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Google is reportedly shutting down its in-house VR film studio

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Re: Google is reportedly shutting down its in-house VR film studio

#61

Earlier quoted context omitted.

I have spent quite sometime with Vive, Rift and PSVR. (rift, psvr at home, vive at my office) PSVR is unironically the hope for VR right now, even though it has by far the lowest quality. It has some very good games (Astrobot, Wipeout, RE7, Ace Combat 7, Moss, Beat Saber). It's cheap, easy to set up (aimed towards couch VR instead of room scale), cool helmet design, and the fact that the headset works as a regular mo…

Is gran tourismo vr ready?

They claim it to be, but your experience in the game is very limited in VR mode.

Re: Google is reportedly shutting down its in-house VR film studio

#62
post #6

This is Google saying VR as a medium for passive consumption is dead, or at least the market isn't ready yet. There's could still be plenty of potential for interactive media like games though.

Is it? Google as a content creator is not exactly what comes to mind first. So it could just be them thinking “we are in over our head here”.

Re: Google is reportedly shutting down its in-house VR film studio

#63
post #43

How's the market for VR doing in general? Is it growing or shrinking? Around the time the first Oculus Rift, the HTC Vive, and Microsoft's HoloLens were released some years back seemed to be high water mark of media stories about VR. Since then it seems to be pretty quiet. Is VR dying on the vine?

To give a perspective. Former Second Life founder and CEO founded Highfidelity.com to create an open source social VR world platform. 5 years later, and with at least 75M dollars in funding the platform is empty[1], even though it is in Steam, and even hardcore VR creators dont seem eager to use it. They had to pay users to join them for their stress tests. The creators' stories in the forum may be telling about the…

I always thought Fortnight was the new Secondlife.

Re: Google is reportedly shutting down its in-house VR film studio

#65
I was a co-founder of a VR lab at SAIC in the 1990s. We shut down because we lacked a clear path to monetization even though everyone who tried our system loved it.

It seems like a `chicken and the egg` problem: if enough people had VR gear then studios would have a chance of profitability.

Re: Google is reportedly shutting down its in-house VR film studio

#66

I was a co-founder of a VR lab at SAIC in the 1990s. We shut down because we lacked a clear path to monetization even though everyone who tried our system loved it. It seems like a `chicken and the egg` problem: if enough people had VR gear then studios would have a chance of profitability.

Daydream hardware didn't support most phones for no reason, I don't know what they thought was going to happen.

Re: Google is reportedly shutting down its in-house VR film studio

#67
post #58

Earlier quoted context omitted.

> I don't. I believe in AR but not short-term. I think AR will go into a "winter" soon and will be picked up by the mainstream some years later after key technology challenges are solved. I think AR (glasses) is at where VR was in the nineties. > Currently AR has two form factors, phone and glasses. > Phone-based AR is gimmicky. It can be fun and can work in some scenarios but it's monoscopic, has a ridiculous field…

My company is trying to push use of VR in engineering, and I have been a bit confused by the desire. We have had 3D models for years that could be viewed on a normal desktop, and peoe usually prefer 2d plans. The improved UI seems to be very attractive to people though. I wonder if a major benefit of VR is that it forces us to create visualisations that are responsive. It is easy to get away with slow rendering on a…

For me, we are concerned with designing our plants to ensure humans can interact efficiently & safely with the systems (power plants) we're designing. Here are some benefits for me of VR over 2D viewing of 3D models:

1. Visibility assessments. In VR you can get a true sense of Field of View (FOV). For example, operators want maximum visibility through windows in control stations (or in a flight control tower, or sitting in the driver seat of a car). In 2D viewing, you can adjust the perspective settings to be anything and you simply can't match a humans natural FOV, which in addition to matching true perspective, you also capture the real time dynamics of how visibility changes as a user's body/head move. I've seen control stations completely redesigned after being built because the customer didn't like the experience (a risk largely mitigated with VR). You can't put 'control stations' in glass bubbles. It just isn't feasible. You need reasonably-sized windows and mullions, and there are many obstructions to contend with. 2D visualizations of 3D walk-through models simply don't accurately capture what's a VR experience can. We've actually found that, concerns about visibility identified from 2D visualizations are often discounted when we check it out in VR, just because the way and how quickly people move around naturally and subconsciously improves visibility.

2.) Ergonomics (Human-Machine Interface). In VR, you can literally reach out with your physical hands and determine if a valve, or a button is safely reachable by an operator. In initial design, you rely on standards/rules of thumb for placement of these items. However, as the design matures, you inevitably end up with pipes/wires/beams that complicate matters - it's impossible to right rules for every possible scenario. Historically, the only way to be sure.

3. Efficiency. I've found that user's can intuitively move around in a VR model much faster than they can with a screen/mouse. Especially, when you have a complex nest of pipes you're trying to evaluate. Using mouse/joystick/keyboard clicks and rotating takes people much longer than simply bending down and turning their head to see an object hiding behind a pipe or other object.

4. Remote Inspections. Once the plant (or whatever) is built, it's typically not near the office of the engineering firm that designed it or customer's headquarters that paid for it. Historically, when you get reports of people complaining about a design, you go into a 2D model first to check it out. If you can't get a good sense of the issue (typically because you can't get a true feel for the ergonomics/visibility aspects of the issue), you buy a plane ticket, rental car, hotel, and go an inspect in the plant in person. However, VR is good as assessing ergonomics and visibility issues (as described above), so you can use VR to avoid the need for travel. This has occurred already on a few occasions.

We currently only use static models, but smarter people can begin encoding dynamic features (e.g. opening doors, removing panels, etc.). I'm sure other people are doing this already. In conjunction with the ergonomics/visibility aspects above, I expect this will greatly enhance VR benefits.

Re: Google is reportedly shutting down its in-house VR film studio

#68

Earlier quoted context omitted.

I don't. I believe in AR but not short-term. I think AR will go into a "winter" soon and will be picked up by the mainstream some years later after key technology challenges are solved. I think AR (glasses) is at where VR was in the nineties. Currently AR has two form factors, phone and glasses. Phone-based AR is gimmicky. It can be fun and can work in some scenarios but it's monoscopic, has a ridiculous field of vie…

> I don't. I believe in AR but not short-term. I think AR will go into a "winter" soon and will be picked up by the mainstream some years later after key technology challenges are solved. I think AR (glasses) is at where VR was in the nineties. > Currently AR has two form factors, phone and glasses. > Phone-based AR is gimmicky. It can be fun and can work in some scenarios but it's monoscopic, has a ridiculous field…

Varjo VR-1 headset gives 60PPD making reading text possible. It is meant for industrial design, modelling and prototyping. It is a VR only headset, but they plan to convert it to an AR headset. It would be the same VR headset including a camera. The camera image is projected to the VR world. The display resolution should make it workable.

https://varjo.com/vr-1/

Re: Google is reportedly shutting down its in-house VR film studio

#69
post #38
post #20

VR is in its infancy for over 30 years now. It is just not really good.

> It is just not really good. I suspect you having been shown the right content. I could reel of a long list of amazing work being done in VR. Google Earth in VR is one of the most astonishing things I've tried in the last decade. Narrative works like Dispatch and Manifest 99 show the potential of VR as a storytelling medium. Tilt Brush, Gravity Sketch are already genuinely useful creative tools... Oh - and Beat Sabe…

I have a Mixed Reality headset and Google Earth is amazing with room-scale VR. It's not something I would have thought would work as well as it does.

Beat Saber is the only VR game I keep coming back to - the controls are spot on. So simple and intuitive. You really need to work to get used to all the buttons and sticks to control most other VR games.

Re: Google is reportedly shutting down its in-house VR film studio

#70

How's the market for VR doing in general? Is it growing or shrinking? Around the time the first Oculus Rift, the HTC Vive, and Microsoft's HoloLens were released some years back seemed to be high water mark of media stories about VR. Since then it seems to be pretty quiet. Is VR dying on the vine?

The devices just aren't there yet to be the goto solution for low hanging fruit gaming ecosystems with large existing audiences. If you look at the best players and their equipment, VR isn't a part of what's used competitively. You can see this with racing or flight simulations, genres that translate perfectly to VR in theory (also in practice if you ignore competing solutions). People there still buy and recommend m…

Could glue screen to the outside of vr, showing what the wearer is seeing..
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