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Re:HTC Vive Headset Nearing 100,000 Sales by megablast on Wednesday July 06, 2016 @07:24PM (#12046532)
So you kinda thought VR was hyped, but it didn't stop you from ordering a Vive?

I think VR is incredibly hyped, just as it was 15 years ago.

What do you imagine this new medium replacing? Games? Movies? Monitors?

Re:HTC Vive Headset Nearing 100,000 Sales by carlosdp on Wednesday July 06, 2016 @07:35PM (#12046589)
What can I say, I'm a compulsive early adopter =P I also have an Apple Watch and a Myo armband, but haven't found a ton of compelling uses for them yet. I didn't want to miss out on the opportunity to develop for it early if I was wrong and I had the cash to buy it.

The difference from 15 years ago is that the hardware is actually here and practical. We have the tracking and displays and they are actually really good. It really creates presence, there is 0 comparison between Oculus/Vive and VR experiences of yesterday, such as the Aladdin ride in Downtown Disney. Hell, HTC is literally pivoting the entire company to the Vive. HTC/Valve + Facebook + Sony + Samsung is a ton of top-notch engineering effort being put into just the first generation of devices/software.

See my comment above, but basically I imagine it'll create new media/experiences rather than replace. I don't think "floating monitors in space" will ever be compelling (maybe in AR), and I don't think "movies" as we think of them now will be practical (though I do think there is room for a more "theatre-like" approach).

Re:HTC Vive Headset Nearing 100,000 Sales by tfinniga on Wednesday July 06, 2016 @07:44PM (#12046622)
If the displays get a lot higher res, I could see myself using stacks of floating displays for apps instead of my current multimonitor display. Imagine being completely surrounded by digital paper that defies the laws of physics.
Re:HTC Vive Headset Nearing 100,000 Sales by carlosdp on Wednesday July 06, 2016 @07:53PM (#12046669)
For me, the headsets would also need to be way lower profile. I think by then the distinction between AR/VR will be very small though.
Re:HTC Vive Headset Nearing 100,000 Sales by tfinniga on Wednesday July 06, 2016 @08:03PM (#12046701)
Re:HTC Vive Headset Nearing 100,000 Sales by kbenson on Thursday July 07, 2016 @12:14AM (#12047452)
Wow, that's cool. Light-weight, close to actual sunglasses size, and able to correct for prescription? I want to try these.
Re:HTC Vive Headset Nearing 100,000 Sales by boulos on Thursday July 07, 2016 @06:24AM (#12048471)
They were letting people try them on at the Emerging Technologies booth at SIGGRAPH. You could get yourself one of the cheap passes and come down to Anaheim in a couple of weeks, I'm sure they'll have their latest revision.
Re:HTC Vive Headset Nearing 100,000 Sales by kbenson on Thursday July 07, 2016 @02:07PM (#12051072)
I'm actually going to be in Anaheim the weekend of the 16th (Disneyland), but making it back down there a week later isn't going to work with my already planned vacation later. :/

If only I could find a way to convince my employer that this conference is related to the job at hand...

Re:HTC Vive Headset Nearing 100,000 Sales by wuliwong on Wednesday July 06, 2016 @09:08PM (#12046912)
VR definitely hits games and porn pretty naturally, right now. Games like Hover Junkers are an example of great early execution in this medium.

I think VR movies are a still a bit off, though I could be totally wrong. The reason I say that is because some of the fundamental theories used in making a movie are different in VR. Namely, you can't be certain you know where the "camera" is. :) Also, VR movies require a lot of new and developing camera hardware and editing software to come along. There are some cool things out now but my understanding is it is all very new and developing. Ultimately, I still buy in on VR movies, though. I am a believer in VR movies mainly because of my own experience watching short films in VR was super cool but also from watching videos of people curled up in the fetal position as they were being shown some scary movie in VR. It's visceral in a way that has not been achievable up until now.

I also think AR well be a widely adopted medium and there might become a pretty gray distinction after a while. I could imagine headsets or glasses that you can increase or decrease how much external light comes through. I can see doing things like checking email, facebook, etc. being done in AR but still allowing you to go about your normal routine like making coffee and breakfast or walking the dog. Seems far more compelling than looking at notifications on my watch.

Eventually, I also suspect that we will be "mainlining" these experiences and not be wearing headsets at all. Implanting some device that directly stimulates the necessary parts of the brain (or other parts of the body needed).

Re:HTC Vive Headset Nearing 100,000 Sales by missn on Thursday July 07, 2016 @06:48AM (#12048533)
Have you seen Pearl from Google's Spotlight Series? It's a VR film that shows how you can get around the "limitations" of VR: http://www.fastcodesign.com/3060252/dont-be-surprised-if-goo....

I definitely agree though. You can't just take what works in film and expect it to work in a VR film. It'll be interesting to see how filmmakers experiment with the medium as more and more start pushing what it can do.

Re:HTC Vive Headset Nearing 100,000 Sales by wuliwong on Thursday July 07, 2016 @02:27PM (#12051190)
I have a friend who partnered with another guy and they bought the Nokia OZO recently. I'm really excited to see what they do and hopefully will get to figure out someway I can participate and be useful. I'm very intrigued by video for VR. Though I am kinda sold on light field tech eventually being the solution.

That link is cool. I'll read it in depth. Thanks! I am excited by the possible shakeup in film theory caused by VR. I believe some really cool artistic innovations are going to come coupled with the technological ones.

Re:HTC Vive Headset Nearing 100,000 Sales by drzaiusapelord on Thursday July 07, 2016 @11:00AM (#12049729)
>VR definitely hits games and porn pretty naturally

The consensus at /r/vive is that VR porn is pretty terrible. You either deal with uncanny valley stuff for 'real' 3D scenes or just awkward camera placements and other issues for 360 movies. There's also a psychological effect of being 'too close to the action' or 'first person porn being unsexy' many have complained about.

I think the "tech will succeed because of porn" is a problematic mantra nowadays. I don't see facebook, Apple, etc succeeding because of porn. If anything, those platforms either outright block it or give a substandard porn experience. I don't think porn tells us anything nowadays.

Re:HTC Vive Headset Nearing 100,000 Sales by wuliwong on Thursday July 07, 2016 @02:37PM (#12051247)
I wasn't saying "tech will succeed because of porn".
Re:HTC Vive Headset Nearing 100,000 Sales by 2muchcoffeeman on Wednesday July 06, 2016 @10:26PM (#12047165)
Namely, you can't be certain you know where the "camera" is.

Aren't you assuming that they would allow the wearer to change the camera position?

You could film a movie or design a game such that the camera location is fixed or on rails. You're more like an observer than a participant.

Eg. Chronos and Edge of Nowhere

Re:HTC Vive Headset Nearing 100,000 Sales by wuliwong on Thursday July 07, 2016 @02:34PM (#12051235)
I would agree that my language was a bit loose but what I'm talking about still applies as long as the viewer can turn their head.

The main issue I was thinking about was that you cannot say for sure where your audience is looking at any moment in time.

Re:HTC Vive Headset Nearing 100,000 Sales by sten on Thursday July 07, 2016 @10:45AM (#12049619)
I believe the GP was refering to the production of films and movies. For example, much of the Lord of the Rings films were shot with forced perspective. How would that translate into a VR medium?
Re:HTC Vive Headset Nearing 100,000 Sales by munchbunny on Wednesday July 06, 2016 @08:09PM (#12046715)
After playing Elite: Dangerous with the Rift, I can corroborate that it's a legitimately amazing experience that is a huge step up from both playing with stereo 3D or regular monitors.

VR might stay as a somewhat specialized medium, but within the medium the possibilities are very compelling.

Re:HTC Vive Headset Nearing 100,000 Sales by BigJono on Wednesday July 06, 2016 @07:37PM (#12046597)
Probably just games, though other uses will pop up too. TotalBiscuit (the Youtuber) said he got one of the Samsung VR things (I forget the name, the one where you put your phone in it) and used it to watch a movie on a long flight, and it completely removed his fear of flying.
Re:HTC Vive Headset Nearing 100,000 Sales by majewsky on Thursday July 07, 2016 @04:32AM (#12048166)
Gear VR is the name.
Re:HTC Vive Headset Nearing 100,000 Sales by drzaiusapelord on Thursday July 07, 2016 @10:56AM (#12049699)
>What do you imagine this new medium replacing? Games? Movies? Monitors?

Why would it? It supplements my other recreational activities. The same way a Xbox didn't replace PC gaming or flat screen TV's didn't replace movies.

>I think VR is incredibly hyped, just as it was 15 years ago.

I own a Vive. Its kinda amazing. No, people won't be "locked in VR and refuse to leave" and other hysterics, but what we are able to do right now is exceptional. Its the most interesting thing I've bought in a long time. I see these breathless essays on HN and reddit about new cellphones or some new laptop that you have to squint to see the difference between the old and the new versions. I think some level of hype is justified here. If people can lose their shit over the annual new iphone or ipad then can certainly lose their shit over VR.

That said, there is a lot of hype, but that's part of being in a competitive marketplace full of marketers and advertisers. Arguably, if the hype was toned down then a lot of people interested in VR would have never heard of the Vive.

Hype/marketing/pr serves a purpose.

Re:HTC Vive Headset Nearing 100,000 Sales by cmelbye on Wednesday July 06, 2016 @07:26PM (#12046541)
It replaces the default reality.
Re:HTC Vive Headset Nearing 100,000 Sales by 27182818284 on Wednesday July 06, 2016 @08:54PM (#12046869)
>Monitors?

Maybe someone can chime in here, but doesn't the Hololens team already do some dev by wearing them in place of monitors at this point?

Re:HTC Vive Headset Nearing 100,000 Sales by wuliwong on Wednesday July 06, 2016 @09:15PM (#12046929)
I've heard that but I really suspect that is just some story put out largely for PR sake. The resolution is something around 720p per eye. But that essentially means 720p total, right? Because the "per eye" part basically means that it is stereoscopic 720p.

The one scenario I imagined working at that resolution that would really be helpful is if you were actually working on the the code in your current view? Then updating and reloading wouldn't require you to take the headset on and off.

But stories of the engineers not using regular monitors anymore seems a bit far fetched.

Re:HTC Vive Headset Nearing 100,000 Sales by rurounijones on Thursday July 07, 2016 @12:18AM (#12047456)
This is the only reason I am waiting for the next Gen VR. The resolutions right now are just too low.

I tried the vive demo and was blown away (I could play the spice pirate trainer game until my body gave out) but the low resolution was noticeable (along with the screen door effect) and I had trouble reading text.

Re:HTC Vive Headset Nearing 100,000 Sales by hexane360 on Thursday July 07, 2016 @02:10PM (#12051093)
But there is something to be said for having your entire vision devoted to what you're doing. Once resolutions get higher, you have almost your entire FOV to devote to code, browsing, whatever.

And being able to control your screen just by moving your head will be pretty crazy.

Re:HTC Vive Headset Nearing 100,000 Sales by haydenlee on Wednesday July 06, 2016 @10:26PM (#12047164)
Theoretically? Everything.