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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

#111
post #89

Earlier quoted context omitted.

Not really, mobile exploded immediately (in the early nineties), and kept expanding (with the smartphone boom).

As someone who developed WAP sites for mobile phones, I remember it differently. Also, in the "Early 90's," state of the art was an AMPS Motorola bag phone on Cellular One.

WAP was just a failed technology for mobile.

Not the same as mobile itself being a hype for any period of time.

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

#112
post #99
post #89

Earlier quoted context omitted.

Not really, mobile exploded immediately (in the early nineties), and kept expanding (with the smartphone boom).

Early 90s isnt an explosion by a long shot.

Actually it was just that. A continuous growth from 100M 1990 to 1B in 2000 and onwards:

http://1.bp.blogspot.com/-LyjMpXpsnyI/TZWzzCflQiI/AAAAAAAAP_...

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

#113

Earlier quoted context omitted.

As someone who developed WAP sites for mobile phones, I remember it differently. Also, in the "Early 90's," state of the art was an AMPS Motorola bag phone on Cellular One.

WAP was just a failed technology for mobile. Not the same as mobile itself being a hype for any period of time.

WAP was big in some countries. It never took off in the United States, and my boss at the time took a haircut on the project.

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

#114
post #87

I bootstrapped a VR company (1) after leaving a high paying CMO job. I put in around $100k, we released three games, one got some funding from HTC, we were shown at GDC, SIGGRAPH, VRLA, etc. We hit around 2,700 MAU before my co-founder tapped out after no salary for two years. I took six months off from VR to go back to a normal job that paid well. That got acquired (in a very non-meaningful way, at least for me) in…

Like you I think the Quest will change everything. I feel that it has to, at this point, for VR momentum to break through. Do you think Oculus will dominate the space in the coming decade? I can't help but be reminded of Sense/Net from Neuromancer as a potential VR-only business with massive upside and potential (userbase in the hundreds of millions if not billions) that can be done _today_ if VR headset proliferatio…

I have conflicting thoughts about Oculus' domination. Last night was an interesting example, Facebook went down and took Oculus with it. But beyond that, if this is going to be the platform of the future, we're going to need more than one company behind it. History tells me that there is a better solution being built in a garage right now. If Lucky Palmer could do it in the 2010's, someone else can be doing it again now. I'd certainly vote for that company to be stand alone.

Have you read The History of the Future (https://www.amazon.com/gp/product/0062455966) yet?

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

#115

Earlier quoted context omitted.

>mobile exploded immediately (in the early nineties) The only people I knew who had cell phones in the early nineties were my rich uncle and Zack Morris.

That was because of high early adopter price. Not because "huh, why would I want one" given the price being alright.

Ok, so we agree that they didn't explode in the early 90's. Good.

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

#116
post #99

Earlier quoted context omitted.

Early 90s isnt an explosion by a long shot.

Actually it was just that. A continuous growth from 100M 1990 to 1B in 2000 and onwards: http://1.bp.blogspot.com/-LyjMpXpsnyI/TZWzzCflQiI/AAAAAAAAP_...

Is the year 2000 now considered "the early 90's"?

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

#117
post #99

Earlier quoted context omitted.

Early 90s isnt an explosion by a long shot.

Actually it was just that. A continuous growth from 100M 1990 to 1B in 2000 and onwards: http://1.bp.blogspot.com/-LyjMpXpsnyI/TZWzzCflQiI/AAAAAAAAP_...

Am I reading your linked chart wrong? No matter how I look at it, it says 100M in 2000 and a negligible amount in 1990 (instead of 100M in 1990 and 1B in 2000).

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

#118
post #71

Earlier quoted context omitted.

> PSVR is unironically the hope for VR right now, even though it has by far the lowest quality. For me it's the upcoming Oculus Quest. I've been refreshing /r/oculusquest daily, hoping to get a release date or a way to reserve it.

My big hope for the Quest is that they'll say "Surprise! The USB-C port isn't just charging, it also supports VirtualLink alternate mode!" Would be great to have one device that can operate as both a standalone device and be connected to a computer for more graphically intense experiences than the Quest's snapdragon hardware can provide. IIRC it's running at a lower framerate than a Rift does, but it'd still be cool…

I'm pretty sure they've already said to the public that the Quest hardware isn't capable of of video input over USB-C, so I wouldn't hold out any hope for that. They did say they were investigating streaming from a PC over wireless though which might be even better if they can get it working decently.

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

#119

Earlier quoted context omitted.

Getting a headset needs to be stupid simple. The Oculus as someone else mentioned rrquires 3 - 4 USB cables. What!? Regular non geeks dont have time for that. It should hook up to a single hub via USB C now that its a thing and do the rest wirelessly not necessarily BlueTooth since that can be unreliable. Whatever Logitech has been doing for their keyboards and mice seems efficient when BlueTooth fails their dongle j…

At the moment inside-out 6DOF tracking isn't millimeter accurate, so we require additional hardware. Oculus uses cameras which is where the USB requirement is from, and Vive requires laser beaming stations (no USB required). Hopefully we can get rid of this extra hardware in the next few iterations.

This actually looks like it will be solved pretty soon; Microsoft VR headsets have been using inside-out tracking for a year and a half, the Quest will use it, and a revision to the rift is widely expected to launch soon with inside-out tracking too.

SteamVR tracking might have some advantages if you want lots of tracked objects (that may be outside the headset's field of view) but it seems like good-enough inside out tracking will be widely available this year.

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

#120
post #87

I bootstrapped a VR company (1) after leaving a high paying CMO job. I put in around $100k, we released three games, one got some funding from HTC, we were shown at GDC, SIGGRAPH, VRLA, etc. We hit around 2,700 MAU before my co-founder tapped out after no salary for two years. I took six months off from VR to go back to a normal job that paid well. That got acquired (in a very non-meaningful way, at least for me) in…

Is home entertainment the breakout (sustainable) market for VR? That is where most of the public-facing hype is, but it's a very particular market (people are very price sensitive, "training" is self motivated and people eschew instructions, space is a concern, quality expectations are rather high). I also feel like it can be fickle and difficult to build something sustaining.

I've done some VR development and room VR is amazingly good at conveying scale and space. I was mostly dabbling with architecture and vehicles. When people are finished and take off the VR headset there's often a double-take because they forgot how small of a room they were in. It works for assessing scale and space in ways a video, picture, or diagram can't. It's the kind of difference that makes people order doll furniture off Amazon--something that would never happen if you bought it in store.

Other comments on here talked about how game changing Google Earth VR is. Not just for entertainment, but for surveying and planning outings.

The business market has its own problems and demands, though.

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