On point #3, this is exactly why I've been building Primrose ( https://www.primrosevr.com ). Primrose is meant to be a framework for web developers to be able to build applications that live inside of a virtual environment. Microsoft calls this "Holographic Applications" (I don't exactly like that term, but I suppose I will get over it). The point is to divorce the need to do 3D graphics and geometry from building th…
Thanks for your project description, I've got a similar issue with aframe which is too low-level for me.
I'll have a look at your framework for new VR prototypes.
I'm not sure I have much to contribute to the idea of VR beyond my years of playing MUDs, MMOs, and Second Life. So I'm seeing VR from the POV of the desktop here. What I think is the key problem with VR is the problem with all kinds of technology: form factor. For years cell phones were bulky niche products that didn't have many users until the mid-90s when candy bar and clam shell form factors were good enough comp…
That's a very good analogy. Just don't underestimate how quickly the tech can progress in this day and age, I did that mistake myself. Less than two years ago I was very excited about the Rift and bought a dev kit. As someone who works in computer vision etc, I was convinced though that good tracking would be many years out, and then suddenly there were the lighthouse solution from Valve. Now I've had the same thought about inside-out tracking (by means of vision), but even that seems to be arriving much faster than I initially anticipated. Today every big tech company from MS, Google, Facebook, to Valve, and hardware companies such as Samsung, HTC and Nvidia/ATI manufacturers are pushing hard on every frontier of VR. I agree the form factor has to change to allow mass adoption, but expect much faster progress than what happened with phones in the 80s.
I'm going through this thread comment by comment and it feels like reading customer reviews on Amazon. Many comments are written like those '5-star' reviews there. It's just a vague feeling and maybe I'm wrong.
VR might be a hit but there're questions marks which got outlined by other commentators quite well.
I'm not qualified to judge if VR is going to be a hit but I realize that a lot of people seem to be committed and invested in this space (so money is involved) and we should be just wary when we see 5-star reviews.
Additional workout suggestion: try Thrill Of The Fight ( http://store.steampowered.com/app/494150/ ). It's the most physically intense experience I've had in VR so far - I'd say even more intense than Holopoint, although the two are close. Obviously you will have to enjoy boxing for it to be much use or fun, mind! You might also enjoy Climbey ( http://store.steampowered.com/app/520010/ ) - it doesn't look particularl…
Terrible graphics. I'm not up-to-date but are we still at this level?
I'll take horrible graphics over awesome gameplay any day. Take a look at 'Onward' - just shows how simple can equal awesome!
When I tried all I noticed was the pixelation and had to take it off. It was such a terrible user experience. It reminded me of some student science project, instead of a marketable product. VR isn't going to be popular until we have 8K or 16K headsets doing 120fps, and then we have to deal with the fact that it removes you from your environment. The first generation of VR died off because they couldn't figure out ho…
I agree. I own a occipital bridge. The resolution needs to get 5x better than retina to be believable. Also 6dof tracking with hand gesture tracking under 10ms is still a challenge. I think it's possible but needs serious hardware advancements. I love my bridge though. No hanging cables is definitely a good thing
It's not perfect, Valves new controller prototype is probably the closest we have to noninteusive, low latency gesture tracking with some form of feedback (the oculus Half moon prototypes were also fairly close, but iirc the gesture recognitation was neutred for what ever reason).
The pitch I'd do is basically this: "OK, how many times do you send your designers away to have a meeting with their colleagues in other offices? And how much do the flights and hotel cost? Well, you could eliminate 9/10 of those flights, hotel, travel time costs, and the rest by buying this one headset and upgrading their PCs - oh, and buying my proprietory design app..." By the looks of it, Autodesk have had much t…
> buying this one headset I don't want to share anything that goes on my face with anyone in the office I work with. Just passing one around the conference room to each of the execs during your pitch should make that obvious pretty quickly. I don't see VR as a useful replacement for video conferencing. You don't get any more body language and arguably less facial cues than standard video conferencing. If an engineer…
I completely agree on the "sharing headsets" issue. The economics work out fine at one headset per dev who needs to collaborate off-site.
"Hyperbole" implies you think he's not being honest but then later you say "I feel like I the only one that feels such disappointment" which suggests you do think it's a genuine reaction which you are in the minority by not sharing. So - which is it?
They are only contrary given your flawed understanding of my first sentence.
Given you took the time to point that out, a clarification would have been helpful.
Terrible graphics. I'm not up-to-date but are we still at this level?
Depends. Remember a lot of this stuff is driven by small dev houses and in some cases - one man bands. Sometimes the graphics aren't up to scratch. Also - there's a tendency towards flat shading as an aesthetic choice - it actually looks great in VR and frame rate is king. However - check out something like Valve's "The Lab" to see how skilled devs can produce stunning graphics that run really smoothly in VR. It show…
Why do you think that VR requires Linux support to succeed? I'm long past the mentality of software having to run on each and every platform, especially Linux. I love my Mac for work with software development, my Linux to deploy my servers to, and my Windows to play the latest games. Best of ALL worlds.
> Why do you think that VR requires Linux support to succeed? Virtual Reality systems need to support Linux because they need to be built around Free Software: https://www.gnu.org/philosophy/free-software-even-more-impor... It is essential that we as computer programmers work towards making virtual reality systems respect people's freedom. This is a problem of basic ethics and morality. You can say "I don't care" all…
Stallman! What have we told you about coming out in daylight hours and bothering regular folk...