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How to Get into VR

blog.ycombinator.com

181–190 of 221 posts

Re: How to Get into VR

#181

Earlier quoted context omitted.

I've barely played a single non-VR since I got VR. That's going back to mid-October 2016 so hardly a flash in the pan.

That's just 6 months. Wait another year before having a final conclusion on it.

Sadly I will cease to be a useful test subject as I've decided to learn VR dev and develop a product. My time spent in VR has dropped in proportion to my time spent in Unity...

Re: How to Get into VR

#182

Earlier quoted context omitted.

The show is about a year, year and a half out of date. Anecdotally, the funding climate for VR was stupid in 2015, more restrained in 2016 and today. (I think AR might be frothier at this point.) That said, I haven't seen the episode yet, but the show is usually pretty spot on.

There was a lot of hype, but from what I understood watching the experience videos, the first experience is amazing, then boring because there isn't anything else to it. Like a boring game with great graphics. I suspect once better games or software are written for it, it may improve. Perhaps training and whatnot, but I don't see what it offers over headphones and a big monitor setup, other than nausea, hot eye socke…

> Also, you can't do much more with a HUD as far as information goes without distracting the driver.

Overlaying your current route over the road itself rather than on an abstracted representation would be a good one.

Re: How to Get into VR

#183

Everyone in VR thinks they are creating things for the first time. From 2000 to 2009 I founded and ran the second largest VR company in the world. The number of firsts that my team had was amazing. What really amazes me is now that VR is growing. Zero people have talked to me about what my team learned. Its like the past never existed...

Well... what did your team learn?

Re: How to Get into VR

#184

There seems to be certain momentum behind VR development, but I'm afraid it will fizzle out on mass market. I can't quite put my finger on it, but it (talk about VR) reminds me a lot of talk about VR in 90's, just on a larger scale. I hope I'm wrong, I just don't see it now for some reason. Maybe if it dies out a bit and then another wave comes around with improved tech and maybe riding on the haptics of the future..…

This time phones and China exist. Phones will continue to drive display and other tech. China has a dynamic manufacturing sector, to keep churning headsets. And has internet cafes, to support game dev. And VR seems to be catching on in US non-governmental industries like realty. This VR wave seems much more a "look what we can do with current societal phone experience, and phone manufacturing tech", than a "let's str…

I'm just not sure it will succeed this time around (en masse). VR needs killer apps, price going down (it's not only about headset), and even more advanced tech in order to be (more) successful. Everyone's talking about headset/displays, but I can't remember anyone talking much (any) about haptics and total immersion - which would be a right and killer direction.

As for AR, we've seen Pokemon Go as a success. It was a perfect storm. Even if you disregard AR/Camera segment, one could possibly categorise geolocation segment as AR. There are AR apps for museums, but it's debatable how much of a success that is.

Have you used anything with 'hands in the air' for much time? I did use some 3D digitisers with haptic feedback before (in 3D work) and 'gorilla arms' syndrome is real.

Re: How to Get into VR

#185

"Silicon Valley" touched on this last week: “It’s a VR play,” Bachman says. “That’s the frothiest space in the Valley right now. Nobody understands it but everyone wants in. Any idiot could walk into a fucking room, utter the letters ‘v’ and ‘r’, and VC’s would hurl bricks of cash at them. “By the time they find out it’s vaporware, it’s too late. I’ve got to get into this.”

The show is about a year, year and a half out of date. Anecdotally, the funding climate for VR was stupid in 2015, more restrained in 2016 and today. (I think AR might be frothier at this point.) That said, I haven't seen the episode yet, but the show is usually pretty spot on.

It would be interesting/funny to have a list of the "tech fad of the year" in SV.

Re: How to Get into VR

#186

> The development of VR has been surprisingly tied to science fiction. Authors in the field have envisioned the futures that engineers set out to build Incidentally, the high romanticism of VR one of the reasons why I am highly skeptical of the industry. The article argues "VR will also enable immersive concerts, reinvented museums, and live, court-side sporting events", but what is it doing now outside of games, whi…

immersive concerts - TheWaveVR [0] reinvented museums - TiltBrush [1] court-side sporting events - NextVR [2] Not to mention architecture [3], communication [4], collaboration [5], medicine [6], 3d modeling [7], game development [8], film [9] and the myriad of other industries I'm forgetting. Also if you haven't tried any of the latest games on Oculus Rift or Vive you're really missing out. They've gotten incredible…

shameless plug for my brother's VR startup: http://www.patchworkvr.com (also in real estate/architecture). Think of it as matterport, only with cheaper commodity cameras.

Re: How to Get into VR

#187

"Silicon Valley" touched on this last week: “It’s a VR play,” Bachman says. “That’s the frothiest space in the Valley right now. Nobody understands it but everyone wants in. Any idiot could walk into a fucking room, utter the letters ‘v’ and ‘r’, and VC’s would hurl bricks of cash at them. “By the time they find out it’s vaporware, it’s too late. I’ve got to get into this.”

Came here for "octopus" jokes. Close enough.

Re: How to Get into VR

#188
post #45

At least in my case VR simulator sickness was nascent prioproception. Fast paced and hectic movements performed in VR would make someone sick if performed in real life. Back in the day, playing FPSs with shutter glasses, I realised the motion sensations were tied to the motion. Then the sensations became a feature not a bug. Once I understood the feelings they stopped making me nauseous. VR-prioproception improved my…

Do you mean 'proprioception'? Btw, I'm working on something that I think has some relation to Gibson's vision of cyberspace—just the '3D information sorting' part though: https://www.youtube.com/watch?v=NvfMthDInwE (that video is very outdated unfortunately, but here's a newer screenshot: http://symbolflux.com/images/avdscreen.png )

Have you seen Underkoffler's Oblong ?

  https://www.ted.com/talks/john_underkoffler_drive_3d_data_with_a_gesture

Re: How to Get into VR

#189
post #84
post #45

At least in my case VR simulator sickness was nascent prioproception. Fast paced and hectic movements performed in VR would make someone sick if performed in real life. Back in the day, playing FPSs with shutter glasses, I realised the motion sensations were tied to the motion. Then the sensations became a feature not a bug. Once I understood the feelings they stopped making me nauseous. VR-prioproception improved my…

You mention Gibson's original vision of cyberspace (maybe you mean a decker's hallucinatory tiaras), and also his locative art theme in one of the Blue Ant books - but I wonder if VR is closer to the AR goggles in Virtual Light. I never totally understood what they were capable of in that book. Perhaps a kind of Google image search for meatspace, that could sense ambient IoT devices?

I like the idea of AR search in the visual field. Look at crowd and the AR highlights your friends, a book title in rows of shelves, or sidewalk money - that would be handy.

Sort of like the interface in Terminator when Arnie is looking for matching clothes.

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