I'm going to politely disagree with this article. It's overly optimistic and draws largely from anecdotal preferences and insights. I believe that VR will fail for the same reasons blockchain has failed to reach critical mass, there's just no overwhelming pain it solves, it's nice to have but great majority of people still do not appreciate having a bright screen inches away from your eyes and the hardware while it w…
VR
461–470 of 568 posts
Re: VR
#462We'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.
How would this be different?
Re: VR
#463Nobody 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.
Nobody wants VR _as it is currently implemented_. With goggles the size of glasses, no tether, and the ability to see around you at the flick of a switch, it would take over the planet. That could be a while off though.
Re: VR
#464Earlier quoted context omitted.
Terrible graphics. I'm not up-to-date but are we still at this level?
It's just barely good enough to be a compelling experience. VR games are a lot of fun, but this is going to drive GPU development for a long time to come.
But I am also behind an escalation of the chipset manufacturers duelling it out. Some market impetus would surely bring about some great new engineering.
Re: VR
#465Now that you've got the resolution lowered by 10 fold or so, you can induce sickness with lag, head tracking inaccuracy, poorly executed strobing to reduce blur.
Now that you're sickly enjoying the screendoored world, your can enjoy the face sweat, and not being able to find your beverage in the real world.
I can live with everything but the screen door.
Re: VR
#466"3. New frameworks. Building and iterating VR apps is going to have to get a lot easier." Hasn't Unity already cemented itself as the go-to framework for VR? Has anyone seen anything better?
Re: VR
#467Blown 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…
Everyone has had different experiences with VR. To call another person's personal experience a hyperbole is disingenuous.
Re: VR
#468I really want to get Oculus, but the requirement of high performance windows machine is keeping me away. I am a mac user and I don't intend to spend about $1500 for a windows machine that I would use only for VR. I don't mind spending $1000 on an oculus which can work with a regular macbook pro.
You can view the current recommendation here [1] and it basically boil down to: RX480/GTX1060 plus i5 -- very much below $1000 at this point.
[1] https://www3.oculus.com/en-us/oculus-ready-pcs/ Click "View Recommended Specification"
Re: VR
#469I 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 re…
That said there are still many people who prefer to meet new people in public spaces and activities (for example about 30-40 people are hanging out right now in there) so there's always some people around to meet up with. We're past the point where things are ever completely empty, there is always someone in there to hang out with (and worst case, you can hang out with our 24/7 concierge service staff who we have in there making sure new users have a good experience :))
Also, because as you mention that it is, generally, hard to get a whole ton of people together in VR at the same time because it is so new, we try to throw lots of VR events that give people an excuse to come together. Its during these types of events that we've set record highs for the number of concurrent people in VR. This weekend, for example, we have a SpaceX launch event and an encore (recorded) performance of Reggie Watts and Justin Roiland. (Our events schedule is here: https://account.altvr.com/events/featured) We also have a weekly VR dance party called Echo Space that gets more wild each time we do it. (It's a great excuse for us to try new tech :))
I'd def encourage you to swing by and check us out during one of our events, things do definitely get bumping :)
Re: VR
#470Earlier 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.