[HN Gopher] When will virtual reality take off? The $100 bet
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       When will virtual reality take off? The $100 bet
        
       Author : nkurz
       Score  : 93 points
       Date   : 2020-12-16 05:44 UTC (17 hours ago)
        
 (HTM) web link (glinden.blogspot.com)
 (TXT) w3m dump (glinden.blogspot.com)
        
       | kiseleon wrote:
       | I bought my Dell Visor (Windows Mixed Reality) headset for ~$230
       | in early 2018. It's fun, but my computer can only run things at
       | low/medium quality (i7-7700, gtx 1060 3gb). I'm in a situation
       | where there is literally no reason for me to buy a new headset
       | until I have at least a new GPU.
       | 
       | It really doesn't help that you're basically stuck buying the
       | facebook-locked Oculus (either the Quest with a more limited game
       | selection or the Rift S which requires a good PC), spend a bit
       | more and get a Vive Cosmos, or you can spend boatloads of money
       | and buy the Index (or buy an old Vive and piecemeal the Index
       | parts you want since the lighthouses are compatible).
       | 
       | Any VR that is not roomscale will feel limited, and any VR that
       | doesn't use some sort of tracking for the headset/controllers (IR
       | based, usually) will feel clunky and will lose track of the
       | controllers constantly. I tried (and loved, despite its
       | limitations) Google Cardboard and Daydream, but those definitely
       | never took off. Playstation VR isn't roomscale so you can't move
       | around in the environment, so it's inherently limited.
       | 
       | The Windows Mixed Reality inside-out tracking works for 95% of
       | what you need to do -- overhand throws don't work reliably since
       | your controller leaves the tracking area, so you have to throw
       | things by doing awkward pushing motions most of the time.
       | 
       | So again -- I'm faced with: - Upgrade to a more expensive headset
       | to get better tracking but still have low/medium quality
       | ($300-1000). - Upgrade my GPU to max out the quality on my
       | current headset ($300-1000). - Do both ($600-2000).
       | 
       | In all honesty, for the limited amount of time I spend in VR (1-2
       | hours once or twice a week, mostly for exercise with Beat Saber
       | or BoxVR) -- None of those options appeal to me. I'll just keep
       | using my headset until it dies, and then we will see where we are
       | at. There's not enough new features coming out (or enough new VR
       | hardware in general coming out) to justify an upgrade every year
       | or two, especially when it relies on my PC having sufficient
       | specs to power it.
        
         | vlovich123 wrote:
         | Just a small correction. The Quest can access all PC software
         | that the Rift S can through Oculus Link.
        
       | Impossible wrote:
       | _Estimates of total hardware sales vary depending on what is
       | considered VR hardware, but most estimates I 've seen have
       | worldwide unit sales at around 5-6M in 2020._
       | 
       | His sales estimates are a little low, unless he's only including
       | PC VR. PSVR alone has sold ~5M units by most estimates. In the
       | most recent Steam hardware survey, about 2% of users that
       | completed the survey have VR devices, which is roughly another 2M
       | users. That doesn't include Quest and Quest 2 sales (many people
       | never use the link cable), or the few Rifts out there that aren't
       | on Steam. So while it's highly unlikely that 6DOF VR devices have
       | sold 10M units, its likely cleared 8M units and could easily
       | surpass 10M in 2021.
       | 
       | The biggest issue right now is lack of software. There isn't much
       | to play at all in VR, and there are very few great VR titles and
       | only a handful of good ones. For HN commenters that want the
       | infinite screen experience, I unfortunately believe that will be
       | relatively niche (you sell to a bunch of programmers) and none of
       | the current players are really focused on enterprise as games
       | have been the stickiest thing so far. Quest 2 is pretty high
       | resolution and eventually a tracked keyboard and infinite office
       | will ship, so it might still be the best option for a while for
       | people looking for VR productivity.
        
         | arduinomancer wrote:
         | Maybe he's referring to yearly sales of 5-6M
        
           | Impossible wrote:
           | Ah yeah, you're probably right. I read it as total sold
           | units. He's probably right about total units sold in 2020, or
           | maybe a little bit on the high end. Because we don't know
           | Quest and Quest 2 sales and they're harder to estimate it's
           | hard to know
        
       | mncharity wrote:
       | Perhaps part of the problem was a premature switch from
       | exploration to exploitation?
       | 
       | When Facebook bought Oculus for $$$$, the collaborative community
       | which had been pushing the envelope, exploring for possibilities,
       | rapidly died. People took it as a hint to switch modes. And eye-
       | tracking rent seekers, already in low-volume high-cost
       | exploitation mode, weren't then incentivized to support
       | exploration.
       | 
       | Gaming had dollars, and so became a dominating focus. But it also
       | had challenging constraints, which further pruned exploration. Do
       | you want higher resolution, to allow text and programming in VR?
       | Well, a panel existed, but gaming standards of immersion and such
       | were too GPU intensive for the market at that resolution, so ...
       | feel free to diy it yourself. In an environment where diy was no
       | longer a supported thing. Programmers - a niche market.
       | 
       | Facebook et al, even Chinese OEMs, aren't interested in niche, or
       | in making "commodity" hardware. Consumer platforms, and lock-in,
       | and unicorn dreams. Even while that further cripples exploration.
       | 
       | Nreal light AR glasses are a laptop-comparable 1080p 3D screen at
       | 2 meters. As with their dev kit, consumer availability is now
       | first in China, SK, and Japan, then later in Europe, and
       | eventually in the US. So asia now, and maybe US late next year.
       | And the glasses are developed on linux, but you can't have that -
       | no unicorns there.
       | 
       | Here's this amazing tech, and instead of an exploratory ferment,
       | we wait for a few large companies to navigate patent thickets, to
       | eventually meet the severe constraints of creating mass-market
       | consumer devices. And then we'll dig in to exploring.
        
       | randyrand wrote:
       | As soon as 6dof VR video is easily available.
        
       | Aaronstotle wrote:
       | I can't put on a VR headset for more than 5 minutes without
       | getting a headache. Also VR headsets have a resolution that is
       | still too low to be worth trying imo, so I feel it's about
       | another decade away from mass adoption.
        
       | dudeinhawaii wrote:
       | I don't think it's been mentioned enough that VR doesn't
       | fundamentally bring anything new to the -gameplay- table. There
       | are some 'experiences' that are better, like piloting games since
       | they play to the "sit here and look around" model, but that
       | places VR in the same category as a really awesome flight stick,
       | steering wheel, or the Kinect.
       | 
       | Mobility is a huge problem that needs to be solved. Until then,
       | VR will be a peripheral like the Kinect, great for one-off
       | interactive experiences involving your full body... but never
       | able to deliver truly transformational gameplay.
        
         | Kiro wrote:
         | Sounds like you haven't tried Superhot. Even Beat Saber is a
         | mechanic unlike anything else. Right now I'm having a great
         | time in Blaston and that's also gameplay that would not be
         | possible in another medium.
         | 
         | Mobility was solved with untethered devices. Just put it on and
         | start playing immediately. No dedicated area required.
        
           | dudeinhawaii wrote:
           | When I say mobility, I'm referring to mobility within the
           | game. Within a non-VR shooter I can, in one continuous
           | motion, run into and knockdown a guard, shoot his friend,
           | jump through a window, run across a room, leap over a crate,
           | parkour up a wall, grab a rifle, and shoot another flanked
           | enemy.
           | 
           | VR gameplay isn't remotely comparable. Perhaps it's due to VR
           | linking us with our real-life limitations. In real-life, I
           | doubt many untrained people can turn 90 or 180 degrees, raise
           | a rifle, sight in, and fire accurately in a under a second.
           | 
           | I'm not saying there aren't great VR games but VR doesn't
           | appear to add new elements to the genres or gameplay beyond
           | "now try this without an accurate mouse/keyboard/controller"
           | or "you can now see a virtual representation of your hands...
           | and use them to awkwardly manipulate the environment".
           | 
           | When you say "Blaston.. (provides).. gameplay that would not
           | be possible in another medium", I think that's what you're
           | referring to.. the awkward manipulation of the environment.
           | Blaston is a very simple 3D game that absolutely could be
           | played without VR but wouldn't be nearly as goofy and fun.
           | Perhaps that's it, perhaps the "akwardly
           | manipulating/traversing the environment" is the unique
           | gameplay that VR adds (similar to Kinect). The human element
           | I guess you could say.
           | 
           | It seems as though the trade-off is a boost in immersion for
           | a simultaneous reduction in game and gameplay complexity.
        
         | zmmmmm wrote:
         | > I don't think it's been mentioned enough that VR doesn't
         | fundamentally bring anything new to the -gameplay- table
         | 
         | Disagree with this strongly.
         | 
         | VR brings realistic physical motion skills in to replace thumb-
         | twiddling on controllers. When I play VR table tennis I am
         | exercising my _gross motor skills_. It is a 100% different
         | experience and type of skill acquisition to anything you will
         | get from flat gaming. There are actually pro table tennis
         | players who now train in VR because it is so realistic and of
         | course they can fine tune to the nth degree what they want to
         | work on. Alternatively, games like Space Pirates have you
         | literally swaying and ducking bullets coming at you in 3d
         | space. There is no comparison at all to me moving a joystick to
         | achieve the same thing.
        
       | coding123 wrote:
       | I think it would have had Oculus not been owned by a shitty
       | company. I have a hard time directly giving FB money. I'm not
       | going to reward FB for anything.
        
         | croes wrote:
         | Yes and no. Without FB Oculus would already be dead. With FB it
         | keeps being a niche.
        
         | brixon wrote:
         | For non-tech people they think the exact opposite. Facebook is
         | a name they know and understand.
        
       | ajcp wrote:
       | When VR starts delivering on the "virtual" part of the "reality"
       | concept whereby my girlfriend, uncle, or neighbor can put on a
       | headset and say "why go back?"
       | 
       | or
       | 
       | When VR doesn't merely solve for an "immersive" experience, but
       | rather provides for a better way to interface with 3D "space"
       | than does a 2D monitor.
        
         | blackearl wrote:
         | I don't think I'll play a 2d rhythm game after beat saber
        
           | lucasmullens wrote:
           | Aren't most successful rhythm games already 3d? I guess I'm
           | agreeing with you, DDR, Guitar Hero, and Rock Band all are
           | sort of 3d, just not VR.
        
           | ajcp wrote:
           | I'm with you there, but that's one application to one sphere
           | (gaming)of VR application.
           | 
           | That being said maybe that's all "3D interface with 3D
           | objects" is right now?
           | 
           | So might be more accurate to say: When our current 2D
           | interfaces like file systems/operating systems, entertainment
           | (movies/tv), socializing, etc are addressed a 3D objects in a
           | 3D space.
        
       | riazrizvi wrote:
       | I worked for a VR/AR platform helping 3rd parties port apps onto
       | the platform for a couple of years. Low traction seemed to be a
       | combination of the following related problems:
       | 
       | 1) ROI for the platform's premium was not worth it, due to... 2)
       | lack of must-have apps, due to... 3) poor ratio of difficulty
       | designing a great user experience vs low number of outfits trying
       | to build that software, due to ... 4) fragmentation in technology
       | (AR & VR) which results in different user experience in each
       | platform, and low rates of adoption especially given dispersion
       | over different platforms, consequently there was far less
       | financial motivation for a company to invest long term resources.
       | 
       | With VR/AR, the obvious killer app is 3D model generation,
       | because you could turn efficient workflows into money, but the
       | amount of effort that has been thrown into desktop publishing is
       | so much that the bar for a VR/AR app to get over is very, very
       | high. If your audience is professional 3d modelers. The mouse is
       | such an excellent precision instrument, it's going to be a long
       | time before we have a 6 degree-of-freedom input device that can
       | match it for precision and ease of long term use. The existing
       | CAD companies with funds sit on large portfolios of software, and
       | a fantastic VR/AR experience would devalue them, so they don't
       | have a lot of motivation.
       | 
       | Long story short, it's going to take longer than the PC
       | revolution, because the adoption-conformity numbers are not as
       | good. I'd guess another ten years?
        
         | vadansky wrote:
         | > The mouse is such an excellent precision instrument, it's
         | going to be a long time before we have a 6 degree-of-freedom
         | input device that can match it for precision and ease of long
         | term use.
         | 
         | From my experience don't most professional 3D modelers use some
         | sort of pen tablet like a Wacom? Now I'm thinning I would love
         | if Wacom pivoted to the VR/AR space and made a special 6 DOF
         | pen you can use. I hope they don't go the way to Kodak and just
         | get stuck being a pen tablet company while artists make the
         | jump the VR (eventually?)
        
           | Ruthalas wrote:
           | Good call, Wacom is doing exactly that:
           | 
           | https://developer.wacom.com/en-us/wacomvrpen
        
       | monkeydust wrote:
       | Really got into VR earlier this year with Quest 1.
       | 
       | Managed to put together a small skunkworks team to develop an
       | application to view data - goal was to gain insights through
       | manipulation and viewing data in an immersive space. We had a
       | novel approach to do this.
       | 
       | Problem is COVID-19 hit so getting other people to try it became
       | impossible and most target users do not have their own headset.
       | We used video's to showcase but its obviously not the same.
       | 
       | Project on ice (for now) but we felt there was definitely
       | something there. What we developed was not the final killer
       | product but it got people talking a lot.
       | 
       | Its (VR/AR) time will come, that's for sure, but we need more
       | 6DFs, lighter, capable standalone headsets.
        
         | zmmmmm wrote:
         | Yeah - COVID has really destroyed my VR evangilism. We aren't
         | even supposed to be within 1.5m of each other, let alone
         | sharing phyiscal headsets. Showing a room full of people VR is
         | dead now. I'm not sure how to recover that ... it's going to be
         | a while at very least.
        
       | lwansbrough wrote:
       | It was pretty clear to me back in 2015-2016 that VR was going
       | absolutely no where. All you had to do was try on any headset and
       | evaluate it honestly.
       | 
       | The graphics sucked, the lag sucked, it gave some people nausea
       | and others an unwanted sense of vertigo. Prices for high-end
       | equipment were (and still are) ridiculous and unattainable for
       | the mass market. Even if you could afford it, do you also own a
       | space big enough to set it up? And if you did, was it convenient
       | to have to be in that space to use it?
       | 
       | The premise of VR as a foundational technology is totally flawed.
       | VR is for experiences that take you out of reality, but most
       | people aren't looking for that on a daily basis. Entering VR is
       | comparable to going to the movies: it's something to do once
       | you've exhausted better options.
       | 
       | To those who say the technology can never get there, I disagree.
       | The market will explode once the first real AR/MR device arrives.
       | People won't care what it looks like or that it has a pervy
       | camera if it's the most amazing piece of technology they've ever
       | used. It will be like the first iPhone - an "Aha!" moment in
       | amongst a sea of products that just don't get it. It won't
       | require lighthouses or setup or spatial mapping or wires or the
       | social isolation of being at home, it will just implicitly
       | understand the world wherever you are and will be available to
       | you when you need to use it. Like a phone in your pocket.
       | 
       | And I'm sure with the equivalent of a sleeping mask such a device
       | would be VR capable as well.
       | 
       | It's coming, but it won't be a product from a startup (anyone
       | remember Magic Leap?) and not for maybe 5-10 years.
        
         | edmundsauto wrote:
         | The Quest line has been a major step up. You should consider
         | updating your 5 year old opinion in a product category that is
         | nascent.
         | 
         | Also, I believe a lot of hype around VR is that it is a
         | necessary first step before VR.
         | 
         | Finally, while I agree that AR is the "mobile phone" type of
         | revolutionary product, I still think VR is going to be wildly
         | successful. To me, the limiting factor is the builders tools -
         | it's so expensive to put together good interactive VR content.
        
           | [deleted]
        
           | lwansbrough wrote:
           | > You should consider updating your 5 year old opinion in a
           | product category that is nascent.
           | 
           | I no longer have a Facebook account, so this is impossible
           | for me, right? But let me check Google. Bulky, isolating,
           | still requires controllers. Yep, nothing has changed, as
           | expected. People who have staked their livelihoods on this
           | technology are mad about my initial comment but the fact
           | remains: nobody is buying these things, and the product
           | hasn't changed meaningfully since the last iteration.
        
             | edmundsauto wrote:
             | Counterpoint: you have entrenched your opinion and are
             | unwilling or unable to update it, despite acknowledging
             | that your inputs are 5 years out of date.
             | 
             | To point to specifically inaccurate or misleading
             | statements of yours:
             | 
             | 1. "still requires controllers" - incorrect, hand tracking
             | is a thing, and on its way to a user friendly input. It's
             | not clear why controllers are a negative - do you similarly
             | criticize the PS5 for having a controller and not
             | meaningfully changed?
             | 
             | 2. "The product hasn't changed meaningfully" - here,
             | 'meaningfully' is a weasel word. 50% more pixels, for a
             | device where pixel density is important for usability. A
             | 25% ($100) price drop, in a device that is now
             | significantly cheaper than gaming consoles. The ability to
             | drive better graphics with a tether to a video card. (BTW,
             | this is a < 2 year product cycle for a bleeding edge
             | device.) What do you consider meaningful?
             | 
             | 3. "nobody is buying these things" appears to be incorrect,
             | literally and directionally. Expectations are for 3M units
             | sold in 2020. Pre-orders were 5x for Quest 2 versus Quest
             | 1. Perhaps you meant to say "me and my friends haven't
             | bought one"?
        
       | aronowb14 wrote:
       | Totally agree with the sentiment in this post. I've been working
       | in VR for about 5 years now and came to this conclusion a couple
       | weeks ago. There simply are better alternatives to mostly every
       | VR application.
       | 
       | Also, I do think the "Killer app" for VR has already been found:
       | education. The US Military, Airforce, and NASA has been using VR
       | for decades for training for example, and will continue to use
       | them. There are several startups working on adapting VR education
       | to other high-end use cases like surgery and enterprise training
       | as well. I think those will still be niche, but will probably
       | make for a couple companies with longevity in the end.
       | 
       | There are some unexplored but interesting pieces to the VR puzzle
       | that also haven't been either invented or put together yet:
       | better hand tracking, better haptics, better eye tracking, better
       | displays, and lighter headsets for example. Potentially some
       | combination of these will result in a 'must have' application for
       | VR. Who can say when this will happen though.
        
       | rchaud wrote:
       | I picked up a GearVR headset w/ my Galaxy S7 phone in 2016, and
       | was really impressed with the graphics and immersion in the games
       | I tried. There really wasn't any kind of killer app, like say
       | Pokemon Go was in the summer of that year. After a few weeks of
       | use, the novelty wore off and I haven't used it since.
       | 
       | Considering the massive success of group games like Jackbox.tv
       | and Among Us, I think the killer app for VR has to have a group
       | competition or co-op element. Single player VR stuff was cool but
       | felt pretty isolating.
        
       | lo_fye wrote:
       | It started to take off in October, with the release of the Oculus
       | Quest 2, which is out of stock all over the place. It has nearly
       | doubled Oculus' userbase on Steam in just 2.5 months despite
       | their various other headsets having been out for years.
        
         | medium_burrito wrote:
         | I have a Quest2 and motion tracking is great, but the
         | resolution/blurriness bothers my eyes a lot, to the point where
         | it gives me a headache. Now it could be with not wearing
         | glasses, but I tried it with contacts and it still bothered me.
         | My wife meanwhile has no issues. Is this a common issue?
        
           | istorical wrote:
           | It's likely that the resolution/blurriness are not
           | responsible for your headache, but rather the lenses and lens
           | spacing, and your particular IPD. Quest 2 has low-granularity
           | control over IPD settings, so you may just be a bad fit for
           | the device. Check your IPD online using a webcam and credit
           | card and see if its close to one of the three available
           | settings on Quest 2.
        
             | outworlder wrote:
             | There are apps that can measure your IPD in seconds with a
             | good degree of accuracy.
        
           | ajconway wrote:
           | Have you tried adjusting the IPD? Unfortunately, there are
           | only 3 fixed positions.
        
           | jbarberu wrote:
           | I haven't tried Quest 2 specifically but had similar issues
           | with Rift and HTC Vive (we had them at work). I have
           | different prescription for right and left eye and was seeing
           | blurry no matter how I adjusted the lenses, to the point of
           | losing stereoscopic vision rendering the headset pretty much
           | useless.
        
         | croes wrote:
         | That's not a take off but still a niche. The Quest 2 is more
         | likely to just replace other VR headsets.
        
           | reason-mr wrote:
           | Still on the same old tired track with this. Stores can't
           | keep Quest2s in stock and have you tried to actually buy an
           | HP Reverb2 lately? Developers are making decent amounts of
           | money out of VR titles. Users who have the headsets love
           | them, and the various reddit VR groups are extremely active.
           | Still, nothing to see, and it's not getting adoption. Pls ..
        
             | croes wrote:
             | Quest 2 and Reverb2 have low production numbers compared to
             | the PS5 and XBox, so it's not surprising they are quickly
             | out of stock. And VR is missing the you-do-not-want-to-miss
             | App.
        
         | [deleted]
        
       | MisterBastahrd wrote:
       | When there is a desktop OS used for being work-level productive
       | that can be used at high resolution to accomplish actual work in
       | a manner that is cost-competitive to a multi-monitor setup.
        
       | grawprog wrote:
       | I have to admit, about the only thing that's really looked
       | appealing to me as far as VR goes is Tabletop Simulator. The
       | concept seems really cool. I haven't tried it, but looking at it,
       | my guess in reality it's a bit awkward to use and probably ends
       | up being more frustrating than fun.
       | 
       | Current VR just seems not quite immersive enough to feel real or
       | worth using for most things but slightly too immersive so that it
       | ends up being unnerving after a while.
       | 
       | The lack of tactile stimulation doesn't help either. I think if
       | they could come up with some kind of gloves that could simulate
       | pressure and touch, that worked reliably as controllers, VR would
       | become more popular.
        
       | flerchin wrote:
       | VR has been a fun thing for my kids during this long pandemic. I
       | don't foresee it getting much use once they can do team sports
       | again.
        
       | aaron695 wrote:
       | The reason we are not apes in trees is our ability to reduce
       | dimensions, not increase them.
       | 
       | If you don't get that, then you won't understand the What, How,
       | When of VR. (Hint, it's a long way off)
        
       | ykevinator wrote:
       | I left vr in 2010 because there was no commercial opportunity
       | except video games and even that was not getting more than niche
       | traction. If you google be headsets you'll see that the occulus
       | is basically a redo of 20 year old tech. It's still baffling why
       | Facebook paid so much for this.
        
       | johnklos wrote:
       | VR will become mainstream when you can play Mario Kart in VR.
       | 
       | Forget about photorealism - cartoony, Nintendo Wii style graphics
       | are much more forgivable on VR hardware. Currently, VR is bad
       | considering the cost.
        
       | 99_00 wrote:
       | I still have my Nintendo virtual boy from 1996. It was
       | discontinued and someone bought it for me for a steep discount,
       | around $20.
        
       | outside1234 wrote:
       | I don't think VR is every going to take off - it is just too
       | isolating and most people don't want a completely new world. They
       | want to socialize in this one.
       | 
       | But AR - that's different - and I think it will happen the second
       | we can get a full day of use out of it in a normal glasses form
       | factor. (With enterprise scenarios driving earlier larger form
       | factors)
        
         | tolbish wrote:
         | > most people don't want a completely new world. They want to
         | socialize in this one.
         | 
         | The popularity of video games proves that is demonstrably
         | false.
        
       | egypturnash wrote:
       | _Chris Pruett, who runs part of Oculus, speculated about that,
       | saying: "My guess would be something that is highly immersive,
       | that involves active motion of your body, and ... it's probably
       | going to be something that you either play with other people or
       | is shareable with other people."_
       | 
       | VRChat.
       | 
       | More and more of my furry online circles are constantly posting
       | VRChat videos and photos. Give it a year or two of the gear
       | needed dropping in price and I think it may finally explode in
       | usage.
       | 
       | The 'rona helps here; all the furry cons have been cancelled but
       | furries still want to be cartoon animals at each other. There
       | have been virtual cons via VRCHat already. I don't have the spare
       | cash to get a vr setup myself so I can't talk about how well they
       | went off, but I bet the virtual-first cons founded this year are
       | not gonna go away just because physical gatherings are safe
       | again...
        
       | chris_st wrote:
       | I wonder how many people, like me, tried it on a friend's
       | equipment and found that the motion sickness is just impossible
       | to get past.
       | 
       | I had motion sickness when I tried the early first-person
       | shooters, but got over it when I learned to keep the (non-moving)
       | screen bounds in mind. That' just impossible in VR, and when the
       | motion in my eyes doesn't match my vestibular system, wow, it's
       | bad.
       | 
       | Sigh... some of the games were amazing.
        
         | Der_Einzige wrote:
         | Things like motion sickness and the screen-door effect are
         | results of lower refresh-rate/resolution than what should be
         | used for VR.
         | 
         | It's very sad that as of right now, you're forced to choose
         | movement freedom (e.g. Vive Wireless) OR the highest refresh
         | rate / highest resolution (Valve Index). And don't get me
         | started on the proliferation of low quality "mixed reality"
         | headsets. Honest enthusiasts have no options for high quality
         | "world scale" VR. The best VR experience is STILL found this
         | way, e.g. https://www.youtube.com/watch?v=9DvB07X84HM - but it
         | requires a shitty headset compared to the Index.
         | 
         | VR most likely would have ended up with the same experience
         | (but better quality) if the manufacturers built better quality
         | headsets with wireless and higher resolution (most likely
         | attached to a high quality laptop in a backpack), priced it
         | more highly (1500-2000$+ in kits like the youtube video), and
         | then let VRs merits sell itself, rather than allow half-baked
         | headsets to frustrate and dissuade people.
        
         | outworlder wrote:
         | YMMV I guess.
         | 
         | I have a pretty high tolerance for motion sickness in VR.
         | However, if I play something like No Man's Sky for one hour, in
         | the normal locomotion mode, my mouth will start to water, which
         | for me is a prelude to nausea, so I have to stop. That's goes
         | for other games too, even if the blank the peripheral
         | vision(although that helps).
         | 
         | I can play for 10 hours straight (and I have) if I use the
         | teleportation mechanism.
         | 
         | I'll get nauseous in Subnautica.
         | 
         | A few people have tried Beat Saber, they all seem to have been
         | ok.
         | 
         | Planes, cars, spaceships don't bother me. My wife threw the
         | headset away in Elite Dangerous when the ship banked. But I
         | feel perfectly fine. Shouldn't that make me nauseous too? After
         | all, things are moving and the vestibular system is not
         | registering anything.
         | 
         | Maybe that's because we are used to cars? And could it be that
         | the nausea can be "trained" away?
        
         | istorical wrote:
         | I have to simultaneously agree with you (and even go further
         | and state that the existence of 3-degree-of-freedom devices
         | like Samsung GearVR which was cheap enough to be passed out and
         | demo'd everywhere) really gave people terrible first
         | experiences, both in terms of giving them low expectations in
         | terms of motion sickness and also resolution.
         | 
         | But the reason it's really bittersweet is you _don't_ have to
         | get motion sick in VR, if you just try experiences that don't
         | take control of your in-game/in-experience "camera" and move it
         | without any input from your physical head. In other words, as
         | long as the camera in-game only corresponds 1 to 1 to your real
         | life head movements, there is no motion sickness for the vast
         | vast majority of users. I've given tons of demos and beat saber
         | won't make new users sick. Superhot won't make new users sick.
         | Echo VR, Skyrim VR, anything that doesn't map head movement ->
         | camera movement 1:1 has a 75% chance of making a new user sick,
         | whether immediately and badly or after a medium duration
         | experience and mildy.
         | 
         | But people who are early adopters and have overcome the hump of
         | nausea and forgotten how it feels continue to expose new users
         | to poorly chosen first experiences with joystick movement or
         | even worse - just straight up camera movement entirely unmapped
         | to user input. That and naive users not realizing they need to
         | limit their first experiences to non-joystick locomotion
         | experiences.
         | 
         | It's a bit like if everyone who tried alcohol for the first
         | time took 10 shots of vodka and then span in circles for 10
         | minutes straight instead of sipping an alcopop or a beginner
         | wine or beer.
         | 
         | There are also hardware solutions like vibrating motors you
         | place on your wrists (or neck/near-the-ear?) that could help as
         | well.
         | 
         | And vignetting and tunneling approaches to keep a fixed frame
         | of reference in the users field of view for those that are
         | advanced enough to begin with joystick movement.
         | 
         | But anyway, in 2020 the most compelling use-case is still porn.
         | And laughably, many people who may have tried VR porn in 2016
         | or who only viewed free/old/poorly-made files have also had
         | that well poisoned for themselves as well, while newer, higher
         | quality VR film (and porn) is incredibly more realistic and
         | immersive than early attempts or that which you could find on
         | pornhub.
        
       | bullen wrote:
       | The major (unpopular) reasons for VR plateau:
       | 
       | - Fresnel lenses!
       | 
       | - No haptic feedback?
       | 
       | - Closed hardware/software.
       | 
       | Unfortunately in the future electricity prices will mostly limit
       | VR to non-realistic graphics, f.ex. Cyberpunk 2077 can't render
       | (full blast) at 60 FPS on a 350W 3090, so to get 90FPS on both
       | eyes you would need (if it was possible, it's not) more than 3x
       | 3090 at a whopping 1000W!
       | 
       | And this is at peak everything: memory speed and litography; with
       | cheap- energy, hardware, (food, rent too) etc.
       | 
       | The final medium is not VR, it is regular 3D MMO action
       | potentially with server-side neural-network brained mobs/npcs!
       | How is that progressing Mr Carmack?
        
         | entropicdrifter wrote:
         | Considering the ridiculous pace of progress for GPU performance
         | we've seen in the last few years, coupled with NN-based
         | upscaling of frames, foveated rendering with eye tracking, and
         | the fact that you've cherry-picked a game whose performance is
         | wildly unoptimized with graphics that are on the absolute
         | cutting edge of what PCs can handle, I imagine there are still
         | many possible scenarios that could play out over the next
         | decade or so where VR with reasonably realistic graphics by
         | today's standards is not only possible to do on a normal PC
         | power budget, but even with a mobile/tablet chipset, as in the
         | Oculus Quest or some similar standalone headset.
         | 
         | Things would get really interesting if Apple decided to enter
         | the standalone VR/AR arena with their cutting edge ARM chipsets
        
         | kraftman wrote:
         | foveated rendering should solve this if it can be done well, as
         | you're only rendering high quality where the eye is looking.
        
           | numpad0 wrote:
           | Last time I did a napkin math, cone size required for
           | foveated rendering with current latency and framerate to
           | match slew rate of human eyes basically equals to the whole
           | FOV of typical headset that it's pointless to implement.
        
       | quadcore wrote:
       | Easy: when this platform will have a killer app other platforms
       | cant have.
        
       | jedberg wrote:
       | I didn't think I'd love my Quest as much as I do. I got it on a
       | whim because someone here on HN was offering theirs for sale at a
       | discount.
       | 
       | I wish I had more time to play it! I'll put it on and start
       | playing, and two hours later I'm still going, I'm exhausted from
       | the workout, and I don't want to stop.
       | 
       | And my six year old loves it too! She loves to draw in 3D. She
       | loves the YouTube VR roller coasters, especially because she
       | isn't big enough for the biggest coasters just yet.
       | 
       | And every other person whose tried it loves it too (sadly with
       | lockdowns I don't get a chance to share very often because I
       | don't see a lot of people and have to quarantine the unit for two
       | days every time I loan it out).
       | 
       | My sister in law is an artist so I dropped her into the 3D paint
       | program. In 10 minutes she had made a beautiful 3D sculpture from
       | nothing. My brother refused to give it up for days because he
       | couldn't stop playing.
       | 
       | And I just got a second unit from Amazon to participate in a
       | virtual world experience for re:invent, and it was the most
       | awesome way to have a remote meeting! The sound is directional,
       | so you have an idea of who is talking, and the avatars have
       | hands, so you can see people's hand movements as well as their
       | head and body movements. It adds so much to the conversation to
       | see body language.
       | 
       | Let's just say I'm a bigger fan than I thought I'd ever be.
       | Especially since the last time I tried it it got really motion
       | sick, but that was years ago. The tech has come a long way.
        
       | dougmwne wrote:
       | I very much think that folks on HN are jaded by the long wait and
       | the unfulfilled promises of VR. I recently picked up a Quest 2 as
       | my first VR headset and I am blown away and convinced it is the
       | future. The thing is, I also recognize that while it is already
       | an incredible achievement, it's still probably 5-20 years from
       | hitting its iPhone moment. By then, my initial excitement will
       | have gone away and I'll have tired of waiting too.
       | 
       | But for all you jaded folks out there, let me tell you that this
       | is an absolutely unstoppable evolution of computing. All
       | entertainment since sung epic poetry has aimed to briefly take us
       | into another world. Plays, novels, movies, theme parks, and video
       | games have always offered immersive fantasy. This is the ultimate
       | fufilment of that very human impulse, to consciously enter
       | another world. If we lose sight of that, then it will be up to
       | the next generation of technologists to create it.
        
         | qznc wrote:
         | Flying simulators seem make a comeback and they sound great for
         | VR. MS Flight Simulator was well received. A colleague of mine
         | praised Star Wars Squadrons as a great VR game.
        
         | site-packages1 wrote:
         | I played with a really nicely Oculus set up the other day, it
         | was totally amazing and immersive. In particular this was a
         | racing sim, and when I was headed toward a wall I got the
         | feeling like in a real car when you're about to hit something.
         | It was very cool.
         | 
         | Unfortunately, I lost my lunch after 5 minutes or so and had to
         | lay in a dark room for a couple hours to get over a bout of
         | nausea. Excited for the future though if they can solve that
         | problem for people like me (I also get seasick easily).
        
           | teach wrote:
           | I'm curious which Oculus headset you were using. All the ones
           | that plug in to a PC are fairly underpowered even compared to
           | the Oculus Quest 2.
           | 
           | Nausea is heavily tied to framerate and latency -- a really
           | beefy machine with a Valve Index should be a lot easier on
           | your lunch.
        
           | dougmwne wrote:
           | I'm not surprised you got nausea from a racing sim. It takes
           | time to get your "VR legs" and anything with artificial
           | locomotion is absolutely terrible for this. I started with
           | about 2 weeks of games where the only movement was with my
           | own two feet and the VR world always matched up to my real
           | body movements. Then I was able to gradually handle more and
           | more intense artificial movement. Jumping, heights, speed,
           | and smooth turning are the worst of the bunch and still make
           | me a bit uneasy if I overdo it. Jumping right into something
           | with intense movement is going to program you brain to have a
           | very negative association with VR and will take you backwards
           | on VR acclimatization.
        
             | hnick wrote:
             | I wonder if there is any hangover of this acclimation when
             | going back to the real world? If you get immune to that
             | feeling of danger when driving towards obstacles, will it
             | show up in a real car?
             | 
             | I know that personally I once binged GTA V hard over a week
             | or so, and had to catch myself before I started driving on
             | the wrong (right-hand) side of the road one day out of
             | habit.
        
         | rainonmoon wrote:
         | Given that VR requires an interface, it seems a stretch to say
         | it's the "ultimate fulfilment" of entering another world.
         | Before even getting to the philosophical inquiry about what
         | would truly constitute an Us and its actual, for real entering
         | of another world, that it's mediated by a big headset seems to
         | put it still many iterations prior to its ultimate realisation.
        
           | dougmwne wrote:
           | That is actually the magic moment I've had, tech without an
           | interface. Or to put it another way, it has moments of
           | seamlessly using the interface I was born into, natural
           | kinesthetic movement and realistic physics.
        
           | brodie wrote:
           | The real world has plenty of interfaces too. Surely VR will
           | eventually approach the same level of seemingly physical
           | interfaces as the distinction between the real and the
           | virtual starts to break down.
        
         | ChildOfChaos wrote:
         | i'm still on quest 1 and it's honestly amazing, it's a great
         | workout for me, someone that is/was fairly unfit and hates
         | exercise. Using FitXR and Beat saber (with some additional
         | handles that add a bit of weight) really get my heart rate u p
         | and feeling great and most of all I really enjoy it. It's
         | amazing.
         | 
         | I also enjoy watching movies in it as well, I don't watch a lot
         | and was considering buying a TV but this has really delayed me
         | doing so.
        
         | aksss wrote:
         | Predicting the future of technology isn't too hard, it's
         | predicting the timing accurately that people tend to fail at. I
         | don't have a lot of experience with all the headset variations,
         | mostly Oculus and PS, but it's clear to me that we're still in
         | a hype stage and the hardware has a long, long way to go. I'm
         | guessing 10-20 years before it starts approaching what we're
         | after.
        
         | inventtheday wrote:
         | ya it's a slow burn, but I think the September '20 - September
         | '21 period will end up seeing roughly the unit sales mentioned
         | in their bet. Quest 2 is making a large impact.
        
         | fossuser wrote:
         | The headsets are pretty cool - I've played with all of them
         | except for the Valve Index.
         | 
         | Though there's something unpleasant about them that keeps me
         | from going back when the novelty wears off. I think it might be
         | because I don't want to be standing and moving around when
         | playing a game and if you're not doing that, the motion is kind
         | of unpleasant.
         | 
         | I'm not sure this is something it can really overcome. I think
         | an AR overlay of our actual world is more likely to be the next
         | real platform (assuming the hardware is possible to pull off
         | something like this).
         | 
         | Being in VR is just kind of an unpleasant/isolating experience
         | for me and I'm a pretty early adopter of most things.
         | 
         | In other people I've mostly seen a small number of games
         | (mostly beat saber) keep people coming back, but I haven't seen
         | most people keep using it once the novelty wears off outside of
         | that.
         | 
         | I think there are probably some narrow applications where it's
         | clearly better than not having it, but I'm skeptical of VR as a
         | platform.
         | 
         | Maybe when the hardware is 10x better/lighter it'll be a
         | difference experience? We are pretty early on in the medium,
         | movies and tv were pretty bad for the first fifty years. It
         | might just take a while for people to figure out how to use VR
         | well.
        
           | noir_lord wrote:
           | > I think it might be because I don't want to be standing and
           | moving around when playing a game and if you're not doing
           | that, the motion is kind of unpleasant.
           | 
           | Project Cars 2 and DCS make it worth the headset alone -
           | throw in Elite Dangerous and No Man Sky and I have enough VR
           | entertainment to keep me busy for the foreseeable.
        
             | StavrosK wrote:
             | For some reason, Elite Dangerous throws the graphics into
             | low for me, no matter what settings I have. On the computer
             | it looks great, whenever I put it on the Quest 2 it looks
             | horribly pixelly.
             | 
             | Even so, it's _incredibly_ immersive, and if that problem
             | gets fixed it 's going to be amazing.
        
             | shostack wrote:
             | I'm dying for gaming PC parts to become more available to
             | build a new rig. I hacked together my OG Pixel XL to play
             | E:D on my current potato via the Daydream headset and
             | Riftcat and got to enjoy a very pixelated experience for
             | all of 10 min before my phone rebooted so it wouldn't melt.
             | It was still night and day.
             | 
             | How are both those games with the Quest 2? Those two are my
             | primary interested for VR but I worry about the resolution,
             | frame rate, and controls with my motion sickness.
        
           | seanmcdirmid wrote:
           | > I think there are probably some narrow applications where
           | it's clearly better than not having it, but I'm skeptical of
           | VR as a platform.
           | 
           | Fitness. It is much easier to grind in a VR game for an hour
           | than it is to grind on a treadmill for the same amount of
           | time.
           | 
           | I have a Quest, the games suck, but the fitness experience is
           | paradigm changing. Beat Saber was and still is the Quest's
           | killer app, but there are lot of similar games that keep the
           | experience somewhat fresh (not to mention new beat saber
           | music packs, I also use FitXR more than Beat Saber).
           | 
           | I bought my Quest back in May 2019, it died around June 2020,
           | but I was already using it a couple of hours a day by then so
           | had to get a new one from a scalper (during the Pandemic,
           | Quest units were hard to get). I really don't want to go back
           | to life without it.
        
             | helmholtz wrote:
             | Do you suffer from disability or live under oppressive
             | weather conditions? Because why not just go outside? I
             | searched for Beat Saber and found that it's basically Fruit
             | Ninja on VR.
             | 
             | No disrespect to you, but I can't help but feel sad about
             | the future that that video game points to. Your last
             | sentence, especially, is for me really lamentable, in the
             | literal sense of that word.
        
             | vekker wrote:
             | Fitness? The idea of puffing and sweating inside a heavy VR
             | headset doesn't seem very alluring to me for some reason...
             | Besides, I personally think fitness should be about
             | reconnecting with the body and the real world, not
             | "grinding" and distracting yourself while getting this
             | physical thing done.
        
               | aqme28 wrote:
               | What's wrong with distraction? Plenty of people stay in
               | shape as a side-effect of their enjoyment of sports and
               | games. Am I not really working out when I play soccer or
               | go rock climbing?
        
               | seanmcdirmid wrote:
               | > The idea of puffing and sweating inside a heavy VR
               | headset doesn't seem very alluring to me for some
               | reason...
               | 
               | It is like hanging out in a sweaty gym, you get used to
               | it. But the quest isn't exactly idea for it, which is why
               | I think my headset konked out after a year of heavy use.
               | I hope it gets better.
               | 
               | > not "grinding" and distracting yourself while getting
               | this physical thing done.
               | 
               | To each their own of course. Shadow boxing has been a
               | thing for a few decades now, this is just shadow boxing
               | to music with visual, audio, and a bit of force feedback.
               | I personally need to be distracted, and I like to be able
               | to keep my heart rate at 70-80% without expending extra
               | will power.
        
               | fossuser wrote:
               | I got one of these for my SO: https://www.amazon.com/VR-
               | Cover-Silicone-Oculus-Quest/dp/B08...
               | 
               | It works really well and mostly solves 80% of the issue.
               | 
               | She's _really_ good at beatsaber (top ten in global
               | leaderboards for many of the songs), but plays under my
               | account (just because I already had one).
               | 
               | Somewhat comically this lead to a coworker seeing my
               | username and asking me about my beatsaber ability. I'm
               | pretty mediocre myself.
        
               | dougmwne wrote:
               | It did not sound remotely interesting or compelling to me
               | until I tried it. It turns out it's a great way to get
               | moving without feeling like you're putting work into it.
               | For example, I've been using Thrill of the Fight to de-
               | stress after work. It's incredibly effective at that
               | because your brain gets tricked into thinking you're in
               | an actual fight and millions of years of fight or flight
               | stress response kicks in. Afterwards three rounds you
               | feel the kind of release from stress that it would take
               | hours of traditional stress management techniques to
               | achieve. All without the head trauma!
        
               | blensor wrote:
               | We are developing an open source VR fitness game and
               | after almost a year of exercising im VR I can tell you
               | that in my case the sweat inside of your headset is not a
               | problem but you should use the right VR cover. The stock
               | ones of the Quest are very hard to keep clean.
               | 
               | The sweat on the rest of your body is a completely
               | different issue. After about 40 minutes of VRWorkout I
               | usually look like coming fresh out of the shower. Without
               | VR I could never build up the willpower to "grind on" for
               | so long.
               | 
               | Our game does not try to put the game aspect first but
               | the workout. The game elements are subordinate to the
               | movements if your body and the muscles you are using not
               | the other way around.
               | 
               | That's something we have can't compromise on since the
               | movements that are expected from the player (jumping,
               | pushups, crunches, burpees) should not be compromised by
               | trying to achieve some arbitrary goal like hitting an
               | enemy.
               | 
               | Here is a video of this crazy idea
               | https://youtu.be/mFYzaQzsUI4
               | 
               | [1] VRWorkout https://vrworkout.at
        
               | Kiro wrote:
               | This looks awesome. I'm playing FitXR for upper-body and
               | Pistol Whip for lower-body but I really want a tailored
               | experience.
               | 
               | Any idea when it will be released natively on Quest?
        
               | blensor wrote:
               | We are mainly using SideQuest and Steam, we don't expect
               | Oculus to approve this in the official store so the time
               | is better spent on the development side.
               | 
               | BUT, Oculus will officialy allow third party games in
               | some form starting early in 2021. So if you are not a
               | SideQuest user you will still be able to use it hopefully
               | soon. Although I'd really recommend SideQuest it adds a
               | lot of value to your headset.
               | 
               | Another alternative would be to use our experimental
               | WebXR version, but that is really only for a quick peek,
               | it's not on par with the native version, not even close.
        
               | Kiro wrote:
               | Thanks! I might have to install SideQuest just for this.
        
             | billti wrote:
             | Yeah, I used to struggle to get a work-out in most days.
             | When I'm not feeling it, I play Thrill of the Fight on my
             | Quest (boxing game - I'm a casual boxing fan). It's the
             | most I sweat out of any workout, and I can go for 45
             | without getting bored (unlike the rower or going for a
             | run).
             | 
             | I actually got the Quest 2 when it came out, but being as
             | the Quest 1 plays that game fine, and I figure I'll ruin it
             | by sweating into it so much, I hardly use my Quest 2 at
             | this point.
             | 
             | Untethered is the future, and once they get lighter and
             | more comfortable they'll be killer devices. I do find the
             | complete shut-off from the real world a little unpleasant,
             | and especially fumbling around for controllers now and
             | again when the unit is on my face. But otherwise, I've gone
             | from skeptic to fan for VR. (And I do think longer term AR
             | is where it will really take off).
        
             | bigyikes wrote:
             | Be sure to mod and side load custom Beat Saber tracks if
             | you haven't already. Dancing (sabering?) to songs you
             | actually know makes the whole thing way more fun.
        
           | lqet wrote:
           | > I think it might be because I don't want to be standing and
           | moving around when playing a game and if you're not doing
           | that, the motion is kind of unpleasant.
           | 
           | Could this be because of the missing resistance while moving
           | / throwing / touching VR objects?
        
         | an_opabinia wrote:
         | > The thing is, I also recognize that while it is already an
         | incredible achievement, it's still probably 5-20 years from
         | hitting its iPhone moment.
         | 
         | Ironically, by getting acquired by a giant company, Quest
         | development was set back by that many years.
         | 
         | The real problem isn't technology or even adoption, it's that
         | people who work at giant companies suck at making games.
        
           | Impossible wrote:
           | Microsoft has a good track record with making games, but yes
           | all of FAANG is terrible at this. I have a little more hope
           | for Facebook now that they've started acquiring studios and
           | letting them run independently, instead of the previous
           | combination of publishing\funding and having few internal
           | game teams (which generally doesn't work in big tech anyway).
           | This could lead to a model that looks more like Microsoft
           | Game Studios.
        
             | an_opabinia wrote:
             | > I have a little more hope for Facebook now that they've
             | started acquiring studios and letting them run
             | independently
             | 
             | The reality is, the acquisition of best VR game of any
             | objective measure, Beat Saber, set back VR for all game
             | developers because it will rob other VR platforms of a
             | doorbuster title (i.e. Beat Saber 2).
             | 
             | Also, it enables Beat Games to keep using unlicensed music
             | by fiat of Facebook's legal might, a completely
             | unassailable competitive advantage that is strictly better
             | than actually licensing the music and making a game with
             | it.
             | 
             | It is illustrative of how the things giant companies are
             | good at, which is using their huge cash piles to achieve
             | totally anti-competitive advantages, changes nothing for
             | the status quo of the consumer - they don't pay for the
             | music no matter who the game's owner is - but just winds up
             | harming other game developers.
             | 
             | Consider also Facebook Horizon is seeking to replace VR
             | Chat, I believe the #1 free VR title by installs. How is
             | that benefitting game developers and gaming culture? Just
             | compare a screenshot of VR Chat here (1) to Facebook
             | Horizon here (2), it tells you everything you need to know
             | about why the kind of people who work at giant companies
             | are awful at making games. It's so fucking sterile dude,
             | and it's sterile on purpose.
             | 
             | People have said this for eons about Disney, but it's not
             | comparable. By the way, Disney also totally blundered
             | Disney Interactive, shutting down under the CEO Bob Iger
             | who was known as the "tech" CEO of Disney.
             | 
             | (1) https://miro.medium.com/max/3840/1*I5c-QMDHVPeyC35pM1V4
             | Ng.pn...
             | 
             | (2) https://cnet1.cbsistatic.com/img/9kGJANvUNFtxp5mGEgMIDI
             | 95DnA...
        
               | Impossible wrote:
               | I worked on the Horizon team, and there's only so much
               | I'm comfortable saying, but I can say the team burnt me
               | out and I quit.
               | 
               | There isn't a 100% chance that Beat Saber 2 will be
               | exclusive, but you're right that it's likely and if that
               | happens it will be a shame. My hope is that Facebook
               | moving away from PC VR as a focus means they won't see it
               | as competition, and start releasing previously exclusive
               | games on Steam in the same way Microsoft and Sony have
               | started releasing previously console exclusive titles,
               | but I won't hold my breath.
        
             | dougmwne wrote:
             | One of the best VR experiences out there was made by a
             | single dev, Eleven Table Tennis. Most of what Facebook puts
             | out there is mediocre tech demos and they don't seem to
             | understand the strengths of their own platform enough to
             | take advantage of them in their games.
        
           | dougmwne wrote:
           | I'm not even sure we are at the compelling apps stage yet. I
           | think there are still very difficult hardware and software
           | platform issues to solve first that are going to take tons of
           | basic research. I expect the first 100 million unit headset
           | to include extremely accurate eye-tracking that is used to
           | drive foveated rendering, varifocal active lenses and neural
           | network interpolated facial expressions for high fidelity
           | social avatars. Facebook Research seems to be making good
           | progress on all of that, but it will still take many years of
           | additional research to perfect.
           | 
           | Facebook wants to be the company to invent the first
           | mainstream VR Metaverse, but that doesn't mean they won't
           | invent the hardware and get beaten to market on the software.
           | They are about to release Horizons which is clearly in this
           | vein, but I expect they are still too early.
        
           | _iyig wrote:
           | > The real problem isn't technology or even adoption, it's
           | that people who work at giant companies suck at making games.
           | 
           | Many companies besides Facebook have developed games for the
           | Quest. I guess you could say Facebook sucks at working with
           | game developers, but I'm not sure if that's true either.
           | Unreal and Unity have well-developed integrations with Oculus
           | [0].
           | 
           | I think where Facebook really falls down is tying customers'
           | FB account to their Oculus Store purchases (and ability to
           | use the Quest at all). They're applying a social media
           | platform's aggressive algorithms to suspend or ban accounts
           | which violate their expansive TOS, which is wrong in consumer
           | product and digital marketplace space. For that reason, mixed
           | with personal experience at the hands of Facebook's
           | algorithms, I have no interest in developing for Oculus.
           | 
           | [0] https://developer.oculus.com/get-started/
        
           | [deleted]
        
         | jnwatson wrote:
         | Facebook's Quest 2 is an impressive piece of tech.
         | 
         | One of the biggest reasons to be skeptical of VR taking off is
         | that Facebook is one of the major players. Between the login
         | shenanigans and their anti-competitive dealings with
         | developers, they have an opportunity to single-handedly tank
         | the industry.
        
           | zmmmmm wrote:
           | I agree. For tech to take off you really need a significant
           | "platform" player to emerge - someone that is able to
           | position themselves as a middleman where the value made by
           | 3rd parties significantly outweighs the value made by the
           | middleman. That is what causes a technology to really bloom
           | and get broadscale uptake. Facebook just isn't interested in
           | that. They'd rather have a smaller pie where they own it all
           | than capture a larger piece of a giant pie but be just one
           | part of it.
        
           | outworlder wrote:
           | It's the ONLY player on the "stand-alone" headset space.
           | 
           | There's some competition on PC headsets, Rift headsets are
           | not even the best, feature-wise. But just like the quest,
           | they score very high on the cost-benefit analysis (I guess we
           | pay with a combination of cash and data).
        
             | jonny_eh wrote:
             | PSVR is somewhere in the middle but Sony has all but
             | abandoned it at this point.
        
               | outworlder wrote:
               | Pretty underwhelming hardware too.
        
           | nitrogen wrote:
           | I think Facebook is in VR because they don't want the
           | Metaverse to belong to anybody but them.
        
             | dougmwne wrote:
             | For sure this is his play. My early take is that the VR/AR
             | social experience is absolutely the killer app and will
             | beat the pants off phone, chat, social feeds and video
             | calls. It will be so good that it will be the default way
             | to commutate at a distance, making it a huge threat to
             | Facebook, Instagram, Whatsapp, and Messenger. I think the
             | fufilment of that promise is still probably more than a
             | decade out.
        
               | fatnoah wrote:
               | >For sure this is his play. My early take is that the
               | VR/AR social experience is absolutely the killer app and
               | will beat the pants off phone, chat, social feeds and
               | video calls.
               | 
               | And that, IMHO, is why FB wants you to use FB login for
               | your VR experience.
        
               | nitrogen wrote:
               | It's also the definition of disallowed monopolistic
               | behavior -- using ownership of one area to control
               | another. This is more egregious if you consider "VR" as
               | not "virtual reality", but "virtual relationships."
        
             | echelon wrote:
             | 100%.
             | 
             | Zuckerberg sees that it has the potential, and he wants to
             | have an early angle of attack in case someone else
             | innovates first.
             | 
             | Zuckerberg views platforms as chess pieces. He doesn't care
             | what they are - he just wants the most valuable and
             | strategic ones. He's not like a Musk that just builds or a
             | Cook that refines product into a cohesive vision.
             | Zuckerberg is playing war and finding the reverse salients.
             | He's destabilizing and weakening the platform and expanding
             | his reach. He's more like Bezos or Ellison.
        
         | babyshake wrote:
         | With everything happening with major movies going direct to
         | streaming, I actually am expecting a big development somewhat
         | related to VR in the next year or two. It's a device much
         | smaller than a VR headset you wear on your face that gives you
         | a theatrical quality audio-visual viewing experience, and only
         | allows you to purchase/rent and not sideload anything. I'm
         | thinking it could sell for around $500 and I'm pretty sure
         | there's a company in Cupertino taking a close look at this.
        
           | dougmwne wrote:
           | I have been watching movies on the Quest 2 with Big Screen.
           | It's a great experience and very much reminds me of going to
           | the theatre.
        
         | modzu wrote:
         | yeah we can do one better with the holodeck. im not sure the
         | problem is that much harder...
        
       | vmception wrote:
       | A console linked VR headset that has local multiplayer would be
       | nice.
       | 
       | The PSVR and camera doesn't even have an upgrade for PS5 yet. So
       | that's too bad.
       | 
       | Something more advanced like the Oculus Quest 2 or HTC or Valve,
       | but for powerful enough hardware people and brands people already
       | have would be the right move.
       | 
       | Also an ability to ditch the external camera requirement.
       | 
       | and also ditch the cords, but we can revisit that stretchgoal
       | later.
        
       | standardUser wrote:
       | It's a hard sell for an older (early 40's) gamer like me. I have
       | far more games I want to play on my expensive PC than I have time
       | for (or likely ever will). To consider investing in a new gaming
       | technology it would have to be more enticing than the abundance
       | of stuff I already have! And a lot of the games I'm eager to play
       | are sequels/remakes of things I already know I enjoy immensely,
       | so to draw me away would take something big.
        
         | entropicdrifter wrote:
         | As a late 20s gamer, some of my earliest gaming memories were
         | formed during the flight/space flight sim boom of the 90s, so I
         | absolutely adore my Vive for Elite Dangerous, Star Wars
         | Squadrons, and No Man's Sky.
         | 
         | Put it this way, for simulation gamers it's a godsend compared
         | to a 3 or 4 monitor setup with head tracking.
        
           | FrojoS wrote:
           | Try VTOL VR It blew my mind You have physical buttons in your
           | cockpit. It really feels like being in a plane. No flight
           | stick required.
           | 
           | Everyone interested in the potential of VR should check this
           | out: https://youtu.be/LQT6sQ6o0uY
        
           | standardUser wrote:
           | Right, the type of games matter a lot. I do like first-person
           | RPGs, but those are only a little appealing to me in VR so
           | far. And most of my gaming (4x, strategy, builder) don't
           | benefit much from VR as far as I can tell.
        
             | entropicdrifter wrote:
             | For the most part, that's true. There's a couple of
             | strategy/card games for VR that are nice since they're in
             | sort of a "You're a god looking down at the table with the
             | battle on it" perspective. Likewise Tabletop Simulator has
             | decent VR support, so for tabletop strategy games it can be
             | fun. It doesn't add much to the experience, though, aside
             | from the ability to move your head to control the camera
             | being very intuitive.
        
       | daemonk wrote:
       | I can't get past the motion sickness. I wonder what percentage of
       | the willing market also can't handle it.
        
         | stocknoob wrote:
         | I tried a Oculus DK2 and got motion sick, and that's burned
         | into my memory like a drink that gave you a hangover. I'm only
         | going to try it again in the 5th gen after they've eliminated
         | all issues.
        
         | cwkoss wrote:
         | Ginger pills can be very helpful
        
       | agentultra wrote:
       | I'm probably an enthusiast, so grain of salt, but...
       | 
       |  _warning_ : discussion about guns
       | 
       | > Half Life Alyx seems to me to suffer from the same problem, a
       | fun game with some compelling content, so great to try, but not a
       | must-have. Exercise programs like Supernatural or Beat Saber fall
       | in the same category, fun, cool to try, but not something without
       | okay substitutes or alternatives.
       | 
       | I think HL:Alyx is a game changer. Elite: Dangerous sold me on it
       | initially. I regularly use Beat Saber to stay fit during the
       | pandemic -- the recent addition of multiplayer is amazing. VR
       | Chat is really awesome. I find it's not nearly as exhausting to
       | hang out with friends in VR Chat than a Zoom meeting.
       | 
       | HL:Alyx -- the fidelity, performance, and detail given to the
       | content is amazing. But what was unique about it for me was that
       | it made exchanges with _guns_ actually harrowing and... more
       | cinematic and believable. A lot of FPS ' have to band-aid around
       | the fact that the player character can soak bullets/zaps/whatever
       | because the lack of spatial awareness of a projection onto a 2D
       | surface means most casual players are going to be running into
       | the middle of a fire fight and expect to have a reasonable chance
       | to win.
       | 
       | In one of the opening scenes a soldier catches you off guard and
       | points a gun right at you. In VR, without even thinking, my hands
       | went up. In any other FPS, unless that interaction was scripted,
       | I would have just shot back or ran.
       | 
       | Yet even because Alyx isn't a super hero or wearing some high-
       | tech recharging shield, it still feels cinematic. I'm physically
       | ducking behind walls, tossing items and using bits of junk as a
       | temporary shield.
       | 
       | And it does advance the story of the HL universe so there's
       | that... I wouldn't say it didn't change anything. It raised the
       | bar for VR content that was lacking original content from AAA
       | studios.
       | 
       | Elite: Dangerous. VR changed how I play completely. I was
       | instantly better at flying. The added benefit of depth perception
       | improved my reaction speed and spacial awareness. I play on a
       | flat monitor now and again but it's too boring and awkward.
       | 
       | Although you can't argue with the numbers -- it's not mainstream
       | in the way that a Nintendo Switch or other game system is.
       | 
       | But I wonder if that's not so much a content issue but if there
       | were other factors involved like, say, how FB has managed Oculus
       | or how it wasn't deeply discounted at first to gain adoption like
       | most new hardware platforms are.
        
       | rocky1138 wrote:
       | I know I'm late to the conversation, but one of the biggest
       | unreported problems with VR adoption is that it's impossible to
       | show anyone what it is like to actually experience it. You can't
       | share a video or a photo with a friend and have them understand.
       | They have to do it to understand it.
        
         | blhack wrote:
         | And what's worse is that the most accessible version of "VR",
         | google cardboard (or equivalents) is actually a _terrible_
         | representation of VR. So people will try that, dismiss VR as a
         | gimmick, and not revisit it again.
         | 
         | A proper VR rig is likely going to cost you >$2000, and it's
         | going to need a dedicated room of your house. It's really
         | inaccessible.
         | 
         | But man when it works... Playing skyrim, or fallout in my vive
         | was such a pleasant experience for me.
        
       | binarymax wrote:
       | Technology is not the problem.
       | 
       | Flashback to 1995. I'm a 17 year old PFY invited to beta test a
       | VR headset from a local company. My Uncle was an investor and I
       | was technically savvy and the target market.
       | 
       | I had a copy of Descent that supported VR, and while it was a bit
       | of a hassle to get setup, I got it working. The experience was
       | incredible. After the first use I said to myself "this is the
       | future". I had permission to test the headset for two weeks, and
       | I wanted my friends to see it as well.
       | 
       | So I invited them over that weekend. And that's where the problem
       | set in. When one person was using the headset, they were gone.
       | You couldn't interact with them in any way. They might as well
       | have been in a different room. Then I said to myself "this is not
       | the future", and haven't touched VR since.
       | 
       | There is no amount of technology that can get over this problem.
       | It's not about FOV or resolution or immersion. It's a social
       | problem. If you live alone at home, and want to plugin then
       | great. But if you live with someone, its distant, weird, and
       | kinda creepy, to have the other person in a headset and
       | unreachable.
        
         | baumandm wrote:
         | Most multiplayer video games today don't ship with splitscreen
         | co-op, people just play with their friends remotely over the
         | internet.
         | 
         | I agree VR isn't great for a party game or hanging out with
         | your friends in your living room, but that's OK because that's
         | not the experience most people are having today.
        
           | [deleted]
        
         | Torwald wrote:
         | You can do have a sort of VR studio akin to a gym. The spots in
         | these "gyms" would accommodate for everything that is needed,
         | space and equipment wise.
         | 
         | That would solve the problem the parent is stating.
         | 
         | Monthly membership. You go there to play, later to socialize at
         | the "space bar" exchanging tales of lore with other like-minded
         | people.
        
         | outworlder wrote:
         | > So I invited them over that weekend. And that's where the
         | problem set in. When one person was using the headset, they
         | were gone.
         | 
         | That sounds like a "not enough headsets" problem.
         | 
         | Also, that is like lamenting the lack of co-op split-screen
         | games. Many games supported that mode back in the day, they
         | don't anymore. Because people are either playing over the
         | internet OR bringing their own consoles.
        
         | janjongboom wrote:
         | The Oculust Quest 2 is my first VR headset, and it can cast to
         | the TV. That helps tremendously with the social aspect, rest of
         | the room can see what you're doing and give feedback. In
         | addition we've been playing Eleven - a table tennis game - in
         | multiplayer with two people in the same room (with two
         | headsets) which is tremendous fun, but requires a second
         | headset.
        
           | kilroy123 wrote:
           | What else do you recommend with two headsets? My significant
           | other and I are getting two Oculus headsets next week.
        
             | dougmwne wrote:
             | Try Echo VR, Population One, Blaston, Hyperdash, and
             | Walkabout Mini Golf. There's no real advantage to being in
             | the same physical space to any of these games, but they are
             | all great multiplayer titles.
        
               | dustinsterk wrote:
               | +1 to Walkabout Mini Golf, it is a blast!
        
               | sweetheart wrote:
               | Im surprised at how much time Ive clocked in this game.
               | I've been playing it with a friend who lives a few
               | hundred miles away, and we just put around for hours
               | while catching up in virtual space. Highly recommend, if
               | you know someone with an Oculus Quest 2 (not you, OP,
               | just anyone reading this.)
        
         | tootie wrote:
         | Ha, the first time I tried VR it was a multi-person experience.
         | Back in the early 90s, I played Dactyl Nightmare at some
         | tourist location. All 4 members of my family were in the same
         | "world" and could see each other. It was, like most VR games
         | today, fun for about 10 minutes. There's still some interesting
         | experiences being developed at portable venues (ie,
         | thevoid.com).
         | 
         | But I'd also say that FOV is really, really important. Right
         | now the experience is just like putting a little TV on your
         | face with an IMU. Immersion requires peripheral vision and
         | spatial audio.
        
         | 99_00 wrote:
         | I agree that technology isn't the problem. I don't know if the
         | problem is exactly what you describe or something else along
         | those lines. But I think you are on the right track.
        
         | rm445 wrote:
         | That's a great story. I remember being blown away by Descent -
         | probably the second 3D-type game I played after Doom. The
         | thought of free spaceship movement through caves with 6-axis
         | control was amazing - though IIRC the level design was
         | carefully done to keep mostly 2D-ish with a clear up-down
         | orientation. Must have been mind-blowing in VR in 1995.
         | 
         | All that said, I think people playing alone is a big enough
         | demographic to support a VR breakout, if the killer app comes
         | along.
        
         | wlesieutre wrote:
         | That depends entirely on your living situation. If you live on
         | your own, a VR headset becomes just the opposite - you go from
         | being isolated to being in a room full of people. Those people
         | can be on the opposite side of the world, but you're carrying
         | on a conversation and playing mini-golf with them.
         | 
         | Or for local play, there are one-vs-many party games where one
         | player wears a headset and interacts with a group of people in
         | the same room who aren't in VR.
         | 
         |  _Keep Talking And Nobody Explodes_ is a great example of this
         | where the other players are referring to a paper manual to help
         | you defuse a bomb. https://www.youtube.com/watch?v=hqelfBKuiic
         | 
         | There's _Acron: Attack of the Squirrels_ where one person has a
         | headset and other people play against them as the squirrels
         | with their phones. https://www.youtube.com/watch?v=LP29BxhvHfc
         | 
         | Or _Davigo_ , maybe a less social one because it's VR vs PCs
         | and not likely to be in one room, where the VR player is a
         | giant trying to swat at the tiny humans who are playing a 3rd
         | person game where they team up and throw bombs at the giant.
         | https://www.youtube.com/watch?v=HL7a63MMx6Q
         | 
         | Even if you don't have a game where other people can be
         | involved, you can still cast the headset view to TVs and
         | tablets. It can be plenty of fun to pass a single headset
         | around taking turns in Beat Saber if everyone else can see
         | what's happening.
         | 
         | I'm guessing none of that was the case in 1995, so I wouldn't
         | be so quick to stick to a 25 year old judgement of what the
         | technology can do.
        
           | wlesieutre wrote:
           | And on the other end of the spectrum, sometimes you just
           | accept that isolation for a while because _you get to fly an
           | X-Wing_. A Quest V1 with Oculus Link is far from an optimal
           | PC VR setup, but even with that _Star Wars: Squadrons_ is an
           | experience I've been waiting for since I first saw _A New
           | Hope_. It's hard to convey how cool it is to be sitting in a
           | spaceship cockpit, dodging through asteroids and chasing down
           | TIE fighters with the _pew pew pew_ of four KX9 laser cannons
           | on your wingtips. https://www.youtube.com/watch?v=vE90KIBlWyk
           | 
           | Would I play it in VR mode for hours on end every night and
           | stop talking to real people? No. But not all my activities
           | need to be social either. I can go for a four hour hike in
           | the woods by myself and no one gives me a hard time for being
           | too isolated. Or maybe they do, but I don't care because
           | sometimes that's how I want to spend my time. To each their
           | own.
           | 
           | One other feature of the Quest that I should mention - you
           | can double-tap the side of the headset at any time to turn
           | the game world off and immediately switch to "passthrough"
           | mode where you see through the headset's tracking cameras.
           | This obviously works best with single player games that can
           | pause themselves until you tap back in, but in those games it
           | makes it no big deal to drop out of the game for a moment to
           | interact with people and things in the real world. A bit
           | weird to talk to you while you have a big headset on your
           | face, sure. But this was added in a software update well
           | after launch, and it's way better for staying available to
           | the real world than needing to take the headset on and off.
        
         | hertzrat wrote:
         | When I had a headset, I think the main thing that kept me from
         | using it was the inconvenience. You have to keep part of a room
         | clear, deal with a mass of cables, the weight of the headset,
         | its positioning on your head, finding somewhere in reach to
         | store it, etc. The lightweight wireless headsets of the future
         | will help a lot. Smartphone vr is promising from this angle
         | 
         | Honestly, the privacy policy made me a bit uncomfortable too
        
         | cynic_ wrote:
         | Now compared to 1995, gaming in general seems a lot closer to
         | the VR experience you describe. Local multiplayer is uncommon,
         | shared gaming spaces like arcades and LANs are gone and people
         | are playing games on their own devices alone.
         | 
         | I'm as isolated playing Counter-Strike on my PC as when I am on
         | the Oculus Quest.
        
         | newsgourmet wrote:
         | The other day I was looking around in my living room and every
         | family member was staring at a screen.
         | 
         | You just need a VR headset for everybody...
        
         | [deleted]
        
         | dalke wrote:
         | I did a bit of VR around 1995. I added CAVE support for the
         | molecular visualization program VMD and had a key to UIUC's
         | CAVE to test it out.
         | 
         | The CAVE approach projects images onto wall-sized screens (eg,
         | via back-projection), and can be 1-wall up to 5- or 6- walls,
         | if the floor/ceiling is categorized as a "wall".
         | 
         | This is massively expensive compared to the VR that's
         | widespread/affordable these days.
         | 
         | But it's also far more social, where multiple people can be
         | present, though at least in the 1990s the head-tracker only
         | followed one person. And they could easily see each other.
         | 
         | Handwaving, with the right synchronization on the glasses and
         | high frame rates, I could imagine multiple head-trackers. Back
         | then our frame rate was limited by the decay rate of the green
         | phosphor in the projector. These days I suppose a wall of large
         | displays, edge-to-edge, with very high frame rates interleaved
         | for multiple users, might work. Again, I haven't followed
         | what's going on in VR, but it might be a technology which
         | addresses at least some of what you correctly point out.
         | 
         | Carolina Cruz-Neira, the developer of the CAVE (and at the time
         | with the email address "cavewoman"), has some lectures on the
         | social VR and her research, on YouTube. Don't remember which
         | ones specifically talk about it, and couldn't find one in a
         | quick look.
        
         | dljsjr wrote:
         | That's an interesting take. I have some contradictory anecdata,
         | though, in that my friends and I love getting together and
         | taking turns playing VR games. And I'm not talking about nerdy
         | hard core gamer friends. Pre-COVID we used to get together
         | every few months or so for a "VR Night" at my buddy's place
         | because he owned an Oculus w/ a living room TV set-up. And we'd
         | just spend a few hours taking turns cycling through the game
         | library and playing all sorts of stuff, and everybody loved it.
        
         | baron_harkonnen wrote:
         | My experience is that people are getting increasingly isolated
         | anyway, so VR is great in this regard for more and more people.
         | Even when people are social they're increasingly glued to their
         | phones, and distant from each other.
         | 
         | A friend and I bought quests and we both loved them except for
         | one really annoying problem: space
         | 
         | At least as of early 2020, there was a huge market mismatch
         | with VR: the people that have 6'x6' or more space to play in
         | live far out in the suburbs, but the people that have the
         | disposable income to just by a quest just for fun tend to live
         | in apartments in the city. My friend and I both had pretty
         | spacious living conditions for living in a city, but we
         | perpetually joked about the dream of one day having enough room
         | that the occulus didn't warn about having less space than
         | required.
         | 
         | But with the sudden migration of many people out of cities and
         | into more spacious suburban housing I'm curious if this will
         | create an increase demand for VR. If you have an extra 10'x10'
         | room that can dramatically change how fun the VR experience is.
        
           | mancerayder wrote:
           | Yes, and even if the room is large there are tables and
           | break-y things that invariably interact with shins, swinging
           | controllers and your ability to just fully immerse.
           | 
           | I stopped playing VR mostly because I was tired of re-
           | arranging furniture and re-calibrating the Index when I did
           | so.
           | 
           | I guess if you live in a house and have a basement or 'rec
           | room' with no furniture, it's less of a hassle to play ping
           | pong or Beat Sabre in VR. Otherwise it's VR Poker with its
           | random social toxicity where I can sit on the couch and
           | interact with people if I find a table without kids or mean
           | people in it.
        
         | bigbassroller wrote:
         | " There is no amount of technology that can get over this
         | problem."
         | 
         | Wouldn't each person in the room having a VR head seat solve
         | this problem?
        
           | Rebelgecko wrote:
           | Or just throwing the gameplay up on a monitor (either with
           | cables or via chromecast)
        
         | floorman wrote:
         | I was playing VR shovelware and pavlov pretty regularly for a
         | while, we just put mirror the game to the monitor so the
         | spectators can spectate, and the headphones float off the ear a
         | couple inches so they can hear us.
         | 
         | It helps to have at least two friends for that scenario. for
         | Just one friend you're probably better off playing a non-vr
         | game and trading the controller.
         | 
         | these days we're farther apart and one friend has a child so
         | he's worried about covid. we play "ghosts" (Phasmophobia) once
         | in a while.
         | 
         | in summary: 2 friends required (minimum) mirror the screen
         | headphones off the ear
        
         | api wrote:
         | It's a great opportunity to prank people though. There was
         | someone testing some kind of VR app in a co-working space I
         | used to frequent, and people would do things like sprinkle
         | confetti on them or move things around on their desk while they
         | were jacked in.
        
         | [deleted]
        
         | shams93 wrote:
         | There's a basic usability problem I found with my VR experience
         | that I cannot see what I am doing in my room, unless you have a
         | large dedicated space its easy to injure yourself by accident
         | because the real world is still there with AR you can literally
         | still see what you are doing in the physical world while
         | interacting with the tech.
        
         | corndoge wrote:
         | > Then I said to myself "this is not the future", and haven't
         | touched VR since.
         | 
         | Yeah, nothing has changed in social VR in 25 years.
         | 
         | /s.
         | 
         | There are multiplayer async party games that can be played with
         | 10 people (I've done this a lot!). There is online multiplayer.
         | Dismissing VR because you played descent on a 3dof box 25 yrs
         | ago is kind of lame.
         | 
         | > There is no amount of technology that can get over this
         | problem. It's not about FOV or resolution or immersion
         | 
         | This is frustratingly dismissive and easily disproven. Look at
         | Acron: Attack of the Squirrels! Look at Keep Talking and Nobody
         | Explodes!
        
         | cma wrote:
         | There are all kinds of technological solutions to that:
         | 
         | Both have headsets (used to be a cost issue, gradually getting
         | solved) and play the same thing.
         | 
         | Or one has AR glasses and can peek into what the other is doing
         | and communicate with them.
         | 
         | An internal camera captures the face under the headset and
         | presents it on the outside with correct parallax (could be
         | presented with AR or with auto stereo display), AI in the
         | headset can tell when someone is wanting attention etc. and use
         | other cameras with depth reconstruction or depth sensors to
         | fade them into the VR player's world.
        
           | binarymax wrote:
           | We're talking about widespread adoption of consumer
           | technology. Everything you just mentioned is a niche
           | workaround, and to be blunt, not very good ones. Sure, there
           | are always going to be people who love VR, and it's really
           | cool! But there's no way it becomes as popular as TVs or
           | smartphones.
        
             | elgatonegro wrote:
             | Maybe that's the case but you haven't really presented any
             | convincing arguments.
        
       | jschveibinz wrote:
       | Here is a good explanation on the AR/VR adoption struggles:
       | https://arpost.co/2019/11/27/ar-and-vr-changed-our-lives-5-b...
       | 
       | Gilmore and Pine "Experience Economy" suggests that we are now in
       | the transformation economy. Maybe VR needs to be transformative?
        
         | echelon wrote:
         | We're still several VR hardware iterations away.
         | 
         | Oculus, Vive, Index - these are like the pre-iPhone smart
         | phones. They're bulky, slow, they kind of do their job, but
         | they're not something everybody wants.
         | 
         | VR has to get better. The resolution and FOV are terrible. The
         | gameplay paradigms kind of suck because movement is such a
         | pain.
         | 
         | AR honestly seems even further away. Pokemon Go and all the
         | other AR trinkets are clunky toys. I can't ever see holding up
         | a device for anything other than picturing furniture in a
         | space, and none of these apps even work well.
         | 
         | An AR headset outside of industrial/military uses is a pipe
         | dream that will rely on miniaturization and being fashionable.
         | Google Glass wasn't cool, and nobody is going to wear a bulky
         | HoloLens anywhere. There's a lot of work that needs to be done.
        
           | jaegerpicker wrote:
           | I think you are wrong about AR, once a decent set of AR
           | capable glasses hit the market I think we will see a very
           | large market adoption. Very much like the smart phone and
           | smart watch and tablet it will be a toy for techies until a
           | company with real design chops and solid software/hardware
           | gets behind it. I also believe that Apple is the most likely
           | to be that company, solid design and a well liked ecosystem,
           | plus a proven history at creating/shaping new consumer tech
           | device markets. Apple AR Glasses have will likely be a huge
           | success. It helps a ton that ARKit 4 and the new Lidar
           | sensors on the pro level devices are next level good over the
           | current AR software.
        
             | imglorp wrote:
             | This might not be a tech or business problem. Remember
             | Google tried AR with Glass -- decent hardware and UI -- and
             | ran into an uncomfortable social valley, eg "glassholes".
             | Turns out people don't want pervasive video recording in
             | every social situation.
             | 
             | That said I think there are still unexplored workplace
             | markets like medical, mechanical etc.
             | 
             | There seem to be a very, very small number of consumer
             | applications: heads up nav display for bicycle/motorcycle
             | operators comes to mind.
        
           | com2kid wrote:
           | > , and none of these apps even work well
           | 
           | Modsy works well, but it is a curated hands on experience.
           | 
           | That said, the end product is really nice.
        
       | mchusma wrote:
       | In my opinion, I think the takeoff point for virtual reality for
       | office use is: 1) Reasonable price point (Quest 2 hits that) 2)
       | Text must be easily clear and legible. Quest 2 does not really
       | hit that, but high end units seem to.
       | 
       | So it seems like we are about 1 generation away from having
       | something mainstream for work, so probably 2 years away.
       | 
       | We are a remote team and I decided against Quest 2 but was
       | borderline due to text legibility. I would probably buy everyone
       | a Quest 3 though as a way to interact on some things.
        
       | aeturnum wrote:
       | When I think about VR I think about my developer friend who would
       | never spend more than $100 on a cell phone. He'd always lose or
       | break phones, so he just started buying the cheapest Android
       | phones he could. His camera sucked and he'd run out of memory,
       | but it was still a phone and we could still text him. He had a
       | "smartphone" and all of the utility it provided even though it
       | was cheap and low-end.
       | 
       | When people talk about how VR hasn't taken off like they expect,
       | I really wonder about their understanding of technology. As a
       | high end technology, I think VR is doing great. There are some
       | pieces of work that people like, but the state of the technology
       | reminds me of smart phones circa 2008[1]. Technology is getting
       | better, but there's substantial disagreement about what a "good"
       | experience needs. Do we need higher resolution? Easier access?
       | Better integration? Obviously all of them are good but the point
       | is that the field is still very much in flux and even people who
       | have spent thousands of dollars on a nice setup are looking
       | forward to the next generation.
       | 
       | I also think about LCD televisions. I don't really know what
       | their sales numbers are over the years, but Wikipedia tells me
       | they started selling more than CRT TVs in 2007[2]. They came on
       | the market in the 1980s[3]. That's a ~27 year journey from being
       | in a consumer good and becoming the dominant technology.
       | Smartphones improved uniquely fast, and since VR is (right now)
       | more firmly centered on luxury and leisure, I wonder if the arc
       | of LCD televisions isn't more indicative.
       | 
       | I think VR will "arrive" when you can spend under $100 (maybe
       | $200?) and get all "the good parts" of the VR experience, like my
       | friend did with his cheap phones. It will also help if the high
       | end is better established than it is now. It can't be used or
       | home-made or just a part - one price for a low-frills version of
       | what you came for. I think successful technology needs a "bottom-
       | end" as well as a top-end and I don't think VR is very close
       | right now. The first Oculus shipped to consumers in 2016, which
       | puts us 4 years into my proposed ~27 year arc. That feels about
       | right to me.
       | 
       | Edit: for all my skepticism about VR, writing this post has me
       | researching the price of headsets again :p
       | 
       | [1] As a point of comparison, the first iPhone sold 6m units.
       | https://en.wikipedia.org/wiki/IPhone_(1st_generation)
       | 
       | [2] https://en.wikipedia.org/wiki/Television_set
       | 
       | [3] https://en.wikipedia.org/wiki/Liquid-crystal_display
        
       | jmiskovic wrote:
       | On same note, developing VR from inside is incredible and it
       | quickly turned into my #1 hobby. At first you are surrounded with
       | blank space, then you slowly fill it out with whatever reality
       | rules you can think of.
       | 
       | I went with code-only approach (no binary assets) and built a
       | primitive development environment that works in VR. Now I have a
       | neat little virtual shed with different experiments and demo
       | projects. Geometrical landscapes, driving & flying, teleporting,
       | various gizmos...
       | 
       | Currently I'm tweaking physics engine to work with hand tracking
       | skeleton. Masses connected with springs turn out to be amazingly
       | palpable even without any haptic feedback and with simple
       | cartoonish visuals.
       | 
       | VR is already fun and we're in for a wild ride once AR hits the
       | market.
        
         | iguanayou wrote:
         | Or you could build actual things in an actual shed? This is the
         | same impulse that drives people to build furniture, boats, and
         | model train layouts. To me, the real physical objects are much
         | more fulfilling.
        
           | JohnnyMarcone wrote:
           | Very few people can experience your physical shed. Everyone
           | can experience the VR shed at 0 marginal cost.
        
           | shrimp_emoji wrote:
           | Yeah, why weave animate things out of pure thoughtstuff in
           | cyberspace, bounded only by your imagination and compute
           | resources, when you could be messing with plywood in a shed?
        
         | bsenftner wrote:
         | I was an early video game developer, publishing games in '82. I
         | found then that making the games was far and away a more
         | creative and productive and lucrative way to spend my time.
         | Beyond the while developing testing of the several dozens games
         | I made when I made games professionally, I've not played a
         | video game out of interest in the game itself since "Robotron
         | 1984".
        
         | deeeeplearning wrote:
         | >VR is already fun and we're in for a wild ride once AR hits
         | the market.
         | 
         | I for one can't wait for full field of vision pop up adds to
         | infest our daily lives. How exiting.
        
           | jjeaff wrote:
           | I'm all for that ad subsidized tech.
           | 
           | I'll take advantage of it just as soon as uBlock Origin VR is
           | released.
        
             | deeeeplearning wrote:
             | Imagine cheering for a dystopian future.
        
               | Cactus2018 wrote:
               | _HYPER-REALITY_ by Keiichi Matsuda
               | 
               | https://www.youtube.com/watch?v=YJg02ivYzSs
        
         | bmiller2 wrote:
         | Any resources you can share? Sounds amazing
        
           | jmiskovic wrote:
           | Here are few dated examples [0][1] and the code[2].
           | 
           | I saw similar thing from Mr.doob[3]. Few years ago Carmack
           | talked about live-coding VR[4], but code was on 2D monitor.
           | 
           | [0] https://twitter.com/j_miskov/status/1312701109232902144
           | [1] https://www.dropbox.com/s/mqw1s04z70dm3y4/vr-
           | physics.mp4?dl=... [2] https://github.com/jmiskovic/indeck
           | [3] https://twitter.com/mrdoob/status/1263498538316636162 [4]
           | https://www.youtube.com/watch?v=30wNPgx6D8E
        
             | [deleted]
        
           | rocky1138 wrote:
           | You may find Neos very interesting. It's an online metaverse
           | with a turing-complete scripting language called Logix built-
           | in. Here are some demos:
           | 
           | 1. https://www.youtube.com/watch?v=dWbm9AzgDxw
           | 
           | 2. https://www.youtube.com/watch?v=ZqI_j6pDdjg (start here if
           | you're a developer)
           | 
           | 3. https://youtu.be/STZN6qTGRbQ
           | 
           | 4. https://www.youtube.com/watch?v=XafA4WeppxM
        
       | awillen wrote:
       | I think it's really great when people write down bets like this
       | publicly, so we can go back and see what people's expectations of
       | the future are. There are snippets of this kind of speculation
       | from many decades ago, plus of course there's sci-fi to look at,
       | and it's amazing how much further we've advanced than most people
       | expect.
       | 
       | If you look at where we are now vs. 100 years ago, our technology
       | would be utterly unrecognizable to them. When people of that age
       | predicted the future, they didn't do great. I'd like to think we
       | have better foresight, but the reality is we'd probably be just
       | as bad at predicting what things will be like in 100 years.
       | 
       | The thing that amazes me is the exponential nature of human
       | progress. Even if we made linear progress - that is, some "equal"
       | amount of advancement in the next hundred years as we did in the
       | last, that would be incredible. But of course our progress builds
       | on itself, and so if we assign a value of 100 to the amount of
       | progress in the last hundred years, we're likely to have a 200,
       | 300 or 400 over the next hundred years.
       | 
       | Personally, I'm betting on pretty much all computer interfaces
       | being directly connected to the brain and people living off of
       | earth permanently.
        
       | nynx wrote:
       | Honestly, I think a large barrier here is there's no pre-existing
       | platform yet. When developing an application for a computer with
       | a regular screen, you have all sorts of supporting software (e.g.
       | window managers, browsers, ui frameworks, etc). When developing
       | for VR, you have to start over almost completely: you have to
       | deal with controller input, different kinds of headsets,
       | designing a UI.
       | 
       | For XR to take off, I think something akin to the _metaverse_
       | needs to exist first, so applications can develop within its
       | framework.
        
       | stevebmark wrote:
       | I don't think the current incarnation of VR will ever take off.
       | It's too inconvenient to need to block out everything around you
       | with a headset. It's fundamentally incompatible with human
       | behavior. Until VR is as convenient as picking up a phone or
       | tablet, it's not going anywhere.
        
         | allenu wrote:
         | That's my problem with it as well. You need to have a space set
         | up where you can use it, and you also have to have the VR
         | headset/equipment available to just grab and put on in an
         | instant, otherwise I think it will just languish in the closet.
         | 
         | VR is competing with phones, tablets, and TVs today, which are
         | in my opinion good enough and way more convenient. The
         | experience within VR might be amazing, but it has to be so good
         | that you forego other more convenient devices available to you.
        
           | Kiro wrote:
           | For me, the Quest is pretty much like that. It's so small I
           | just keep it on a shelf and I don't need a dedicated space.
           | I'm just playing in the living room or in the office (you
           | paint a Guardian for the play area in AR, and it remembers it
           | unless you put it on another place).
           | 
           | Been playing almost every day for more than a year now. I'm
           | still amazed of how low friction it is to start using. I just
           | grab it, put it on my head and all of a sudden I'm in the VR
           | world.
        
         | outworlder wrote:
         | > It's too inconvenient to need to block out everything around
         | you with a headset.
         | 
         | Is it? That's the main selling point to me. I don't want to
         | stare at a screen, I want to look around a cockpit. Even
         | outside light bleed is bothersome - I'm in freaking space, my
         | brain is like where's this light coming from?
         | 
         | It still takes some time to put a headset on and remove it.
         | That can be improved. The Quest also has cameras if you need to
         | see the outside world right now for whatever reason, which is a
         | compromise.
        
         | Kiro wrote:
         | I don't understand this argument at all. As someone using VR on
         | a daily basis ever since Quest 1 the whole point is to block
         | out the outside world and immerse yourself in the VR world.
         | Even days I don't feel like playing (I have a schedule for VR
         | fitness) I instantly feel at home and get excited the moment I
         | step inside.
         | 
         | What behavior is it not compatible with?
        
           | spideymans wrote:
           | >What behavior is it not compatible with?
           | 
           | Perhaps there isn't a desire from mainstream consumers to
           | entirely block out the outside world in the first place.
        
             | Kiro wrote:
             | Perhaps but that's not the same thing as being
             | "fundamentally incompatible with human behavior". The
             | statement packs a lot of assumptions that don't resonate
             | with me at all.
        
             | rpdillon wrote:
             | I'm not so sure. Movie theaters (especially a setup like
             | IMAX 3D) are trying hard to achieve what VR does more
             | cheaply and conveniently.
        
         | cwkoss wrote:
         | Oculus has a cool pass-through mode where it displays what the
         | cameras are seeing in black and white. I think this sort of
         | feature will become widespread in future generations.
        
       | ehonda wrote:
       | I think mobile phones will become the standard VR devices most
       | people will opt to use with a headset that you insert the phone
       | into, esp as phones become increasingly advanced, due to it being
       | the cheapest option for most people.
        
         | dougmwne wrote:
         | I doubt it because I think a successful VR headset will have
         | 6dof room scale tracking, hand controllers, and facial
         | expression tracking. That will takes several well positioned
         | cameras, plus additional cameras for eye and face tracking. I
         | think they will be standalone devices that will potentially
         | include AR at some point and even replace phones.
        
       | nukemandan wrote:
       | For me (and many) when Facebook doesn't have a controlling stake
       | in hardware and requires you to register said hardware with an
       | account __in good standing __in order to use that hardware.
        
         | fron wrote:
         | It's truly unfortunate. I would love to try the Quest 2, I've
         | heard some pretty great things.
         | 
         | The requirement to have a Facebook account makes it a complete
         | nonstarter by itself. The fact that I can get locked out of my
         | hardware that I purchased because Facebook's software decides
         | my account isn't 'legit' enough? Gonna be a serious nope from
         | me.
        
       | Yhippa wrote:
       | I got burned as an early adopter. Tried the Oculus Rift and PSVR.
       | I had to deal with minor motion sickness issues with both. I
       | didn't like that there was a lot of setup and physical space
       | involved with keeping them ready. It seems like that's gotten
       | better with the Quest 2 but there's no trade-in program so I
       | guess I'm stuck for a while.
       | 
       | Here are some experiences I wish I could have: 1. Virtual
       | presence at a concert or sporting event 2. More apps or games
       | where I sit down and can move around but still experience VR.
       | Controls seem awkward still for this type of thing. Maybe it
       | contributes to motion sickness.
        
       | Animats wrote:
       | I should have made a bet like that with the "thought leader" who
       | threatened to ban me from his blog after I said VR looked to be
       | the next 3D TV.
       | 
       | The problem isn't the cost. It's that moving around while wearing
       | VR headgear is only safe in either customized environments, like
       | the Star Wars location based entertainment system, or when
       | movement is in a small area, like Beat Saber. Which is why Beat
       | Saber is the #1 VR game.
       | 
       | Read the setup and cautions for full-body tracking in VRChat.[1]
       | It can be done, but it's not popular. Partly because it requires
       | the agility of a dancer to use properly.
       | 
       | Wearing VR headgear while sitting down isn't worth the trouble.
       | Plus about 10% of the population gets nauseated when visual and
       | actual motion differ.
       | 
       | On the other hand, make an AR headset that sells for $79.95 and
       | runs Pokemon Go, and you have a hit.
       | 
       | [1] https://docs.vrchat.com/docs/full-body-tracking
        
         | saberdancer wrote:
         | Even current Oculus Quest can detect and show objects in your
         | environment. It doesn't seem that hard for VR in the future to
         | utilize that and adapt the environment around you to mimic your
         | obstacles. Another possibility is games that create infinite
         | impossible maze (Tea For God). You can walk around in that game
         | for hours without hitting anything.
         | 
         | You don't need customized environments, you need some free
         | space around yourself. I live in a small apartment and I do
         | just fine.
         | 
         | One of basic aspects of VR is setting up a virtual "play area"
         | that the headset warns when you are close to leaving so I don't
         | see how most of the complaints are valid.
        
       | dukeofdoom wrote:
       | With so many schools under lockdown, kids staying at home. I
       | think one application would be a virtual school. Right now when
       | teachers teach over google classroom, the kids have their cameras
       | and mikes turned off. And basically there is almost no
       | interaction, and feedback as the teacher teaches. Kids don't like
       | showing their living room environment. Also, the social
       | interaction between kids in a school is basically non existent
       | now. There's probably a real need for a virtualized environment
       | of a school, or even a church if the lockdowns continue. And
       | background replacement for video calls, in general.
        
         | chromaton wrote:
         | How's this work? In VR, the teacher can't see the kids' faces
         | or other non-verbal communication.
        
         | ceilingcorner wrote:
         | VR isn't a replacement for actual in person schooling. We'd be
         | better off finding a solution that gets kids back into schools.
        
           | dukeofdoom wrote:
           | I agree, you can't beat the real thing. I think we will
           | probably have both though, going forward. Online classes will
           | be a lot more popular even if the lockdown ends, and teachers
           | will live stream by default.
           | 
           | And kids interacting in a virtual school would be a nice
           | addition to a real school too.
        
             | ceilingcorner wrote:
             | Everything I've heard about online classes for K-12 has
             | indicated that it's been a disaster. Which is really not a
             | surprise, considering that teaching is only a tiny portion
             | of the function of a school. It's also a daycare,
             | lunchroom, social hall, and a million other things that
             | can't be replicated on a laptop screen.
             | 
             | This is really a situation where "more technology" is not
             | better.
        
       | jjd33 wrote:
       | Never. If you surpass a certain technological threshold it will
       | start to get worse rather than better.
        
         | lucasmullens wrote:
         | What? Why would that be the case?
        
       | _iyig wrote:
       | Having owned every Oculus headset since the Kickstarter, I think
       | the Quest is the first truly consumer-ready VR headset. At $300
       | it's competitively priced against gaming consoles, without
       | requiring a gaming PC or separate tracking sensors. It has a
       | healthy library of games, 6DOF position tracking, and hand-
       | tracking controllers with excellent haptics.
       | 
       | I was tremendously excited about it, to include messing around
       | with VR development in my spare time, until the Facebook account
       | debacle dropped my enthusiasm to zero. I've used my Quest maybe
       | twice since my account got caught up in all that. I have no plans
       | to develop any software for such a closed platform with arbitrary
       | gatekeeping.
        
       | Geee wrote:
       | I think VR will become mainstream when it's good enough to
       | replace large screens in productive work. It should leave large
       | screens in dust, if done right.
       | 
       | Productivity is quite strongly correlated with screen size, so
       | I'm expecting quite a leap in this regard when the right software
       | is matched with the right hardware.
        
         | canada_dry wrote:
         | > good enough to replace large screens
         | 
         | The resolution is pretty good already and rapidly getting
         | better.
         | 
         | What I'm excited about is hand tracking [i] so that I can use a
         | real keyboard (and interact with real objects e.g. coffee cup)
         | to type while I'm wearing a headset.
         | 
         | [i] https://youtu.be/XnG1l0qQW9k
        
           | forgotmysn wrote:
           | thats true, but for most headsets, resolution still isn't
           | high enough to read bodies of text without eye fatigue. until
           | that is solved, I don't think VR will move from entertainment
           | to productivity.
           | 
           | Varjo is getting closer to that resolution level, but their
           | headsets are priced for enterprise ($8k i think?)
        
             | dougmwne wrote:
             | I pulled my neck last week and spent the weekend working,
             | watching amazon prime and playing xbox cloud streaming flat
             | on my back on a 10 foot virtual screen. I was working for
             | multiple hours at a time reviewing programming
             | specifications and taking notes. The display tech is pretty
             | much there, even for text. Keyboard input is still
             | unsolved, though I was using Office 365 dictation and that
             | was working well for taking notes. This was on the Quest 2.
             | The fresnel lenses are actually a bigger downside than the
             | screen resolution, which is not retina, but still better
             | than the 24" 1080p external display I use all day.
        
               | novok wrote:
               | When I tried it, it wasn't that good. The screens on the
               | Q2 felt like a resolution of something between 720 and
               | 1080p, which isn't that good compared to my dual 4k
               | monitors. Same with a 8k & 6k 180 & 360 video.
               | 
               | Overall VR feels like it needs a 4x resolution bump.
               | Basically a 16k 360 video rendering and 4k x 4k per eye
               | vs the 1832x1920 per eye that the current q2 has. To do
               | that well you probably need something like a two 3080
               | GPUs, one for each eye.
               | 
               | Even after that, maybe even an 8k x 8k would give a big
               | improvement. We don't have GPUs that can render that
               | today.
               | 
               | Foveated rendering is definitely needed for this to
               | become possible.
        
             | klibertp wrote:
             | > but for most headsets, resolution still isn't high enough
             | to read bodies of text without eye fatigue.
             | 
             | Most? Is there anything, no matter how expensive, which is
             | currently capable of clearly presenting large bodies of
             | text? The moment something like this appears I'm going to
             | buy it even if I had to sell my kidney for it!
             | 
             | EDIT: forgot about input. I'd probably be willing to
             | finally learn to touch-type, if that would be enough. I'd
             | probably be happier with being able to see the keyboard
             | once in a while, though.
        
               | Geee wrote:
               | Varjo has human-eye resolution in VR/AR.
               | https://varjo.com/
        
         | zmmmmm wrote:
         | Yep, this is one of those threshold type things that makes
         | future predictions wrong all the time. Currently the resolution
         | is just too low - I really gave it a good try with a lot of
         | motivation but it just doesn't cut it. You can make text
         | readable but only if you size the virtual monitor to be huge
         | and the effective resolution is way less in the end than a
         | pretty cheap external monitor.
         | 
         | But once it hits the point of being usable I don't see why we
         | won't see a complete domino effect where people start setting
         | up complete virtual offices in VR. And that will ripple through
         | whole teams flipping to VR a sa way of working. Putting aside
         | sheer "size", you can make VR monitors any _shape_ and in any
         | _position_ you want. So I can actually have a gigantic monitor
         | with a complex technical diagram on it, then a vertical one
         | next to it with a code listing - and these can be floating in
         | space in a totally unrealistic way. Then I can have email
         | floating in the air behind me ...
        
         | outworlder wrote:
         | I actually considered this when I was buying a new monitor.
         | "This thing will be obsolete pretty soon".
         | 
         | Headsets are still a little bulky (and not enough resolution)
         | for that to happen. Once that's fixed (and more importantly,
         | with many people shifting to work from home, so they don't have
         | to care about people staring), I expect it to become a pretty
         | popular thing.
         | 
         | If the virtual monitor is overlaying a camera feed of your
         | environment(AR style), this will be amazing. Imagine a headset
         | not much heavier than sunglasses sitting on your desk, rather
         | than a big (or multiple!) monitors. Put it on, you have as much
         | screen real state as you would like, and can be made to look
         | like an actual monitor.
         | 
         | That's with our current 2D thinking. We can probably do more
         | useful visualizations in 3D.
        
           | Geee wrote:
           | Exactly. And you can fill your whole room with interactive
           | information. You could have hundreds or more files open at
           | the same time and see how they interact. Human brain is
           | pretty good at complex visual/spatial things and I don't
           | think we are aware of the limits yet.
        
       | amelius wrote:
       | Looking at older technology like VHS/Betamax, VR will take off
       | when people can use it to consume pr0n without being tethered to
       | some company like Oculus/Facebook that may collect information
       | about them.
        
       | Cactus2018 wrote:
       | VR Headsets comparison table:
       | 
       | "VR System Guide Summer 2020! Updated with Reverb G2, and all
       | recent info. By Evanlyboy"
       | 
       | https://imgur.com/a/QVbyeA1
       | 
       | https://old.reddit.com/r/SteamVR/comments/hzkl36/vr_system_g...
        
       | zmmmmm wrote:
       | I'm sold on VR because it has completely revolutionised my
       | fitness regime. It turns what is otherwise a boring, painful
       | chore into immersive, interactive and fun experience that leaves
       | me sweating and heart pounding and running late because I wanted
       | to do just one more round ...
       | 
       | If my headset broke today, I would order a new one same day.
        
         | simonswords82 wrote:
         | What headset do you have and what do you play to work out?
        
           | zmmmmm wrote:
           | It's a v1 Quest.
           | 
           | I have a combo routine that involves Synthriders then Beat
           | Saber and finally pistol whip. These all exercise different
           | aspects - Synthriders builds muscle mass in arms, Beat Saber
           | is more cardio, and pistol whip has me crouching / squatting
           | to do my legs.
        
       | iamwil wrote:
       | Would you do engineering interviews in VR as a candidate?
       | 
       | I had wondered if larger companies would do VR technical
       | interviews to remove biases in their quest to "hire the best".
       | You can have a whiteboard, and the usual schtick, but you can
       | disguise the voice, height, gender, ethnicity, etc of a
       | candidate, so the interviewer can focus on the communication and
       | the solution.
       | 
       | And then the interpersonal part of the interview can be done in
       | person and unmasked. After that, both parts of the interview can
       | be conjoined during the committee evaluation.
       | 
       | I never went down this avenue, because I thought sourcing
       | candidates was a bigger problem than evaluation accuracy, and all
       | but the biggest companies don't worry so much about their
       | interview methods.
        
       | nickelcitymario wrote:
       | I think it will take off when we see a convergence of some
       | things.
       | 
       | Specifically:
       | 
       | 1. It looks real 2. It's affordable 3. AI characters become
       | believable
       | 
       | If anyone's played with Replika.ai lately, you'll know #3 is
       | starting to get really close. #1 and #2 are inevitable.
       | 
       | So at some point it becomes wildly rewarding to spend hours
       | hanging out with your AI friends in virtual space.
       | 
       | Simply being in a 3D space isn't enough. Most people seem to
       | experience this as a neat trick, but not something they feel the
       | need to make a part of their daily lives.
       | 
       | But building emotional bonds with characters who are only
       | accessible in VR? Or perhaps can be texted (like Replika) and
       | then met "in person" in VR? I see that being worth many billions.
        
       | scalablenotions wrote:
       | Chronic undersupply is probably the only reason it's not going
       | crazy in 2020. The demand is extremely high, and suppliers are
       | struggling to meet it.
        
       | abraxas wrote:
       | Rhythm, exercise, boxing, fencing games are second to none in VR
       | thanks to the medium itself. They are much more compelling in VR
       | vs jumping in front of a television set while waving a pair of
       | Wii wands.
       | 
       | The reason VR is struggling is the same reason that most exercise
       | games eventually struggle. Humans are lazy and prefer sitting on
       | their asses and click buttons with near zero muscle activity.
        
         | ColFrancis wrote:
         | But how many people play wii sports? It was awesome fun, super
         | novel, and was huge for a while there but now it's died off.
         | It'll be interesting to see if VR does the same. One thing
         | going for VR is that there's more than one company making
         | stuff.
        
       | memetherapy wrote:
       | The quest 2 is pretty much a revelation. Untethered, light,
       | cheap, high quality display and inside out tracking and connects
       | wirelessly to a gaming PC allowing you to play virtually any
       | title if you pay $15 for vrdesktop. Obviously you have to be
       | comfortable with facebook but it's just a better end to end
       | experience than any other headset I've tried, although it would
       | be better if VR desktop or something similar was included out of
       | the box instead of them trying to flog you the kludgy occulus
       | link cable that doesn't work as well and which tethers you to a
       | pc. It feels like VR done right for the first time in the same
       | way as the iPhone was a smart phone done right for the first
       | time.
        
         | kreddor wrote:
         | Is it that much better than Quest 1? The first Quest was
         | already pretty great compared to everything else, Facebook or
         | not.
        
         | canada_dry wrote:
         | > quest 2 is pretty much a revelation
         | 
         | I liken where we are with VR right now as to about 5 yrs ago
         | with IoT. Arduino and Rpi began to gain huge momentum due to
         | the low cost of entry and availability of more and more useful
         | tools. Quest hopefully is just the start.
        
         | baron_harkonnen wrote:
         | > Obviously you have to be comfortable with facebook
         | 
         | Interestingly enough this is the primary reason that my quest
         | is collecting dust. Once they forced a facebook login for
         | accounts I decided it was no longer worth me clearing an open
         | space in my apartment.
        
       | insert_coin wrote:
       | Never, it will forever be a niche product. It doesn't solve
       | almost any problem better than what we actually have but keep the
       | mind engaged in the future of virtual reality.
       | 
       | VR is the flying car of software: so amazing to imagine, so
       | impractical in real life.
        
         | istorical wrote:
         | And color film doesn't solve anything that black and white film
         | can't do. Besides, why watch film at all when you can look
         | around the real world instead of looking at a moving picture on
         | a screen.
        
           | insert_coin wrote:
           | What? Color film can do color, and took off because a lot of
           | people wanted to see their memories in color.
           | 
           | Infrared film can do infrared colors, and people who need to
           | see those colors use it and to them is invaluable, but that
           | need is not a mainstream need. VR is infrared film.
        
         | [deleted]
        
       | Kiro wrote:
       | I think fitness is the killer app.
       | 
       | https://www.youtube.com/watch?v=-fKpJ-hKbiE
       | 
       | I haven't tried Supernatural but FitXR was a great improvement
       | from Beat Saber (granted, BS is more fun but the workout is
       | nothing compared to FitXR or Thrill of the Fight).
       | 
       | I'm very excited for the future of fitness in VR. Oculus Move
       | shows that it's a rising star.
        
       | RoboTeddy wrote:
       | I strongly suspect that VR will take off once it can pass through
       | facial expressions, gaze, and other body language with high
       | fidelity. At that point it will probably be substantially better
       | than normal videoconference, and will take off extremely quickly
       | (first for business meetings and perhaps social gatherings; then
       | for virtual worlds)
        
         | Impossible wrote:
         | This, greatly improved comfort, and quality 3D
         | scanning\photogrammetry being mainstream (close with Apple
         | LIDAR) at the same or similar cost (~$200-$500 for a standalone
         | HMD) enables a host of interesting stuff. Right now Social VR
         | and VR collaboration software has some potential, but is more
         | awkward and challenging to use than video conferencing.
        
       | holoduke wrote:
       | Once the headset is as big and light as a pair of sunglasses and
       | has 2x 8k screens build in. Since desktops are no longer
       | mainstream, the controlling hardware is most likely not
       | integrated yet. It needs to be +-50 times faster than current
       | hardware though. Probably in 5 to 10 years it will be a necessity
       | in order to live a mainstream life.
        
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