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VR

blog.ycombinator.com

471–480 of 568 posts

Re: VR

#471
post #302

Earlier quoted context omitted.

You're absolutely right... But by rendering separately the high resolution and low resolution views (each at 1k, but one 4x upscaled) we could do 60Hz today. It only requires 2 FHD renders (which is less than a 4k 2eye view at UHD) so 60Hz is very reasonable... possibly 90-120Hz. It also cuts the bandwidth by 8x (2/16) without compression.

There are so many new rendering tricks popping up all the time... new APIs also give less overhead, which is nice. Either way... 580 gtx gflops: 1581 1080 gtx gflops: 8228 7 years. 420% increase in float calc perf.

Only 6.5 years :)

Re: VR

#472
Is there anywhere one can demo/rent a VR setup? I'd like to experience it before I take the plunge.

Re: VR

#473
>Because VR games are so physical, gaming will no longer be perceived as an unhealthy activity.

It's a whole lot of research yet to be done in this area, VR & health (I don't mean muscles, I mean eyes, brain etc.). And VR market expansion will make this research possible.

Re: VR

#474
post #394

Earlier quoted context omitted.

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.

At this point, I have to assume you haven't tried VR, and your point is void until you do. It blows minds. Wii was a gimmick (especially with its accuracy).

Wii was great multiplayer fun. We literally spent half days playing Wii tennis with 2 or 3 people. I assume that VR will be much better (only used DR1 and cardboard and of course they aren't too compelling), but does meaningful multiplayer VR exist yet?

Edit: And by multiplayer, I mean everyone in the same room multiplayer. Social multiplayer?

Re: VR

#476
post #384

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…

What's stopping it from being wireless right now? Wifi technology or battery life?

I would think the added weight of a battery on your head would be one additional factor also.

Re: VR

#477

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 completely agree with this sentiment. I too develop for both Vive and Oculus and they're just so unfinished products that I'd never recommend anyone to buy them.

* Vive has huge problems with tracking devices. It needs to track 3 things and usually 1 has a problem and is not tracking properly sigh * The coords are annoying * FOV is too narrow * picture quality is crap (low resolution) * steam vr (as steam itself) is low quality software * the device is heavy on your face, uncomfortable and makes you sweat (in the face.. nasty) * lack of compelling content that has things just right (i.e. doesn't make you sick)

From developer point of view: * openvr library can be confusing, documentation is lacking and it's married to steam :(

I think the author is overshooting the importance of VR. The next generation hardware will undoubtedly improve much and there's definately potential especially in fields like visualization work and gaming too. But lets be honest there's a whole bunch of basic "productivity" apps and light user content apps (think your average phone app) that really doesn't have much to gain from VR. Undoubetedly some of these will want to jump on the VR hype (once it comes) and quickly make totally horrible half-assed versions of their software for VR.

Re: VR

#478
post #360

Earlier quoted context omitted.

Maybe I'm just lazy, but VR games requiring physical exertion have absolutely zero appeal to me. I want to sit back with a keyboard and controller and relax. I include any kind of room scale in that assessment, and personally, just the idea of wearing a thing on your face and having to crane your neck around to see what's going on sounds like a PITA. I honestly and truly don't understand why people think VR is going…

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 tried Oculus, expecting to be amazed. I found it annoying and not immersive at all. I can see every single pixel. Doesn't feel real at all. Possibly because I"ve been using high-resolution 3D displays for point cloud editing for the science I do for years. (Nvidia 3D Vision 2 -- probably the 3rd major attempt at consumer 3D that never really caught on)

Re: VR

#479
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…

It sounds like you should go and see a doctor. Maybe you lack something neurological that prevents you from experiencing it the way people usually do.

Re: VR

#480
post #352

It's not going to take off until someone solves the movement issue. The only games VR is currently suitable for are if you are stationary somehow -- pilot, tank gunner, etc. Which limits it pretty severely. Something like the Ghostbusters Experience[1] is what people want in their own homes. Also, maybe it's because I've been gaming my whole life, but the resolution in VR is still not good enough to "blow" me away, l…

Roomscale VR is a complete DOA gimmick in the home. The Wii and the Kinect proved that physical UI's are not fun and don't have durable appeal.

Wii and Kinect sucked because they tried translating predefined motions to button-presses, with no added benefit over pressing that button on a controller. And they weren't particularly good at it. You don't see how VR is different, have you even tried the Vive?

For the record I was hugely bearish on the Wii, Kinect, 3D tv and movies, and rightly so. But there is no question in my mind that VR will be huge.

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