[HN Gopher] Meta VR prototypes aim to make VR 'indistinguishable...
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       Meta VR prototypes aim to make VR 'indistinguishable from reality'
        
       Author : cr4zy
       Score  : 143 points
       Date   : 2022-06-20 18:00 UTC (4 hours ago)
        
 (HTM) web link (www.roadtovr.com)
 (TXT) w3m dump (www.roadtovr.com)
        
       | system16 wrote:
       | Mildly interesting but confusing. Who is the audience for this
       | little clip? Meta shareholders who need reassurance that the
       | metaverse is on track?
        
         | ntoskrnl wrote:
         | Probably enthusiasts. Same people that might watch a video
         | about Intel's newest CPU.
        
         | jayd16 wrote:
         | Recruiting video, maybe?
        
       | Havoc wrote:
       | Wish they'd go into a bit more detail given that they have actual
       | prototypes...
       | 
       | Slightly confused as to why they stuck the zuck into what looks
       | like a plywood shed though?
        
       | sys_64738 wrote:
       | Wow, this is scary. These VR goggles remind me of the visitor's
       | sunglasses in V. You don't think...?
       | 
       | https://www.scifipulse.net/richard-herd-passes-to-the-final-...
        
       | [deleted]
        
       | PheonixPharts wrote:
       | 10 years ago I thought we would all be driving in autonomous cars
       | by now, I was seriously concerned about the impact this would
       | have on the trucking industry. For context I have a background in
       | ML/Stats so I was reasonably familiar with the research going on
       | in this area and had many friends working on it.
       | 
       | In that time I have relearned an old adage that people before my
       | generation would know well "the last mile is the longest mile".
       | In R&D this feels far more extreme than in running.
       | 
       | VR seems very similar to autonomous driving. Quest 1/2 are light
       | years ahead of what we had a decade or so ago. At the same time
       | it's nowhere near to the point where it's going to be a major
       | part of my day. The Quest was mind blowing when I first used it,
       | but I got bored remarkably fast. Most importantly, none of my
       | problems with quest are the problems that are being solved here.
       | 
       | The biggest one, in my opinion, is still space. I want a 10'x10'
       | area to run around in to even start having fun, and even in a
       | house I still don't have an open space that supports that without
       | moving furniture around.
       | 
       | The mobile phone took over our lives because it's so small and
       | convenient. Large TVs work because we've been building homes
       | around them for decades, and TV spaces are also communal,
       | family/friend spaces. This brings up another issue, VR is
       | fundamentally isolating. I get annoyed enough when friends don't
       | look up from their phones.
       | 
       | The remaining obstacles for VR to conquer seem to be arguably
       | bigger problems than the ones that self driving cars need to
       | tackle to take over the roads.
        
         | onlyrealcuzzo wrote:
         | > This brings up another issue, VR is fundamentally isolation.
         | 
         | Wait. Why? Online games exist. They're social.
         | 
         | I'm not really a gamer. But it's interesting why social
         | interaction in online video games is some secondary tier to
         | social interaction playing basketball, for example, or just
         | talking in coffee shop - or on the phone...
        
           | WJW wrote:
           | It's not that you can't have social interactions in a (VR)
           | game, but someone with VR goggles on is extremely
           | unapproachable for other people in the same room.
        
           | AlexandrB wrote:
           | Social interaction in video games is second tier because it's
           | vastly lower bandwidth than real life social interaction. 3
           | senses - taste, touch, smell - are completely missing. Audio
           | is present, but often sounds distorted, disconnected, or
           | ethereal - i.e. "off". Meanwhile, visually you only gets to
           | experience the virtual space you're interacting in which is
           | rife with limitations. In particular, body language from
           | those around you is either missing entirely or is very
           | rudimentary.
           | 
           | Though I'd say interaction in games can easily beat "talking
           | on the phone".
        
         | ar_te wrote:
         | My profesor at Uni predicted, that the next computer revolution
         | will be "invisible computing". That firstly basically all
         | everyday items will get chips inside (ie "Smart Things", it was
         | way before Iphone &co) and then computing will bee something in
         | the background. IDK, but it seems plausible to me and looks
         | like we are moving into such future. VR is not compatible with
         | that vision. Most ppl prefer real life to escapism. And event
         | if you want to escape drugs are more fun and more addictive.
        
           | WillPostForFood wrote:
           | _Most ppl prefer real life to escapism._
           | 
           | I dunno, escapist industries are pretty big, and occupy quite
           | a big of most people's non-work waking life. Film, tv, video
           | games, books, comics, social media, etc..
        
       | nathias wrote:
       | I'm waiting for contact lenses with a good enough resolution to
       | serve as a screen replacement and cyberdecks replace laptops ...
        
         | [deleted]
        
       | ahelwer wrote:
       | Meta's VR tech is undeniably amazing. I picked up a quest 2 off
       | craigslist and was blown away - wirelessly streaming VR games to
       | the headset over wifi is the first time I felt the technology had
       | actually arrived. The resolution is also good enough to use it
       | for actual work with text on virtual screens. It's conceivable
       | that the standard workstation + monitors setup will be a thing of
       | the past by the end of the decade.
       | 
       | It is sad that we are unavoidably headed to a world where a
       | company like Meta monopolizes control of two of our five
       | traditional senses (sight and sound). Their business model is
       | based on behavior modification and I fully expect their highly-
       | compensated employees to be endlessly creative in the application
       | of headsets to that end. The sheer scale of R&D expenditure
       | required to get realistic/usable VR is daunting and seems beyond
       | FOSS capabilities. Not just hardware, but software like SLAM/VIO
       | or image processing. I backed the Simula One headset but the
       | disparity in development resources between them and meta is
       | pretty astounding.
        
         | curiousgal wrote:
         | > _headed to a world [...]_
         | 
         | I am always astounded by such claims, like have you guys ever
         | travelled outside the Western hemisphere at all?
        
         | Helitico wrote:
         | I'm really really curiuos who will win this bet.
         | 
         | I also have a htc vive pro + wireless transmitter + highend pc
         | and i don't think at all that this will replace a normal
         | monitor setup on a table.
         | 
         | Why?
         | 
         | Because wearing a headset on your head is just cumbersome.
         | 
         | I don't think anyone would ever sit in any outdoor setup with a
         | VR headset on their heads because it looks idiotic, it ruins
         | your hair and its too expensive to let it lay around.
         | 
         | And at home? At home people stoped wearing pants why would they
         | give up a good display for a headset?
        
           | lostmsu wrote:
           | > because it looks idiotic
           | 
           | This is exactly what people thought of 5+ inch phone screens,
           | and now nobody cares.
        
         | snarfy wrote:
         | "We can sell 80 percent of the screen WITHOUT inducing
         | seizures!"
        
         | snowwrestler wrote:
         | I find myself constantly surprised in threads like this. The
         | few times I've tried VR sets (including a Quest 2), I found the
         | resolution to be shockingly low. It's easy to overlook when the
         | image is moving, which is most of the time in games for
         | example. Just like Jurassic Park still looks great despite
         | having HD res computer graphics.
         | 
         | But sitting stock still, I was so distracted by big obvious
         | pixels. I can't imagine trying to do real work with text at
         | that resolution.
        
           | mdorazio wrote:
           | Don't worry, you're not alone. During the pandemic, one of my
           | clients got about 20 Quest 2s for employees to have at home
           | in an effort to make people feel more in touch and experiment
           | with VR meetings & workspaces. After the novelty wore off,
           | usage dropped to basically zero and I don't know anyone who
           | uses theirs now for anything besides games.
           | 
           | For me, Quest 2 is very obviously a "not there yet" product
           | that seems to mostly appeal to kids and people who don't
           | actually care about graphics or comfort. It's hot, battery
           | life is bad, strapping over a pound on your face for hours at
           | a time is not fun, and the graphics are visibly bad - even
           | just sitting still the edges are horribly aliased and the
           | screen door effect is massively apparent. Plus the nausea for
           | many people, and the complete lack of spatial awareness. I
           | will say that untethered is massively better than tethered,
           | though, even with the graphics penalty. Quest 4 (I don't
           | think v3 will be a big enough improvement) or whatever Apple
           | eventually releases might actually be appealing, though.
        
       | rob74 wrote:
       | So, "Project Cambria" is really a "Cambrian Explosion" of
       | prototypes?
        
       | colordrops wrote:
       | They are missing some items from their "VR Turing Test:
       | 
       | * Full field of view.
       | 
       | * Not having the feel of a clunky headset on your face.
       | 
       | * Not having to regularly align and adjust the headset so that
       | the visual looks right.
        
       | llllllllllll9 wrote:
        
       | phkahler wrote:
       | That's nice, but one thing that will be needed more is a wider
       | field of view and the ability to look around by moving your eyes
       | instead of your head.
       | 
       | All of these goals can be achieved with real holographic
       | displays. We need the equivalent of a GPU optimised for
       | computational holography, and a display with high enough
       | resolution to render phase coherent interference patterns (rgb
       | omg). No lenses will be required. This is the endgame for
       | wearable displays.
        
       | schaefer wrote:
       | Can I please just have a 3d window manager? No, not mapping my 2d
       | desktop onto a single surface in 3d.
       | 
       | A true 3d native window manager. where I can arrange each
       | individual window anywhere in the 360 degree space?
       | 
       | Until that is solid, VR is not the productivity tool I was hoping
       | it can be.
       | 
       | Just like Mobile(ios, android), Microsoft could not possibly drop
       | the ball any harder here.
        
         | lancesells wrote:
         | I find the concepts of working with 2D windows or planes in a
         | VR setting to be so odd. Isn't using a monitor in physical
         | space better in every way? What am I missing?
        
           | YetAnotherNick wrote:
           | You can have multiple 100 inch monitors for which you can
           | change the position in seconds.
        
         | AlexandrB wrote:
         | As someone who still uses pen and paper for sketching out ideas
         | and books for reference, I do not understand the appeal of VR
         | for productivity. Going from 2 to 3 monitors was only a slight
         | productivity improvement for me - one monitor is now dedicated
         | to Slack. Being able to have a huge viewable space to work in
         | seems like it's not going to be that much better. Meanwhile
         | there is fatigue from the headset, having to charge (or tether)
         | a thing you're always wearing, and a disconnect from the
         | physical world which makes some things less convenient (e.g.
         | writing things down).
         | 
         | Finally, there's an issue of who owns and controls the space
         | you work in. With WFH, it's nice to be in a space that I fully
         | control and can customize to my needs. If history is any guide,
         | a VR space will become heavily monetized, if not by Meta then
         | by someone else. And the possibilities for surveillance -
         | either by your employer or the "owner" of the space - are now
         | limitless. I'm not naive enough to think that history won't
         | repeat itself.
        
           | eikenberry wrote:
           | Why measure it by productivity? I mean it is one measure, but
           | far from the most important and probably has very little to
           | do with anyone's attraction to VR as a medium. And just stick
           | with FLOSS software and you neither have to worry about
           | lockin/monitization nor do you have to worry about
           | surveillance.
        
           | Closi wrote:
           | Eh, depends on your industry and the application.
           | 
           | Would you agree that it might be useful for architects or
           | product designers to see the things they are designing
           | instantly at the right scale?
           | 
           | New technologies don't have to be a full replacement of your
           | whole workflow, they can just augment it.
        
         | JeffeFawkes wrote:
         | Windows Mixed Reality does this, and remarkably well. Launch an
         | app from the VR "start menu" and it'll open as a floating
         | window positionable in 3D space. Bonus is that you can use your
         | mouse and keyboard still in VR, with mouse / keyboard focus on
         | the window you're gazing at.
         | 
         | Downside: as far as I know, you need a WMR headset to use it.
         | There might be mods to use the Mixed Reality Portal (the VR
         | window manager) with other headsets, though.
         | 
         | Here's a random YouTube video demonstrating it:
         | https://youtu.be/gPkcDg8IECU
        
           | schaefer wrote:
           | Thanks, I haven't tried Windows Mixed reality yet. I don't
           | know if it's compatible with the Varjo Aero headset, but I'll
           | try later tonight.
        
             | andybak wrote:
             | Sorry to tell you but it isn't.
             | 
             | Still too many walled gardens.
        
         | jackbrookes wrote:
         | You can do this on the Oculus PC app with Oculus Dash
        
         | usrn wrote:
         | I've been saying this for half a decade now. It's really the
         | only thing that would ever make me consider buying a VR
         | headset.
         | 
         | I've thought about building something myself but honestly all
         | the crap in X11 is too distracting anyway and half the time I
         | just switch to VTs to focus.
        
         | whateveracct wrote:
         | SimulaVR is working on it!
        
         | lewispollard wrote:
         | Yes.
         | 
         | https://github.com/SimulaVR/Simula
        
           | schaefer wrote:
           | I'm aware of the Simula project.
           | 
           | But it isn't compatible with my varjo aero headset - which is
           | limited to Windows only.
           | 
           | If I had truly understood that windows doesn't have a native
           | 3d window manager for VR, there's no way I would have bought
           | the Aero.
        
       | thinkingemote wrote:
       | VR as a future is tied into "identity" and certain group
       | identities, some of which we see clearly now in social media.
       | 
       | Identities which someone can invent for themselves which can be
       | independent generally from geography, genetics, looks,
       | temperament, age etc. Freedom to be whoever and whatever you want
       | to be. Today's social VR users are often playing with their own
       | identity right now.
       | 
       | It's all about image, a spectacle, a way to make personalities
       | and reality flexible and it's a way for identity to be expressed
       | as a kind of collection of things that can be commodified and
       | packaged up for sale. That's the future which is looked at.
       | 
       | However I think we might see a genuine sub culture emerging, as a
       | reaction against this. We can possibly see some of this in some
       | of the language used in a few strange semi-underground youth
       | music events today. It's not anti tech, and not anti identity at
       | all! More like a demand to be in control of their own methods and
       | ways of consumption. A certain ironic detachment from
       | corporations.
        
       | pyb wrote:
       | I don't know if this stuff is genuinely indispensable and novel,
       | or if they're preparing to create a patent thicket around VR ?
       | What would industry insiders think ?
        
       | SilverBirch wrote:
       | This is quite interesting actually, because this sort of directly
       | lays out "Here are 3 difficult technical problems we need to
       | solve for a VR headset" - Resoution, Focal depth, high dynamic
       | range.
       | 
       | I'm not an expert in the area, but resolution and HDR seem like
       | basically solved problems - in that they're just logical
       | progressions of where we are today. The focal depth one I didn't
       | understand. He says normal monitors are a fixed distance, whereas
       | in VR and AR you need to focus on different distances. But these
       | VR headsets _are_ just a fixed distance away, so how is that
       | really a problem?
       | 
       | Fundamentally these problems are clearly necessary buticie not
       | sufficient for VR.
        
         | svet_0 wrote:
         | > this sort of directly lays out "Here are 3 difficult
         | technical problems we need to solve for a VR headset"
         | 
         | It lays out the problems Meta had most progress in. Another
         | very significant VR metric is FOV which was not discussed.
         | 
         | > He says normal monitors are a fixed distance, whereas in VR
         | and AR you need to focus on different distances. But these VR
         | headsets are just a fixed distance away, so how is that really
         | a problem?
         | 
         | You want dynamic focus to convey the feeling of real world eye
         | focus, and make the projected scene more natural/believable.
        
         | idiotsecant wrote:
         | The focal depth thing is related to a human vision system
         | bug/feature - Your eyes want to change their 'vergence' at the
         | same time they change focal distance. This is sort of a hard-
         | coded geometry solution. When you want something close your
         | brain crosses your eyes a bit, adjusts the image to your brain,
         | and changes focus. When you look far away your eyes uncross a
         | bit, apply another transform to the result, and change focus
         | again. Getting the eye-crossing and simultaneously trying not
         | to change focus is one of the things that gives people eye
         | strain and headaches when using VR.
        
         | PaulHoule wrote:
         | Your brain puts together multiple 3-d cues. If you are looking
         | directly at something the angle of your two eyeballs is a
         | little different dependening on the distance and this is
         | vergence.
         | 
         | Your eyes also focus like the autofocus of a camera and the cue
         | from that is called accommodation.
         | 
         | The two should match to provide perfect perception on reality.
         | Certainly a VR headset works with a fixed focus for everything,
         | but to get the ultimate perception of reality without eye
         | strain a VR headset should be able to simulate focusing
         | distance.
         | 
         | (Who knows, however? Meta's Super Bowl ad might be revealing
         | their real intentions. In that ad a discarded animatronic
         | Android gets to relive its past with VR. VR is good for the
         | elderly because you can enjoy it without learning anything new.
         | I think one of the worst things about getting old that I
         | experience is presbyopia where you can't focus over the whole
         | range so you have to wear two pairs of glasses. Maybe I'd find
         | it easier just to have it all in focus all the time.)
        
         | ar_te wrote:
         | Solved but still not enough to make it seem reel. He said that
         | natural light has 10x more dynamic range than best monitors
         | available. As to focal depth - in real world there is no
         | "screen", your eyes (or perhaps brain:) can decide which what
         | you want focus on and what can stay blurred. On screen
         | everything is in focus, so you need to make fake blur. But you
         | need to know what user is focusing on. So you need to read
         | retina movements to guess. Sounds like complicated and hard
         | problem to me.
        
         | [deleted]
        
         | InitialLastName wrote:
         | > But these VR headsets are just a fixed distance away, so how
         | is that really a problem?
         | 
         | Focal depth is one of the cues your brain uses to perceive
         | distance, in addition to (potentially more than, depending on
         | which cognitive scientist you listen to) binocular vision. You
         | don't mind that monitors are a fixed distance from your eyes
         | because you don't expect them to give you real depth (your eyes
         | can just focus on that distance). If, however, you want
         | something to be "indistinguishable from reality" you need to
         | emulate changing focal depth, which means (I guess) changing
         | the angles that rays hit your eyeballs at.
         | 
         | IMO that's one of the reasons that 3D movies always looked so
         | fakey; they could emulate the binocular vision, but they
         | couldn't emulate the focal depth, causing a perceptual
         | dissonance.
        
           | kurthr wrote:
           | There are multiple ways that your eye/brain senses depth:
           | binocular vision/vergence, lens focus, and relative
           | correlated motion to name three. When these depth cues don't
           | match each other well, it is distracting and can cause
           | fatigue or headaches after extended use.
        
         | DogOnTheWeb wrote:
         | On focal depth: In the real world you can look at an object
         | close up and your eyes will adjust so that it is clear and
         | objects at other ranges are blurry. Then, when you look at an
         | object far away your eyes re-adjust focus.
         | 
         | You can test this by looking at your hand 6" from your face so
         | it partially blocks your keyboard a couple feet away. You'll
         | notice that either the keys are blurry or your hand is as you
         | shift focus between the two.
         | 
         | Future gen headsets will use eye tracking to understand which
         | object in a scene you are looking at, and make that object
         | sharp while making other objects blurry. This helps produce
         | more realistic depth, while also dramatically improving
         | performance as most of the scene can be rendered in lower
         | resolution.
        
           | benoliver999 wrote:
           | This is key to me. I have a quest 2 and I don't like having
           | to move my head instead of my eyes.
        
         | kurthr wrote:
         | I'd throw in 2 more, power/heat and weight.
         | 
         | However, the resolution/refresh-rate needed for immersive VR/MR
         | is not quite a solved problem. If you assume something like
         | 100deg horizontal and vertical for each eye and something like
         | retina (not screen door or blurry) 40-60pix/deg resolution,
         | you're looking at 5k x 5k per eye at 120-180Hz for 2 eyes. You
         | can't do that over a single DP 2.0 link, and it would be too
         | power hungry anyway. That leads to a requirement for fast eye-
         | tracking and foveal rendering (only rapidly refresh where
         | you're looking in high resolution)... and gains you ~10x
         | reduction in bandwidth/power.
         | 
         | Then you get to directly monitor the user's attention, build a
         | DL model of their attention, optimize it for maximum
         | interaction, and sell the model to the highest bidder.
        
         | jayd16 wrote:
         | When you look at a monitor, you're looking at a quad at a set
         | distance. Your eyes are focused on that quad in the exact same
         | way they would focus on anything at that distance.
         | 
         | In VR, dynamic depth is simulated using stereo-screens where
         | each pupil is pointed at a dynamic focal point BUT stero-focus
         | is not the same as lens focus. Because of this, VR produces a
         | disjoint sensation where stereo focus changes to the simulated
         | position but lens focus remains fixed.
         | 
         | You can experience the difference by holding up a finger and
         | looking at it, then look at a distant object. Notice that
         | you'll see two images of your finger as you focus away. That is
         | stereo focus. Now do the same while covering one eye. Notice
         | that the finger is now blurry but not doubled. That would be
         | the lens focal difference.
        
           | SilverBirch wrote:
           | Ah yeah, I had forgotten about the issue of presenting
           | separate views to each eye, good point.
        
         | evan_ wrote:
         | The screen being a fixed distance _is_ the issue. The holy
         | grail would be a system that fools your eyes and makes you
         | think that it isn 't at a fixed distance- something like
         | eyeball tracking that detects, instantly, what you're focusing
         | on, and adjusts the perceived focal distance based on how far
         | away the cluster of pixels you're looking at is meant to be.
         | This would improve immersion.
         | 
         | HDR is trickier than you think because devices like cell phones
         | can improve their dynamic range by just making the screens
         | brighter- increasing the range by raising the top end- but
         | there's a certain cutoff on how bright a VR screen can be and
         | still be comfortable.
        
         | ntoskrnl wrote:
         | > The focal depth one I didn't understand.
         | 
         | I think the idea is simulating depth of field by blurring
         | different parts of the image based on where the user's eye is
         | looking.
        
       | Geee wrote:
       | Cool, but I'm never buying anything from Zuckerberg.
        
         | sfblah wrote:
         | They must be losing money on the Quest 2, so there's that...
        
       | mihaifm wrote:
       | I think one of the greatest barriers to VR adoption is not
       | resolution etc. but motion sickness. It is caused by the
       | conflicting signals the brain receives from the body and from the
       | eyes. Currently the only way to get rid of it is through
       | training, but I'm not sure how many people are willing to go
       | through the process. It took me about a month to fully get rid of
       | it, but I assume it vastly differs from person to person.
        
         | dataangel wrote:
         | A lot of people have found motion sickness in VR is actually
         | usually driven by refresh rate. They get sick because the
         | screen doesn't update as fast as reality. If you have the
         | chance to try a Valve Index, they have the ability (not default
         | setting though) to go to 144hz, and you may experience way less
         | sickness. The Quest and Quest2 can't go that high.
        
         | krasin wrote:
         | Anecdotal evidence: I used to get motion sick in cars, but
         | after playing hundreds of hours in Beat Saber on my Quest, no
         | more. I can bear road trips just fine.
         | 
         | So, VR is the training.
        
         | Karupan wrote:
         | As someone who has sever motion sickness in general, I'm
         | curious to understand how you got rid of it. Is there some
         | specific training routine?
        
           | mihaifm wrote:
           | There's no easy way around it. I enabled continuous motion in
           | a few games and practiced for a few minutes until I could no
           | longer tolerate it. Try feeling the ground with your feet,
           | that helps a lot. The interesting part is that when you lose
           | motion sickness you also lose some of the VR immersion, it's
           | like telling the brain "this is not real, it's the body you
           | need to trust not the eyes".
        
       | notyourwork wrote:
       | It's been this way from the very start of virtual reality. It is
       | called reality after all. What's so special about Meta?
        
       | kache_ wrote:
       | Reality approximating VR will a huge boon for our fight against
       | global warming & our capacity to use gas/fuel on things more
       | important than transportation to conferences & offices.
        
       | poisonarena wrote:
       | as long as someone is doing it
        
       | spywaregorilla wrote:
       | Kind of cool. But none of these seem to address the real problems
       | VR has. There's no VR content that is held back by the graphical
       | fidelity atm. Aside from maybe porn.
        
         | sio8ohPi wrote:
         | Agreed. I play combat flight sims in VR almost daily, and even
         | with that genre's high FOV and resolution demands, I think most
         | of us are bottlenecked more by GPU performance and software
         | tools than HMD resolution or dynamic range. (Reduced edge
         | distortion would be fantastic, though.)
         | 
         | It's weird to me that these multi-billion dollar companies are
         | investing so much R&D money into supporting my niche hobby, but
         | I suppose I shouldn't complain.
        
         | s0rce wrote:
         | if you build it they will come
        
           | spywaregorilla wrote:
           | They haven't come for the past several years of VR tech
        
             | marginalia_nu wrote:
             | Years is a generous way of putting it. This tech has been
             | doing the rounds for quite a while:
             | https://en.wikipedia.org/wiki/Virtuality_(product)
        
         | marginalia_nu wrote:
         | Dunno, I think VR content will always just be shallow novelty
         | experiences until it gets smoother to use, and being able to
         | for example read text goes along way toward fixing that. Better
         | hand controls would also help, I don't think VR without haptic
         | feedback is really viable.
         | 
         | Solve that set of problems, and you might get to a point where
         | you could build actually useful things in VR. Like a work
         | environment for CAD or 3D modelling or whatever that has actual
         | benefits over traditional interfaces.
        
         | sergiotapia wrote:
         | I absolutely don't use my valve index as much because of the
         | mess of cables and now my desk is in a weird spot colliding
         | with my tracking stations.
         | 
         | I also don't use my quest 2 because the fidelity just isn't
         | good enough.
        
           | spywaregorilla wrote:
           | So what would you do if you had an index quality quest 2?
        
             | sergiotapia wrote:
             | I had a blast playing pokerstars vr, it's just fun to
             | hangout in that VR space. I would probably play a lot more
             | rec room. again fun to just hang out in that space.
             | 
             | I think whoever solves the casualness of VR will become the
             | next big tech giant. It is looking like Facebook will come
             | back HARD.
        
         | krasin wrote:
         | >There's no VR content that is held back by the graphical
         | fidelity atm.
         | 
         | As mentioned by the other comment, the ability to read text
         | clearly is important and missing. That holds back a lot of
         | productivity use cases.
        
           | spywaregorilla wrote:
           | Maybe. I don't see many people working in VR though.
        
             | dmix wrote:
             | You'd think so but I keep hearing more and more people
             | trying to do this. Never made sense to me but it apparently
             | works for some people.
        
               | spywaregorilla wrote:
               | What kind of work?
        
               | MacsHeadroom wrote:
               | I develop financial software and sysadmin in VR (/AR pass
               | through for keyboard) on a Meta Quest 2, streaming a
               | cloud "gaming" PC wirelessly.
               | 
               | Unlimited weightless 60 inch monitors which fit in a
               | single laptop bag is real nice. 10 hour battery life with
               | a pocket sized battery pack. Unlimited with a 12ft USB-C
               | cable.
               | 
               | The only thing I can see making it better for what I do
               | is higher text fidelity. Anything else would be a luxury,
               | and unnecessary for repeated full days in VR.
        
         | bitcurious wrote:
         | > There's no VR content that is held back by the graphical
         | fidelity atm.
         | 
         | Sort of. Discomfort/nausea issues hold back VR and will be
         | addressed by this work.
        
         | Barrin92 wrote:
         | >graphical fidelity
         | 
         | it also seems like a wrong goal in general because to me the
         | entire point of VR is that it's _not_ bound to physical
         | reality, investing billions of dollars so you can sit on a
         | photorealistic sofa I think defeats the purpose. I think the
         | popularity of Minecraft, Fortnite or VRChat shows that people
         | aren 't looking for realism but interesting experiences you
         | _can 't_ have offline, with community being the most important
         | thing.
        
           | spywaregorilla wrote:
           | Photorealism isn't a good descriptor for just being able to
           | look at things and have your eyes work properly.
        
           | epgui wrote:
           | I would argue that VR aims to be more than just photorealism,
           | but that photorealism is still very important for a range of
           | use cases within VR.
        
         | bravogamma wrote:
         | Why do you expect the content to precede the platform?
        
           | spywaregorilla wrote:
           | Well I don't consider better graphics to be a new platform.
        
         | lattalayta wrote:
         | A lot of those prototypes seem to cater to common complaints
         | from first-time or casual VR users - eye strain, focus,
         | fatigue, and weight. I think iterating on these aspects of
         | comfort is important for VR adoption.
         | 
         | Personally, I don't really want or look forward to a future
         | where people spend a lot of time in a headset, but if there
         | were a lightweight, comfortable option it would be fun to
         | explore experiences every once in awhile.
        
       | 0xakhil wrote:
       | It might be difficult for us to imagine a shift to VR version of
       | social media. But think about the next generation of kids growing
       | up with these kind of techs. They will mass adopt them and we
       | will follow. For Facebook, it was millennials who adopted first
       | and for Snapchat/tiktok, GenZ.
       | 
       | And Facebook will get the opportunity to own the platform
       | completely for the first time. So the soon they reach their goal,
       | the better. Actually, it is a smart move.
        
         | heavyset_go wrote:
         | If you look at a lot of Facebook's VR advertising campaigns,
         | they're spending a lot of money on advertising to kids, making
         | VR seem like a place they and their friends can get together
         | and experience cool things.
        
       | planetsprite wrote:
       | I find it charming Zuckerberg actually seems to care about this
       | stuff. He of course wants every human interaction to be
       | monetizable by Facebook, total control of our dopamine channels,
       | etc. but I think beyond that, deep down, he's just a nerd who
       | wants to live in a VR dreamland to shut out the millions of
       | people who call him a weird lizard.
        
         | Helitico wrote:
         | Good if someone like him cares about something.
         | 
         | It would be much greater if he actually cared for society and
         | would fix what he did with facebook, addicted mobile/facebook
         | games and fake news.
         | 
         | But hey now the poor can have a 1-2k high quality VR Headset
         | with full immersion to see others in a VR Chat while living in
         | a dumpster.
         | 
         | ---
         | 
         | On a more non emotional side: Of course i like the idea of a
         | high quality VR Headset but i'm not sure what FB thinks what
         | this will do for FB. Those millions/billions they invested in
         | their Metaverse will not become something great.
         | 
         | I'm still very confinced that VR is a novelity and nothing
         | people will just be in all day long. Why would they?
         | 
         | Lets compare it to others:
         | 
         | Apple key notes are about new hardware, new usability.
         | 
         | Google IO has a ton of diversity, doing things for society.
         | They talk about taking good pictures of people with all type of
         | skin tones. They talk about 24/7 sustainability, better and
         | easier security, protecting their users, skin mold detection
         | and they have android.
         | 
         | What is Meta talking about? How to put all of us into a VR
         | world with probably a ton of monetarization. Awesome \o/ the
         | poor who can't afford their own house/home are then sitting in
         | a cheap/bad flat, sitting in a chair with a VR Headset on?
         | 
         | And of course there will be a handful people playing around
         | with this, but you know Second Live is also probably still
         | running...
         | 
         | Google is one of the few companies were their Keynotes are so
         | boring because they actually fix real life boring shit which
         | affects us all.
        
           | CompuHacker wrote:
           | There exist people now who spend all of their sleeping time,
           | and the majority of their waking time in primitive virtual
           | environments while wearing incommensurately cheap hardware,
           | speaking with almost nobody, over Internet connections barely
           | fit for the task of voice, let alone streaming video. There
           | exists appeal, for a few. You can do a lot with an avatar
           | making one of two faces.
        
         | kache_ wrote:
        
         | rl3 wrote:
         | > _... but I think beyond that, deep down, he 's just a nerd
         | who wants to live in a VR dreamland to shut out the millions of
         | people who call him a weird lizard._
         | 
         | I mean, in his defense he might be pretty normal by lizard
         | standards, I don't know. Calling him weird just seems
         | unnecessary in that context.
         | 
         | > _He of course wants every human interaction to be monetizable
         | by Facebook, total control of our dopamine channels, ..._
         | 
         | I agree. It'd be a much better future for everyone if he'd just
         | throw his advertising biz in the garbage. Apple is going to
         | kick Meta's ass in the long run just by virtue of their privacy
         | stance--which isn't all that great to begin with, but it sure
         | does beat "our intent is to sell every iota of information we
         | collect on you."
        
           | lettergram wrote:
           | Apple scans your iCloud for illicit photos and sends them to
           | police. I don't think Apple has any privacy stance worth
           | recognizing.
           | 
           | https://techcrunch.com/2021/08/05/apple-icloud-photos-
           | scanni...
        
             | snowwrestler wrote:
             | One month later...
             | 
             | > Apple delays plans to roll out CSAM detection in iOS 15
             | after privacy backlash
             | 
             | https://techcrunch.com/2021/09/03/apple-csam-detection-
             | delay...
        
               | zdragnar wrote:
               | They poisoned the well by showing they were willing to do
               | it in the first place.
               | 
               | Instead of the baseline being they probably are privacy
               | first, now it is "carefully inspect every announcement to
               | see if they are backtracking yet again"
               | 
               | I don't really envy their position; if I built a business
               | that sold hardware and software and found out that
               | customers were using my product to distribute child porn,
               | I would probably be willing to abandon lesser principals
               | too.
        
               | Rebelgecko wrote:
               | That article is talking about the on-device scanning
               | which IIRC never actually rolled out. That's separate
               | from the iCloud scanning which they still do.
        
             | [deleted]
        
             | planetsprite wrote:
             | There's a reconciliation, necessarily in a civil society,
             | between promoting privacy and doing what's possible to stop
             | child abuse. Should Apple allow child porn to be hosted on
             | its cloud servers since that's the pro-privacy stance?
        
               | [deleted]
        
               | ahtihn wrote:
               | I don't think they should knowingly allow it. On the
               | other hand I don't think they should do anything about it
               | proactively.
        
               | bckr wrote:
               | > Should Apple allow [child abuse material] to be hosted
               | on its cloud servers since that's the pro-privacy stance?
               | 
               | No they should not.
        
             | rl3 wrote:
             | Right, but the comparison here is that Meta also does this,
             | _in addition_ to selling every iota of information they
             | have you.
             | 
             | Content scanning is just an assumed part of every major
             | tech platform these days. That of course doesn't
             | necessarily make it right, but it still places Apple's
             | privacy stance significantly ahead of Meta.
        
               | murderfs wrote:
               | People keep repeating the refrain of Google/Facebook
               | selling your data, but is there any evidence of a single
               | case where this actually happened? They _use_ your data,
               | to let advertisers target specific subgroups of the
               | population. The companies that you should be concerned
               | about selling your data aren 't the advertising
               | companies, they're the financial companies that _are_
               | literally selling your transaction data to those and
               | other companies.
        
             | swatcoder wrote:
             | It may not be _good enough_ , but I think we can
             | acknowledge that caving to political pressure is a very
             | different posture than building your entire business model
             | around monetizing antiprivacy.
        
             | oneplane wrote:
             | Yep, just like Google, Dropbox, Box, Microsoft and pretty
             | much anyone else who wants to store photos in the US.
        
           | umanwizard wrote:
           | Facebook does not sell users' information. It uses their
           | information to target ads, which it sells.
           | 
           | You might also be against the latter, fine! That's a
           | perfectly reasonable position to hold. But don't muddy the
           | waters by calling it something fundamentally different.
        
           | ethbr0 wrote:
           | > _Apple is going to kick Meta 's ass in the long run just by
           | virtue of their privacy stance_
           | 
           | I think you're discounting (ha) the allure of free/cheap to
           | people who don't have disposable income. Which is to say,
           | most people.
        
             | cyanydeez wrote:
             | You refer to poor people.
             | 
             | "You're forgetting the poor people"
        
             | FredPret wrote:
             | But there is zero money to be made out of people who have
             | zero money.
        
               | rl3 wrote:
               | > _But there is zero money to be made out of people who
               | have zero money._
               | 
               | That's not true. That's why credit exists. Selling poor
               | people shit they can't afford with terrible terms is a
               | long-standing American tradition.
               | 
               | When a debtor is unable to pay (often times through no
               | fault of their own), the creditor eats the cost because
               | their margins are good enough to allow for it. That
               | effectively represents a wealth transfer between
               | corporations providing the services and the corporations
               | providing the credit.
        
               | echelon wrote:
               | The creditor doesn't put a lien on the debtor's house,
               | repossess their goods, or take them to court?
               | 
               | Obviously this happens with mortgages, cars, and other
               | extremely high value things. IRS debts, student loan
               | debts...
               | 
               | But what about credit cards? Don't they have mechanisms
               | other than tanking your credit report? And if not, why
               | don't poor indebted people simply default all the time to
               | remove debt?
        
               | kwizzt wrote:
               | I would argue there is money to be made out of people
               | with zero money. Student loans are an example. Instead of
               | zero money, they now have negative money. This is
               | terrible ofc.
        
               | germinalphrase wrote:
               | Zero money _now_ - but one must be ready to skim the
               | cream off their _raw human potential_.
        
             | bee_rider wrote:
             | It'll be interesting to see where this goes. If VR becomes
             | a big thing and we get to the point where an appreciable
             | chunk of social interactions start to take place over it
             | (huge if), the device would at least be as significant as
             | your phone.
             | 
             | People in the US are willing to spend extra on the Apple
             | phone. There's already drama over the stupid blue
             | text/green text thing, imagine a world where you know that
             | your social interactions with a Facebook user are snooped
             | on. I think it could lead to some significant
             | ostracization. Private party -- no Facebookers.
        
               | kmonsen wrote:
               | Isn't part of the reason people are spending on iPhone
               | that they can signal wealth to friends? From what I
               | remember Apple always sells more when then introduce new
               | golden colors so people can show they have the new
               | device.
        
               | amelius wrote:
               | Inside VR you can have a phone with diamonds for no extra
               | $.
               | 
               | Thinking about it, those diamond-lacking iPhones look
               | quite shabby, already!
        
               | tjr225 wrote:
               | Have you ever been in the Apple ecosystem? Its not
               | perfect but it beats anything else as far as UX is
               | concerned.
        
               | germinalphrase wrote:
               | Reality shaping, not snooping, will be the primary
               | concern.
        
             | rl3 wrote:
             | You're probably right, though I don't think it all comes
             | down to disposable income.
             | 
             | Laziness, apathy and network effects are perhaps equally
             | powerful forces. After all, I continue to use Google and
             | Instagram despite my knowing how the sausage is made there.
        
           | krapp wrote:
           | > I mean, in his defense he might be pretty normal by lizard
           | standards, I don't know. Calling him weird just seems
           | unnecessary in that context.
           | 
           | All the other lizards manage to blend in just fine, except
           | for the occasional slip-up that gets caught on Youtube. Mark
           | Zuckerberg acts like he slept through every day of the how to
           | human seminar on the lizard mothership.
        
           | lvass wrote:
           | >their privacy stance
           | 
           | https://en.wikipedia.org/wiki/PRISM
        
           | ntoskrnl wrote:
           | I've never heard of any other lizard that eats Sweet Baby
           | Rays. By lizard standards that's pretty weird.
        
           | mortenjorck wrote:
           | There's an alternate universe where Zuckerberg takes Yahoo's
           | $1B offer for Facebook in 2006 (which Yahoo sells a decade
           | later to Pinboard for $100k) and becomes more of an Elon Musk
           | figure, investing in and running a handful of forward-
           | thinking businesses.
           | 
           | Imagine Oculus becoming Meta without the Facebook baggage - a
           | hardware-focused company with a major services play, but no
           | adtech business.
        
             | rl3 wrote:
             | > _Imagine Oculus becoming Meta without the Facebook
             | baggage - a hardware-focused company with a major services
             | play, but no adtech business._
             | 
             | I think this was called Magic Leap. I don't know, I think I
             | still prefer Rony Abovitz awkwardly dancing around in a
             | space suit rather than Zuck.
        
             | germinalphrase wrote:
             | A cautionary tale - for a certain kind of person.
        
         | [deleted]
        
         | idiotsecant wrote:
         | Poor billionaire Zuck, all he has to comfort him is swimming in
         | his giant pool full of scrooge mcduck gold.
        
         | systemvoltage wrote:
         | Worth watching his interview with Lex Fridman. He seems like a
         | decent guy, genuinely nerdy and smart.
        
           | kelseyfrog wrote:
           | It's a really good example of how media shapes our
           | perceptions of villains in a way that makes us unable to see
           | how villainous behavior works in the real world. In short,
           | the tendency to reinforce attributive simplicity especially
           | in moral terms, means that a decency and relateableness
           | become ineffective socio-moral proxies.
        
         | scyzoryk_xyz wrote:
         | I think it's so strange that people are calling him a "Weird
         | Lizard". "Weird Lizard" is a mouthful - plenty of other names
         | worth calling him and his monopoly. I highly doubt his VR dream
         | is anything more than an anti-antitrust maneuver.
        
           | bckr wrote:
           | How about "Sauron".
           | 
           | [] https://www.google.com/search?q=zuckerberg+sauron
        
             | ben_w wrote:
             | I'm kinda surprised, I'd have guessed Smaug if people were
             | going to associate him with a Tolkien villain.
        
               | dwighttk wrote:
               | I dunno... big eye that can see all over the world
               | through palantirs
        
         | SalmoShalazar wrote:
         | This was legitimately the most humanizing piece of media I've
         | seen from Zuckerberg. It helps that I find VR fascinating, and
         | seeing him engage with it beyond a superficial corporate level
         | like I'd expect was refreshing.
        
           | yreg wrote:
           | I found his recent conversation with Lex[0] interesting
           | (though I haven't listened to all of it). It is obvious that
           | he is personally interested in the future of VR. When he
           | talks about it, he seems more relatable than usual.
           | 
           | [0] - https://www.youtube.com/watch?v=5zOHSysMmH0
        
         | dmix wrote:
         | For the price point Quest 2 really is an amazing product.
         | 
         | We're really getting to the point where it's mainstreaming.
        
           | oofbey wrote:
           | They're taking a loss on every unit sold. They can afford to
           | this because they have a firehose of cash from FB, and they
           | believe this is the "next big thing" so they want to
           | establish dominance. Sadly, it's almost certainly gonna work.
           | The content ecosystem will follow the user base, and a $300
           | headset will outsell a >$1k setup by a huge factor.
        
             | colinmhayes wrote:
             | The money is in the app store. Video game console sell at
             | cost as far as I know, but they make a killing over their
             | lifetime because they make $15 on every game sold.
        
               | shafyy wrote:
               | Exactly. It's like saying Gilette or Nespresso lose money
               | per unit sold. Sure, but they make it up with replacement
               | razors and espresso capsules.
        
             | bitshiftfaced wrote:
             | Nah, there's enough big players out there, and the tech
             | will continue to get better and cheaper. I think Meta might
             | be surprised by how many potential customers will run to
             | their competitors if it means they don't need to have a
             | Facebook account to use VR.
        
             | welcitop wrote:
             | I'm already worried for boys.
             | 
             | When I think about who would have the time and motivation
             | to sit in a VR world all day long I can not imagine girls
             | or a lot of adults of some type.
             | 
             | I really struggle seeing anyone outside of a private space
             | wearing it in public, in an office or public transport. It
             | looks weird. It removes you from reality and your
             | surroundings.
             | 
             | So who is left? Boys? Already single man motivation for
             | playing the same games all day long like egoshooters etc.
             | 
             | Porn will be a motivation for sure.
        
           | mrfusion wrote:
           | Do you still need a Facebook account?
        
           | epgui wrote:
           | I was extremely skeptical of VR until I got a Quest 2 and
           | spent a bit of time with it. I used to think it was just a
           | tech gimmick that added no value, but I think I was wrong and
           | I've completely reversed my stance on the idea. This device
           | is still rather primitive and far from great, but IMO it's
           | just good enough to show you what's possible in the very near
           | future.
           | 
           | I still really hate facebook/meta and don't have a lot of
           | faith that they can make the world a better place, but I now
           | feel like VR can add a lot of real value and is fundamentally
           | a good goal.
        
             | Helitico wrote:
             | But what do you do with it?
             | 
             | How often?
             | 
             | How is your long term motivation?
        
               | shafyy wrote:
               | No OP, but I mostly use it to play "hangout" games with
               | friends who live in different countries, such as ping
               | pong or minigolf. Much more fun to hang out and play a
               | casual game and talk than sitting in a Zoom call with
               | them. Sometimes I also play a quick round of Beat Saber
               | or some other game.
               | 
               | How often? Couple of hours a month
               | 
               | Long term motivation? Do more social stuff with remote
               | friends and, once it's more comfortable to wear for more
               | than two hours straight, also work in VR.
        
             | mathstuf wrote:
             | I find it very underwhelming (and I was already suspicious
             | to begin with). My wife got one for a conference and after
             | doing the First Steps and being used for her conference,
             | it's basically just gathered dust other than showing
             | friends First Steps (after recharging it because it's just
             | been sitting in its box for weeks or months). The Jurassic
             | Park/World/whatever game was OK, but I was basically bored
             | after an hour or two (I did not find it very immersive at
             | least). Certainly not groundbreaking. My mom has it now and
             | enjoys the roller coaster sim (which is quite vertigo-
             | inducing and limits the playtime substantially), but
             | without shelling out cash for unknown-quality software
             | (something I find too risky at their price points) it's
             | basically just a few gimmicks so far in my experience.
        
               | oneoff786 wrote:
               | Same. I'm always surprised by all these people on HN who
               | claim to have had epiphanies trying the product.
               | Especially the ones who seem to think wireless is the
               | game changer when you're still walking around a 5x5m
               | space and relying on other inputs for actual movement.
        
               | jayd16 wrote:
               | Sounds like you've played next to nothing on it. Try "I
               | Expect You to Die" or "Beat Saber" or even "Halflife
               | Alyx" if you have the PC for it.
        
               | moron4hire wrote:
               | I mean, you've basically done nothing with the device.
               | How can you claim it's not any good when you haven't even
               | seen the fair-to-middling parts (Say nothing of the
               | actually good parts)?
               | 
               | "Basically a few gimmicks" yet refuses to do any basic
               | research and buy a few games to actually try it out. Huh.
        
               | ggambetta wrote:
               | Try Pavlov Shack :)
        
             | [deleted]
        
         | oofbey wrote:
         | No I'm pretty sure his only interest in VR is to control our
         | dopamine channels as completely as possible. He may be a nerd,
         | but he's Machiavellian to the core and will do anything he can
         | to amass power to control other humans. Things like legality
         | and morality merely provide guidance to him on how other people
         | will react to his efforts. His biggest challenge has always
         | been convincing his employees that what they're doing has merit
         | and is not pure evil. Generally that has worked by paying them
         | tons of money and telling them they're special snowflakes.
        
       | Slix wrote:
       | I'm excited by improvements in VR technology. Varifocal lenses
       | would solve one of the weirder problems in VR: that you can't
       | change your focal point.
        
       | gabea wrote:
       | AR/VR is inevitable. I find it astonishing that there are so many
       | naysayers on HN, a community that in its early days embraced
       | technology innovation. Today's VR (and even AR via Mobile Phones)
       | is primitive, sure, but the same could be said about desktop
       | computers before the transition to mobile ever was an idea?
       | 
       | I expect more comments on how to influence this technology versus
       | dismissing it as not applicable for the human race.
        
         | kashkhan wrote:
         | Inevitable like robots driving cars, colonizing mars, flying
         | cars, clones, AGI...
         | 
         | Assuming the sun doesn't engulf us first.
         | 
         | Reality is VR will always be distinguishable from reality.
        
         | muglug wrote:
         | I was wowed the first time I put on a VR headset, and I
         | continue to be wowed every time I try it. But lots of regular
         | people aren't sufficiently wowed to pay console-level prices
         | for the experience, which to me indicates that the culprit
         | isn't just immature technology.
         | 
         | > AR/VR is inevitable.
         | 
         | Calling a given technology "inevitable" shuts down criticism.
         | 
         | There's nothing inevitable about a technology that takes charge
         | of our two most important senses (sight and hearing) at once. I
         | think that counts as sensory deprivation to a lot of people.
        
         | walleeee wrote:
         | AR/VR skepticism _is_ an attempt to influence the tech
         | landscape and imo the most compelling dismissals are not made
         | on grounds of irrelevance or lack of application but principled
         | judgements about how we want to interact with the world
         | 
         | is it particularly surprising that people who know what goes
         | into the sausages might be skeptical about feeding them to
         | everyone for every meal?
        
           | bckr wrote:
           | This, extremely this. I wish we were more excited about
           | volumetric displays or programmable matter, instead.
        
         | gigel82 wrote:
         | It's not though; it's a gimmick. The scenarios aren't there. In
         | fact, I think the scenarios won't be there for a general
         | purpose AR/VR device even if they make them as thin as glasses.
         | Sure, navigation on a bike is nice, and maybe hololens-like
         | scenarios for manufacturing or high-end industrial support, but
         | that's it.
         | 
         | I have an Oculus 2, and before that I've had a couple of
         | Windows VR headsets when Microsoft was doing their push;
         | they're all gathering dust in a box now...
        
           | Jcowell wrote:
           | > Sure, navigation on a bike is nice,
           | 
           | It doesn't just have to be on bike. I would say walking
           | directions are far more valuable.
           | 
           | Let's take what I say is the Peak AR Device:
           | 
           | Glasses with Shuttered Camera + LIDAR, Bone Conducting Audio,
           | Haptic Feedback, High Quality Microphones, & Smart Assistant.
           | 
           | Often when I'm out in the city and finding a new place I
           | would rely on my phone. Often the GPS on my phone would be
           | screwed since I was underground and I would have to look at
           | the streets on the map to see where I am relative to where I
           | need to face and go. On the newer models of the iPhone I can
           | use it's LIDAR feature to tell it exactly where I am , but
           | it's cumbersome to wave your phone back and forth. An AR
           | glasses would already be scanning around, know exactly what
           | direction your facing , and give you visual indicators of
           | where to go the whole trip.
           | 
           | Let's say someone who speaks a different language ask's you a
           | question like say directions , an often enough encounter
           | where I'm from. With the strides Apple are making in their
           | Translate technology (with much more to go), the translated
           | speech can appear as text right in front on your screen.
           | Let's say the show you a piece of paper enter in a different
           | language. That same translate technology can show you a
           | translated page. AR , if we get there, will be amazing and
           | all of the technology I said above already exist in mobile
           | form.
        
         | JacobThreeThree wrote:
         | Sure it's inevitable.
         | 
         | That doesn't change the fact that the input problem for AR/VR
         | is not solved. Some VR is trying to solve this by integrating
         | back in the mouse/keyboard. Others, like Elon, are trying to
         | leapfrog to human-brain interface.
         | 
         | Neither of those efforts change the fact that for current AR/VR
         | your input is lower bandwidth than a smartphone which is
         | already lower bandwidth than mouse/keyboard.
         | 
         | This input bandwidth limit means that the applications for the
         | tech are currently very minimal and means that any product
         | being sold today is unlikely to do well.
        
           | WJW wrote:
           | I honestly don't see VR ever really taking off before we
           | manage to solve the "output" problems either. Every sense
           | except vision and hearing gets ignored. Walking is a complete
           | mess, because real life furniture tends to get in the way.
           | Smell and taste are usually completely ignored. Touch tends
           | to fail completely as soon as you "push through" the haptic
           | feedback.
           | 
           | VR is just not very "real", and I don't think we can ever
           | make it real enough with the tech path it is on. Human brain
           | interfaces seem like the best bet, but they are so far away
           | that I don't think they'll be commercially available in my
           | lifetime.
        
             | alexalx666 wrote:
             | Killer app for VR is new interface to computer imho
        
           | Groxx wrote:
           | Yeah. AR/VR being future heavyweights seems obvious.
           | 
           | Currently though? They're all kinda shit. And there doesn't
           | seem to be a clear incremental step from "current" to "good
           | enough" for a GIGANTIC range of scenarios, so it seems
           | reasonable to claim "it's not coming any time soon".
           | 
           | And I say all this as an enthusiast. When resolution and
           | compute power increases a bit, I'll probably make a real
           | effort to use VR (AR seems further away) to replace my
           | desk/monitor(s)/etc for work. But without a ton of effort and
           | severe tradeoffs, it's not really currently feasible.
        
         | root_axis wrote:
         | This argument is a classic template for enthusiasts when faced
         | with skeptical push back. Comparing your pet-technology with
         | the nascent version of something that went on to be incredibly
         | successful is a very common fallacy that doesn't help your
         | argument.
        
         | ilamont wrote:
         | For some the "VR is inevitable" predictions clash with past
         | experience about the coming VR wave, virtual words, and failed
         | 3D hardware (Google Glass, 3D TV, etc.). For those who invested
         | time and money into these earlier attempts, it's difficult to
         | believe that this will be any different despite some undeniably
         | cool demos and compelling niche use cases.
        
           | berberous wrote:
           | I think you are right based on the media coverage, but I'm
           | bewildered that anyone who has tried these can equate them.
           | My personal experience trying all of these when they came out
           | 
           | 1. Google Glass: This is the most underwhelming and lamest
           | thing ever. Tried for 20 seconds and never thought about it
           | again.
           | 
           | 2. 3DTV: meh, I'dr rather watch 2D.
           | 
           | 3. Magic Leap / HoloLens: this is way less cool than the
           | commercials, tiny field of view, incredibly far way from
           | something actually usable.
           | 
           | 4. Oculus DK2: jaw dropped, holy shit moments. WOW!
           | 
           | That's not to say VR is perfect. In fact, it's far enough
           | away from perfect I currently never use it. But it is so much
           | more impressive and close to being amazing than these other
           | categories.
        
             | andybak wrote:
             | This is close to my position. I was completely unimpressed
             | by 3D TV but VR made me stop what I was doing and learn
             | Unity. It seems strange to lump them in the same category.
             | There was no grass roots passion for 3D TV. There's still
             | tons for VR/AR.
        
         | AlexandrB wrote:
         | For some use cases, AR/VR is already here! There's nothing to
         | be skeptical about. But I think it's healthy to be skeptical of
         | the idea that AR/VR can be shoved into every aspect of our
         | lives and it will make sense. Phones/tablets didn't replace
         | regular computers for productivity. Will VR do it? Who knows,
         | but I kind of doubt it. Will every genre of game make sense in
         | VR? Probably not.
         | 
         | Then there's also the history of each recent step forward in
         | technology coming along with increased top-down control and
         | surveillance. Here, it's especially important to be skeptical
         | of Meta's influence on VR specifically. I think Meta's goal is
         | to create a fully walled garden where they can surveil their
         | users freely to sell ads. An App Store for VR, but with even
         | more monitoring and advertising. This is not a future I want,
         | regardless of the benefits of the technology itself.
        
           | andybak wrote:
           | I'm simultaneously a huge advocate of VR/AR as an amazing new
           | medium and at the same time sceptical about it's chance of
           | short or medium term mass adoption.
           | 
           | Can't it just be a niche/enthusiast product for another
           | decade or so? There's enough people that care and it to keep
           | our afloat. It doesn't have to shift a billion units
        
         | typon wrote:
         | > I find it astonishing that there are so many naysayers on HN,
         | a community that in its early days embraced technology
         | innovation.
         | 
         | You're creating a false dichotomy - probably unintentionally,
         | but I find it's important to point it out. As one of these
         | naysayers, I'm not against VR because I'm somehow skeptical of
         | futuristic/modern technology (nuclear fusion when?), it's
         | because I am specifically against VR/AR in the hands of a
         | megacorp like Facebook. If all this development was happening
         | in the open, like for example the web developed, I would be
         | jumping on this yesterday. As someone who's dreamed of the Star
         | Trek holodeck since I was a child, the thought of becoming an
         | Oculus dev to pursue this dream does not excite me one bit.
        
         | pmontra wrote:
         | It's not inevitable for the masses until the only way to do it
         | is a headset. It will be only a tech for specialized markets
         | and in controlled environments. Gamers, engineers, doctors.
         | You're not going to do AR/VR while walking or when killing some
         | time waiting at the restaurant. One reason is that not many
         | people will carry a cumbersome headset with them. A phone is a
         | better device for those scenarios.
         | 
         | Glasses or contact lenses could change that. I can't wear
         | contact lenses anymore but I wear glasses all the time. Light
         | glasses, not heavy ones.
        
         | sarsway wrote:
         | I used to think so, it just sounds like it would be "the
         | future", right?
         | 
         | But realistically, what exactly is the appeal of it? The
         | Metaverse? I mean, if no one can figure out how to make a fun
         | MMORPG these days, what makes you think the "Metaverse" will
         | actually be something people will want to spend time in? And
         | why would Facebook be the one who actually figure out how to
         | build some super appealing virtual world, they have 0%
         | experience in doing this. It's gonna be boring, in immersive
         | VR, still boring. And who really wants to wear these headsets?
         | They always gonna be somewhat bulky.
         | 
         | But even if you could make it super immersive, and super fun,
         | and totally appealing, you always gonna be one thing that's
         | holding you back: Your real body, yes unfortunately we are all
         | tied to these meat bags, so our dream of moving into our self
         | created Matrix is always gonna be somewhat limited.
         | 
         | I mean you gotta be realistic here, no matter what we do, life
         | will always be best experienced without a VR headset on. It
         | might have some cool fun uses, but that's about it.
        
           | DoneWithAllThat wrote:
           | So while I'm general I do think some of the fascination with
           | VR ubiquity is overhyped: this last weekend the Furality VR
           | furry con was held in VRChat. It had over 5000 registered
           | attendees and peak simultaneous players was over 4200, with
           | most of the popular events/times still numbering in the 1000s
           | of players.
           | 
           | And that's with VR still very much in the gen 1 (maybe gen 2
           | if you want to be generous) phase of development. Within five
           | or ten years tech like eye and mouth tracking and
           | partial/full body haptics (which are all already a thing,
           | just niche) will be typical offerings.
           | 
           | I don't know to what extent it'll displace existing tech. But
           | the popularity of it today (especially in spaces where
           | artists and developers can do whatever they want) is real and
           | growing crazy fast.
        
           | berberous wrote:
           | I think you are just out of touch. Don't kids already spend
           | tons of time in Roblox, Minecraft and Fortnite? Fortnite has
           | concerts by artists like Travis Scott that are massively
           | attended, fashion areas where you can shop virtual clothing,
           | etc. You really think this trend will dissipate as the tech
           | gets better?
        
             | shahbaby wrote:
             | I'm sure VR will grow and have its place, it just won't be
             | a game changing revolution like smartphones were.
        
         | cmrdporcupine wrote:
         | Well, no thank you. I have enough problems getting my teens - -
         | especially my son -- to live the real world, to make friends,
         | socialize, get outside, breath fresh air, and get off touch
         | screens and games.
         | 
         | I won't let VR goggles enter my home. I'm not the only one.
         | Maybe it's the future, but I'll hold it off as long as I can --
         | especially if it's Facebook, with all their ethical blindness
         | and attention monopolizing -- that's pushing it.
        
         | ar_te wrote:
         | Is it though? Technology is progressing, sure. And it will find
         | its use, but what are the datapoints or other clues that
         | predicts that AR/VR will become mainstream? Not saying it will
         | not, but what makes it, in your opinion, "inevitable"
        
         | tootie wrote:
         | My contention isn't that it won't happen only that it's
         | irrelevant. AR/VR is just UI. It doesn't really make anything
         | new possible. An absolutely perfect headset will be marginally
         | more convenient for some modalities than a phone and much less
         | convenient for a lot of others.
        
           | hexomancer wrote:
           | My contention isn't that it won't happen only that it's
           | irrelevant. Smartphones are just UI. They don't really make
           | anything new possible. An absolutely perfect smartphone will
           | be marginally more convenient for some modalities than a
           | laptop and much less convenient for a lot of others.
        
             | tootie wrote:
             | Smartphones make loads of things possible that weren't
             | possible before. They are extremely portable, have
             | excellent displays for text, can connect to mobile data
             | networks and contain an array of sensors that benefit from
             | mobility.
        
               | hexomancer wrote:
               | You can connect usb GSM adapters to have the mobile
               | network on a laptop (same for all the other sensors). It
               | is just a lot more "convenient" to have a smartphone in
               | your pocket rather than carry a giant laptop with you
               | everywhere. Which is the point I was trying to make. Yes,
               | technically all thinks VR does is possible with a
               | smartphone but it is a lot more "convenient" to have
               | google maps directions overlayed on top of real world
               | rather than looking at it through a smartphone.
        
         | zmmmmm wrote:
         | It's a fascinating phenomenon ... I call it "passionate
         | dismissal". You can tell many of these people aren't 100%
         | sincere from the mere fact they showed up to make a comment.
         | 
         | "This technology is boring and going nowhere ... so I read an
         | article all about it and then took the time to make a comment
         | about it ..."
         | 
         | I'm ready to predict that these people are radically wrong. The
         | VR adoption curve is so sharp now in the 10-15 yr age bracket
         | that people haven't caught up to the fact it is happening yet.
         | I say that as someone with children in that age range and > 50%
         | of their friends suddenly have and use VR routinely. These kids
         | are all super acclimated to spending large amounts of time in
         | VR. These kids are "primed" to become the next wave of tech
         | users.
         | 
         | HN folks, get ready to feel really, really old in 5 years from
         | now - probably how all our parents / grandparents felt when we
         | showed up with smart phones.
        
       | Animats wrote:
       | That's nice, but it's just the display part. Now you need
       | something to generate a high-quality display. Right now, the
       | minimum hardware for that is probably a Playstation 5, which can
       | run the Unreal Engine 5 Matrix demo. So you could do this now,
       | tethered, with somewhat bulky headgear. Like the Star Wars
       | Experience location-based entertainment system, which cost US$10K
       | and required a backpack.
       | 
       | Carmack says all that has to be squeezed down to swim goggle size
       | to go mainstream. Eyeglass size to become ubiquitous, like
       | smartphones. Eventually, but it's some years out.
       | 
       | Meanwhile, we should see low-end standalone systems (Google Glass
       | 3.0?) and high-end tethered systems with a base station doing the
       | graphics.
        
       | nrclark wrote:
       | Every time I see something like this, I'm struck with the idea
       | that Zuckerberg read Ready Player One and said "yes, that's make
       | THAT future."
        
         | ydnaclementine wrote:
         | I think you mean the book Snow Crash, which John Carmack is a
         | fan of
         | 
         | https://twitter.com/id_aa_carmack/status/1454230235847688200...
        
         | camdat wrote:
         | Now we just need a comment on how this is "just another version
         | of Second Life" and we should have a TL;DR of every Meta + VR
         | thread on HN.
        
         | rightbyte wrote:
         | This short film comes to mind: (Uncanny Valley)
         | https://www.youtube.com/watch?v=1AvyUWUKCw8
        
         | nocarrier wrote:
         | It was actually Rainbow's End by Vernor Vinge that really got
         | Zuck excited about the possibilities of VR--he read it a few
         | years before he bought Oculus and talked about it a lot at the
         | time.
        
         | thealfreds wrote:
         | There was a handful of novels and light novels that explored
         | this concept easily a decade or more before RPO. It especially
         | became popular sometime in the mid 2000s I remember a bunch of
         | popular light novels coming out around that time.
         | 
         | I'm personally imagining Zuckerberg as a .hack fanatic like
         | myself and my brother were back in '03.
        
         | voz_ wrote:
         | That book was garbage, so probably not.
        
         | tootie wrote:
         | https://www.wnycstudios.org/podcasts/otm/segments/making-sen...
         | 
         | These critics give that same example and a few others trying to
         | prise open what Zuck and others are thinking and what it
         | actually means for consumers
        
       | theschwa wrote:
       | The interview with Norm from Adam Savage's Tested gives a lot of
       | good extra details: https://www.youtube.com/watch?v=x6AOwDttBsc
        
       | dmix wrote:
       | The new design of the last one has a headset that you turn to
       | mount on your head looks nice. That's so much better than the
       | straps that comes with Quest 2, I hope they make that the
       | standard.
       | 
       | The after-market Quest head kits for ~$20 make it much more
       | comfortable.
        
       | dukeofdoom wrote:
       | VR elections next. Can't wait to chose between Jack Johnson and
       | John Jackson.
        
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