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VR

blog.ycombinator.com

331–340 of 568 posts

Re: VR

#331
post #292
post #175

We've applied to YC a few months back with a real estate app based exactly on this premise. The goal was saving people's time and money in the inefficient home-search process. Turned down, though.

Are there any information online about your startup? Will you continue working on it?

Nope, we closed shop

Re: VR

#332

Earlier quoted context omitted.

I'm hugely bearish on VR, I think its a fad (again), and I'm not kidding you. You talk in such absolutes that I wonder if you've ever done any research on past technology endeavors. LaserDiscs, interactive TV, VRML (yes, "VR"), 3D TVs, Google Glass, and (probably) smart watches. VR doesn't even replicate reality, let alone do more. While I can appreciate your enthusiasm, there are always doubts.

Idk dude, VR headsets have already sold to millions of consumers and new applications pop up by the day. Not only that, but unlike most of the technologies you mentioned, VR has massive backing already from some of the most powerful companies in tech. It has billions in investment already, FB is putting hundreds of millions into Oculus and funding applications/games. HTC has basically pivoted their entire company to…

2016 VR sales were below almost everyone's predictions. Rift and Vive under 500K units. PlayStation under 1M (with market analysts backtracking on their estimates last month).

For FB, I see it as a moonshot project much like the various things Google does. Being a moonshot project doesn't guarantee you success.

As for investments, I think we've entered an era where everyone is afraid of being disrupted by a startup or missing out on a unicorn. Now, you have large companies putting money into VR projects and VCs scrambling to fund anything VR-related. I think a similar thing happened with smart watches and wearables.

I don't know enough about the state of VR interfaces for work, but it seems ideal for specialized industries (medicine, military, etc.).

Re: VR

#333

Earlier quoted context omitted.

I'm hugely bearish on VR, I think its a fad (again), and I'm not kidding you. You talk in such absolutes that I wonder if you've ever done any research on past technology endeavors. LaserDiscs, interactive TV, VRML (yes, "VR"), 3D TVs, Google Glass, and (probably) smart watches. VR doesn't even replicate reality, let alone do more. While I can appreciate your enthusiasm, there are always doubts.

> "VR doesn't even replicate reality" if you meant to use "doesn't"- then you're only proving OPs point. VR is a matter of when, not if. if you meant to use "can't"- well- that seems a little short sighted for something that is so obviously in the realm of physical possibility.

See my other comment. That was a specific reply to the notion that:

> Virtual reality does not merely replicate reality ...

He/she is saying "VR replicates reality and more", while I'm saying "no, VR doesn't even replicate reality, let alone anything beyond it"

No need to get pedantic about the grammar.

Re: VR

#334

Earlier quoted context omitted.

Nobody wants VR _as it is currently implemented_. With goggles the size of glasses, no tether, and the ability to see around you at the flick of a switch, it would take over the planet. That could be a while off though.

Hololens gets around the 2nd limitation, and I believe many headsets already have cameras for seeing around. I agree that the current implementation is cumbersome, but it's getting there fast. I do tend to put VR and AR together, for the general public they're mostly the same, although I believe AR is the real deal.

AR done properly should be a superset of VR.

Re: VR

#335

Earlier quoted context omitted.

Please consider moon physics! I haven't heard anyone talk about this but I've thought this was the answer to locomotion in VR. It strikes a balance between realistic movement and not being too tiring, and moon jumping would be hella fun, especially in a FPS.

We’re mostly intrigued with 1:1 locomotion and agility in competitive multiplayer. For instance players who can run a marathon, or throw a baseball, will have a distinct competitive advantage over players who cannot. But, in theory, if you played enough it would supplement physical training. But moon jumping would be a fun game concept :)

> We’re mostly intrigued with 1:1 locomotion and agility

That doesn't sound appealing in many cases. As a game critic once wrote about the limits of realism: I am not a ninja.

Re: VR

#336
I run a VR-focused VC firm (Presence Capital). We've done 25+ investments in this space, so you can say that we believe in the long-term potential of VR. Even given that, we're bearish on how quickly there will be a profitable/sustainable VR consumer business and have advised most of our portfolio companies targeting consumers to keep burn low.

That being said, almost all of the comments here are taking a singular worldview: consumer-focused VR for a western market.

VR for B2B or enterprises can make money today and doesn't require mass-consumer adoption. If you make someone 10x more effective at their job (tools for sales people: OssoVR) or onboard employees faster (training: STRIVR), you can overcome the cost and rough edges on the hardware.

In China, VR-arcades are going to be how most consumers first experience high-end PC VR. Culturally, people there are already used to going to internet cafe's to use computers by the hour and seek out 3rd spaces. VR-by-the-hour rooms fit this mold. Additionally, the short length of most VR experiences makes it easy to have a 15-20 minute session and not be disappointed by the lack of content. More info on this here: https://medium.com/@amitt/vr-will-be-huge-in-china-41de0c758...

Re: VR

#337
post #286

VR Porn will totally destroy all social norms and sexual IRL practices. It's WAY too damn real, especially if you mix it with a real partner.

All I can picture here is two clunky headsets colliding in awkward fashion. There was an episode of Black Mirror that dealt with this though, using AR contact lenses instead.

There was a scene in Demolition Man as well that dealt with this:

https://www.youtube.com/watch?v=k80UQWWUIYs

Re: VR

#338

Earlier quoted context omitted.

I haven't done any workout in a VR headset yet but I have cried in one, and the lens got fogged up. Clearly some sort of passive or active ventilation will have to be part of VR headsets.

>I have cried in one What's the story with that, if you don't mind?

I visited The Library at Night, a part-VR exhibit by Robert Lepage in Québec City: https://www.mcq.org/en/exposition?id=425961

Alberto Manguel narrates the history of 10 of his favourite libraries. One of them, the Vijećnica library in Sarajevo, had a particularly striking history from the civil war: https://en.wikipedia.org/wiki/Vije%C4%87nica

That got to me.

Re: VR

#339
post #12

I bought a Vive the week of Thanksgiving and have been using it roughly 2 hours a day. Every other day is my workout day most of the week (unless I'm playing hockey that day/night) and the VIVE has become part of my workout now too. After I complete my normal workout - a mixture of hockey specific training, free weights, aerobic and of course tons of pull-ups - I now spend an additional hour+ in VR. I typically play…

You should talk to a doctor about what your knee and elbow joints will be like in twenty years.

(Supposing you care, and surgical replacement won't be trivial by then.)

Re: VR

#340
I can already imagine multiple wearable mechanical contraptions to enhance the VR experience injecting orientation and acceleration to the mix. This is huge.
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