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How to Get into VR

blog.ycombinator.com

201–210 of 221 posts

Re: How to Get into VR

#201

Earlier quoted context omitted.

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the '3D information sorting' part though: https://www.youtube.com/watch?v=NvfMthDInwE (that video is very outdated unfortunately, but here's a newer screenshot: http://symbolflux.com/images/avdscreen.png )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

I haven't. I'll check it out—thanks!

Re: How to Get into VR

#202

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?

I will boil down 10 years experience into a few words, "its hard, and expensive". Leveraging the real world paradigm works great in some situations and not at all in others. There are some things that 2D will always be better for, like search and shopping.

Re: How to Get into VR

#203

Earlier quoted context omitted.

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…

Personally I suspect it could excel at visualisation/display/analysis of dense data. But, the "what like exactly?" is eluding me atm. That's likely the key problem. :)

Like interpreting 3d geological data used in oil drilling. I hear your idea express a lot, but have yet to see many great examples.

However... with something like leap magic (or any touch control), and voice. Suddenly you can constrain the data with your voice and manipulate it with your hands.

Re: How to Get into VR

#204

Earlier quoted context omitted.

We have paying customers for our VR surgical training - ossovr.com - I left the games industry in 2014 to work on non games VR applications because I believed (and still believe) that commercial applications of VR will be more profitable in the near term than games. Architecture is another field that is seeing rapid adoption of VR as a real business tool and not just a gimmick.

Have you guys experimented with LeapMotion?

I love LeapMotion, just wish more apps supported it.

When I use LeapMotion I dont get motion sickness. Huge win!

Re: How to Get into VR

#205
post #178

The elephant NOT in the room here is Apple. I think one can safely assume that Apple is very actively doing R&D to solve the very hard problems with VR - and they will probably succeed. It'll probably be a walled garden like iOS, but it will still move the market.

Are you sure? Because everyone is still waiting on the Mac mini and Mac Pro that is overdue. I really doubt apple's doing anything in the VR space.

Apple doesn't have much incentive to build new Mac minis and new Mac Pros.

Re: How to Get into VR

#206

Earlier quoted context omitted.

Personally I suspect it could excel at visualisation/display/analysis of dense data. But, the "what like exactly?" is eluding me atm. That's likely the key problem. :)

Like interpreting 3d geological data used in oil drilling. I hear your idea express a lot, but have yet to see many great examples. However... with something like leap magic (or any touch control), and voice. Suddenly you can constrain the data with your voice and manipulate it with your hands.

Yeah, that sounds like it could be effective.

Re: How to Get into VR

#207
post #178

Earlier quoted context omitted.

Are you sure? Because everyone is still waiting on the Mac mini and Mac Pro that is overdue. I really doubt apple's doing anything in the VR space.

Apple doesn't have much incentive to build new Mac minis and new Mac Pros.

Exactly. But they do have a big incentive to participate in the next big wave of personal computing.

Re: How to Get into VR

#208
post #24

Earlier quoted context omitted.

No it also required a computer, which a lot of people did not have back in the mid-90s, and not everyone was prepared to shell out the money to get one (it was certainly not "inexpensive" if you were buying one for the sole purpose of getting online). My source on this? I worked at one of the first consumer ISPs in Canada, and we regularly had people coming in to sign up because they heard about "this Internet thing"…

I left that out because VR also requires an expensive computer -- expensive at least compared to what most people have. Rift, for instance, requires not just a discrete GPU but a pretty serious one (GTX 970/1060 level), in a market where only about a third of PCs sold at retail in 2016 had a discrete GPU at all (see http://www.anandtech.com/show/10864/discrete-desktop-gpu-mar... ). So, if by "VR" you mean Vive/Rift-l…

I was not disputing your point that VR is expensive to get into (I own a Vive), but rather that getting online in the 90s was not expensive.

Re: How to Get into VR

#209

Earlier quoted context omitted.

One issue with VR is the market is so small, the quality of even the best games is relatively low. Onward is basically made by one person, and although you cannot directly compare Onward's development with Rainbow 6 in 1998, mostly because of easy and cheap availability of 3D engines and assets, the original Rainbow 6 had a significantly larger team, budget and sold roughly 10x ( https://en.wikipedia.org/wiki/Tom_Cla…

VR is the same as any other gaming market. It is a two sided market, with a chicken and egg problem. Gamemakers don't want to invest in a market with very few consumers, and consumers don't want to invest in a headset with very few games.

Which is why console makers need to make a few blockbuster games to encourage adoption.

The Nintendo Entertainment System came with Super Mario Brothers and Duck Hunt at no additional cost. Sega made the Genesis and Sonic the Hedgehog.

Re: How to Get into VR

#210
post #38

Earlier quoted context omitted.

There is a large market for training simulators that are essentially very advanced virtual reality systems.

In Australia (NSW specifically) we have the requirement for learner drivers to complete 120 hours of accompanied driving time before they can get a solo licence. I think that's insane, and we should do what fighter pilots do... some hours of "normal" flying, and LOADS of time in a simulator dealing with extreme cases. So... know of any good VR driving sims that attempt to model commuter traffic?

Desert Bus 2!
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