Earlier quoted context omitted.
> In the real world, you look with your eyes much more than you look with your head. Unless you wear glasses.
Unless you wear bifocals . Single-vision lenses have a usable field of view that is as large as the comfortable range of movement of the eyes.
VR
541–550 of 568 posts
Re: VR
#542Earlier quoted context omitted.
Assuming that it's feasible to do ~1080p per eye at 120hz today, 8k per eye is only 16 times more pixels. And considering that increasing the pixel size is embarrassingly parallel, I don't see that as a problem to be able to do in 10 years.
Looks like current technology is 1000x1000 per eye at 90Hz: http://www.digitaltrends.com/virtual-reality/oculus-rift-vs-... 8k x 8k per eye at 120Hz is 64x more pixels at 1/3rd increase in frequency ~= 85x more processing power. Making the (maybe faulty) assumption of doubling processing power every 2 years and that current setup is processor limited, this sort of processing power is ~13 years away. Same computation…
Re: VR
#543What's the model for building apps, then. Oculus is owned by Facebook. How do you create a game - does it require a paid SDK?
Re: VR
#544> Because VR games are so physical, gaming will no longer be perceived as an unhealthy activity. I could have used this growing up. What kind of VR games are you playing? I haven't seen a single physically demanding VR game (unless you count standing "physical"). Unless everyone is going to have a dedicated room for their games or we come up with some kind of rental halls there won't be any physical activity in VR ga…
Re: VR
#545Earlier quoted context omitted.
This is so different from my experience with the HTC Vive: while I obviously perceived the poor resolution, screen door effect, etc., after the first minute I started feeling more and more immersed, and then something in my brain clicked, pretty much like when you are falling asleep. That's when everything started feeling almost like a lucid dream. My heartbeat was noticeable faster and I felt strangely happy/exited,…
I think you nailed it: you have to relax a certain amount and let your brain do it's own thing—like falling asleep. Some people have more of a tendency to latch on to the fact they're looking through a device and don't 'let go' and the magic doesn't happen. It's also probably situation dependent; your mind is less likely to let go of your actual environment and focus on the virtual if there are distractions or anythi…
Re: VR
#546Earlier quoted context omitted.
I'm old enough to remember the last VR boom. I was even lucky enough to work in a CAVE for a bit. That hype train derailed around 2000. The same promises were made, the same breathless enthusiasm, the same feeling that we were about to ascend into the cybernetic matrix. It didn't turn out that way, and the only thing that's fundamentally changed is that the hardware is cheaper. This is going to bankrupt some investor…
The hardware is not just cheaper, but its orders of magnitude more powerful. There have also been two huge breakthroughs that I think make this wave the real deal, sub mm motion controller tracking and 90 fps to the eye.
Re: VR
#547Earlier quoted context omitted.
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)
this, I work at Facebook and try out all of the demo devices over at Oculus. I keep hoping that they are going to advance the pixel density, but have gotten so disappointed by it that I've stopped testing their new equipment at all in the last few months. That and the team of folks that work on it are outrageously arrogant. Looking at you Charmaine/pedoguy.
Re: VR
#548Earlier quoted context omitted.
The hardware is not just cheaper, but its orders of magnitude more powerful. There have also been two huge breakthroughs that I think make this wave the real deal, sub mm motion controller tracking and 90 fps to the eye.
Those are the least of its problems. The big problem with VR is the product liability issues.
Re: VR
#549But I am a normal dude. And there is no way the remaining 85% of the population can check out of their real-world duties of getting kids ready for school, cooking, working, watching tv, etc to check-in to VR. No way.
VR's downfall IS its immersiveness. It's a serial activity that cannot be run in parallel with other life activities. With a phone, I can be texting, surfing ect and when my kid comes over, I can put the phone down and answer a question or continue cooking or whatever. VR-not so much. I'd have to first HEAR my kid come up to me, then unstrap the headset, put down my handset(s), etc...
If VR has large uptake as a technology, our interpersonal world, our family and social structures are fucked. Feels like the final checkmate in human history. Think I'll dig my heels in a bit and let you run over the cliff with that one.
Re: VR
#550Hm. Market potential is limited to upper-middle class (those having large work autonomy) or about 15% of the US population. Which may be plenty for your outlook, i'm no expert. But I am a normal dude. And there is no way the remaining 85% of the population can check out of their real-world duties of getting kids ready for school, cooking, working, watching tv, etc to check-in to VR. No way. VR's downfall IS its immer…