious though. The small screen and low resolution made it hard to read much text. It was really slow, both in processor and in its 2G connection. And it was clear that there was a lot of work to be done on the software and design technology side. The Vive fe…

>Agreed that the first iPhone was special, it let me move across the country without knowing a soul for two thousand miles with confidence. What was your alternative way to move across the country?

There used to be a weird merge between google maps and 2D printing

Re: VR

#443
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.

For sure, people can see the potential of the interface and it just needs the hardware to catch up.

Which I think will look like:

- Inside-out head tracking (hololens and project tango)

- Dedicated VR GPUs (heat and power issues)

- Better resolution (4k per eye is getting close to desktop screen res)

Then phones will go into 'VR mode' as we're seeing today with daydream, so it essentially rolls out automatically and without additional spending from consumers.

All incremental improvements to really take it mainstream

Re: VR

#444
post #164
post #99

Earlier quoted context omitted.

Which VRCover did you buy specifically for sweat? I bought the memory foam soft cotton one (it's supposed to come in tomorrow" because I wanted to to be washable, but also comfortable in other scenarios, though I very much have the same experience as you described and I'd like to make exercising with VR games a much bigger part of my routine. Edit: I'm mostly curious about the "leather" ones as they sounded uncomfort…

I bought this one but I'm not totally happy with it. For now it does the job but I'm sure better options will come out at some point hopefully sooner than later: https://www.amazon.com/gp/product/B01LZZ3M8B/ref=oh_aui_deta...

Ohhh, I actually bought one of the replacement foams. Here were the two I was considering, I bought the first of the two I linked and will be getting it tomorrow.

https://vrcover.com/product/htc-vive-memory-foam-padding-cot...

https://vrcover.com/product/htc-vive-memory-foam-padding-cot...

Re: VR

#445
post #10

Blown 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…

Imagine people saying this about Doom when it was released. The graphics don't look photo-realistic, you can see the individual pixels, you can't look up and down, man I don't think this 3D gaming thing is going to catch on. Everything you mention are very (very) simple technical limitations on what are basically proof-of-concept devices. If you think we don't have the technical capability to put higher-resolution sc…

I'm very aware of the direction of VR/AR. Prior to my new line of work, I assisted corporations with invention mining in the head mounted display tech area. Despite having fairly intimate knowledge of the tech and what's currently unreleased prototype stage, I had minimal first hand experience.

HoloLens are the biggest let down. That FOV was unusable.

Maybe mercurial MagicLeap is doing AR the right way.

Re: VR

#446

Earlier quoted context omitted.

I found the initial experience very compelling, too. Unfortunately, that initial thrill wears off fast. I challenge you to buy a Vive and report back in a few months with your daily usage level.

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.

Easy - as that time period includes the Oculus Touch launch titles.

That gives me:

1. SuperHot

2. Arizona Sunshine

3. The Unspoken

4. Dead and Buried

Looking through Steam sorted by user reviews: http://store.steampowered.com/search/?sort_by=Reviews_DESC&t...

Gives me another easy set. I'll stick to things I own or I've heard almost universally good things about:

5. Smashbox Arena

6. Sairento

7. QuivR

8. Distance

9. Bullet Sorrow

10. Vertigo

11. Serious Sam: TFE

12: Bullet Sorrow

13: Werewolves Within

14: ROM Extraction

There's more but I got bored. I can personally vouch for the excellence of at least 5 of those.

Re: VR

#447
post #10

Blown 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…

"Hyperbole" implies you think he's not being honest but then later you say "I feel like I the only one that feels such disappointment" which suggests you do think it's a genuine reaction which you are in the minority by not sharing. So - which is it?

They are only contrary given your flawed understanding of my first sentence.

Re: VR

#448
post #10

Blown 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…

Curious for reasons, but did you have a chance to try anything by Daqri?

I tried every single AR/VR HMD at CES 2017. So if they were there and they had a demo, yes.

Re: VR

#449
post #396
post #389

Earlier quoted context omitted.

In the real world, you look with your eyes much more than you look with your head. As you're playing games or working, the only time you ever turn your head is when something external distracts you, and you can resolve it in a split second. If you're using VR and something external distracts you, you have to abandon whatever your doing and dismount the device.

> In the real world, you look with your eyes much more than you look with your head. Unless you wear glasses.

[deleted]

Re: VR

#450

Earlier quoted context omitted.

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.

Please consider moon physics! I haven't heard anyone talk about this but I've thought this was the answer to locomotion in VR. It strikes a balance between realistic movement and not being too tiring, and moon jumping would be hella fun, especially in a FPS.

Jumping in real life and then going back down and landing while your character is still moving up seems like a really efficient way to get nauseated. 1:1 motion is very immersive and very good for avoiding nausea, so it's not something to give up lightly.
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