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VR

blog.ycombinator.com

81–90 of 568 posts

Re: VR

#81
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…

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…

I have played Left Hand Path a lot, very intense esp. the boss fight. I can't seem to complete the ruin sequence to get past the end of level one so I put that one on hold until it gets patched, I'm pretty sure I am doing the ruin sequence right... but yeah great Dark-Souls like experience in VR. Can't wait to see what From does in VR.

Climbly is good too but it's tough because you still have to move around with their locomotion technique and I find it quite vomit-y unfortunately the way it currently works.

Thrill of the Fight is on my list to check out this weekend... new release, looks great :)

Re: VR

#82
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…

How do you deal with neck muscle strain from the weight of the device which also gets soaked in sweat? I think it's great that you've been able to exercise but for me those two points are still a big area of potential innovation.

If sweat becomes a persistent issue, products like https://vrcover.com/ will become standard.

Re: VR

#83

Seperate comment because it's a separate topic: if I was looking to make money from VR as a primary consideration (as opposed to my current cascade of story first, money second) I'd be ignoring games altogether and looking at creativity / design / conferencing apps, probably for enterprise. VR is incredible for creation and design, and can easily be collaborative too.

>looking at creativity / design / conferencing apps, probably for enterprise.

I would too except for the fact headsets cost $800 and the computers to run them cost thousands.

Once price drops and it gets wide use, it will be a goldmine for early developers.

Re: VR

#84
post #30

Selling my Vive tomorrow, before it's too late (unsellable due to something better on the market). I'm not going back to try VR till the resolution is something like 8k per eye and the optical quality is far better. FOV needs to be much wider, HMD lighter and more comfortable, and of course wireless (I know you can get this now). I have a dedicated home theater and room scale still does not work, because you will nev…

>Selling my Vive tomorrow, before it's too late (unsellable due to something better on the market). The Vive came out like 8 months ago. I would hardly say even the craziest company ( cough Apple) would rush out a new version that quickly. >Glare, very blurry except for a narrow center, the rings of the fresnel lenses are very noticeable. You are probably wearing it wrong. There are two adjustments you can make. Ther…

I'm not wearing it wrong, and I know what adjustments are possible. This is an inherent fault with the lenses, it's just about optics quality.

https://www.reddit.com/r/Vive/comments/4i8ogs/am_i_the_only_...

https://forums.oculus.com/vip/discussion/33085/halo-effect-g...

https://forums.frontier.co.uk/showthread.php/252662-Vive-hor...

Re: VR

#85
post #20
post #10

Blown away? Hyperbole of the century. At CES this year, I tried all the VR/AR tech I could get my hands on. Microsoft HoloLens, HTC Vive, Oculus Rift, Sony VR, Galaxy Gear, and everything in between. I wasn't expecting much and yet I was still underwhelmed. There is zero immersion, primarily due to the poor resolution, the screen door effect, and the crippled field of view. It felt like watching a scene through a pai…

I can see why the current issues might bring someone out of immersion. But from somebody who owns a Vive, I think having a more personal experience is key to getting the most out of it (for now). When you describe the binocular effect, I know what you mean, however my experience is that all those issues fade away once your brain "accepts" the inputs and starts filtering out the noise. How long did you get to demo the…

> When you describe the binocular effect, I know what you mean, however my experience is that all those issues fade away once your brain "accepts" the inputs and starts filtering out the noise.

Personally, as someone who owned and purchased some of the early HMDs of the 1990s - these kind of comments look "interesting" to me. I mean, people are complaining about the "low FOV and resolution" - when they clearly never had to use HMDs with 20 degree FOV and 320 x 240 resolutions...

Today's HMDs are things we only dreamed about (and those who could get close to this - well, those HMDs cost more than an automobile.

Regarding the "filtering out the noise" - we used to call this "seeing past or beyond the pixels". It was purely psychological or something going on (I think there were studies done on the effect). There came a point where you stopped noticing the pixels, and/or the low FOV - and it all just started looking much better than it did. The key, though, was to stop focusing on the issue - which some people couldn't.

Re: VR

#86
I don't think VR will take off unless the headsets become the size of big sunglasses, have great battery life, and someone releases a killer app. It's surprising that these headsets have been in the market so long, going on over a year now, and we have yet to see that one app that makes everyone run out and get a headset. Until all of these happen I don't expect much from the current state of the VR industry.

Re: VR

#87

I'm not getting into VR until Linux support is there. Every major vendor promised it. It's been long enough. More than long enough.

None of them big name VR machines have Linux support? Seriously? Are they Windows-exclusive?

Re: VR

#88
I'm making a VR game with giant mechs that has a totally unique movement mechanic. Anybody want to fund me? :P

Re: VR

#89
post #81

Earlier quoted context omitted.

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…

I have played Left Hand Path a lot, very intense esp. the boss fight. I can't seem to complete the ruin sequence to get past the end of level one so I put that one on hold until it gets patched, I'm pretty sure I am doing the ruin sequence right... but yeah great Dark-Souls like experience in VR. Can't wait to see what From does in VR. Climbly is good too but it's tough because you still have to move around with thei…

Oh, sorry to hear that! The end of that level does seem to stump people - I'm working on making it much more accessible.

If you'd like to either email me (email in my HN profile), reply here, or put up a post on the Steam forums (http://steamcommunity.com/app/488760/discussions/0/) I'd be more than happy to help you past that, as there's lots of good stuff beyond!

Climbey - yeah, the locomotion does get a little nausea-inducing :( I'm bulletproofed to it after months of VR development!

Re: VR

#90

VR might explode once the hardware can convey our actual facial expressions. Once that happens, there will be strong forces could tip: * Offices/meetings * Learning institutions * Socializing with friends who aren't close by * ...

I kind of wonder if stuff like that is going to require new levels of body-computer interfaces(contact lens, eye implants, brain implants). It's hard to figure out someone's exact facial expression when they have a headset covering most of their face. And if you don't get the facial expressions perfectly, you're going to have uncanny valley and miscommunication.
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