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dshankar

Re:The 7th Guest gets VR remake using volumetric video on Saturday October 21, 2023 @11:00AM (#37967352)
Bigscreen Beyond developer here. This game is incredible and moody to play in VR on the OLED-based Beyond headset. Congrats to the team on shipping a fantastic game. I love what you've done with it
Norm Chan from Tested.com reviews the Bigscreen Beyond and the Pimax Crystal, with brief comparisons to headsets like the Quest Pro and Apple Vision Pro.

disclosure: I'm Darshan, YC alum (W2011) and founder/CEO of Bigscreen.

Re:Oculus Go on Tuesday May 01, 2018 @05:12PM (#16971704)
Speaking of Bigscreen...it was released for mobile today :-D

Oculus Go launch title and also Samsung GearVR support

Re:Oculus Go on Tuesday May 01, 2018 @04:55PM (#16971513)
Bigscreen does this and is a launch title for the Oculus Go. It's available today.

https://blog.bigscreenvr.com/bigscreen-is-launching-today-on...

Stream your Windows PC --> mobile VR headset using the "Bigscreen Remote Desktop" feature

> "almost no current laptops have the GPU performance for the recommended spec, though upcoming mobile GPUs may be able to support this level of performance."

This WAS true in 2015 but is NOT TRUE today. All the Nvidia Pascal-generation desktop GPUs (2016) run extremely well on laptops. Since 2016, there is no more "mobile class" Nvidia GPU designation.

The "VR Ready" laptops are popular, and they have a 1050, 1060, 1070, and even an Nvidia 1080 GPU. These are very powerful gaming laptops, and some are still in slim form factors like the Razor Blade, and relatively affordable for a laptop ($1400-2000)

Re:Ask HN: Who is hiring? (September 2017) on Friday September 01, 2017 @05:28PM (#15152515)
Salary & equity depends on experience, location, and the role.

We expect to be hiring much more senior management roles in the next 6-12 months as well, an engineering manager and a product manager.

Therefore, it's a very wide range from $50k to $150k in salary, and 0.1% to 2% in equity.

Fullstack: https://jobs.lever.co/bigscreenvr/284548b4-7876-4bb2-97fc-36...

Front-end: https://jobs.lever.co/bigscreenvr/2a268771-b32e-42b0-bc6d-98...

Back-end: https://jobs.lever.co/bigscreenvr/ade2408f-20ee-42d7-bfd8-3f...

Re:Ask HN: Who is hiring? (September 2017) on Friday September 01, 2017 @03:52PM (#15151876)
Remote | Full Time

Bigscreen is a VR/AR company building an immersive, social computing platform. Think "VR Operating System"

We have over 250,000 users on the Rift & Vive. Our power users spend 20-30 hours each week using the product, and tens of thousands of people use Bigscreen every single weekend, making Bigscreen a "killer app" of VR.

We're a tiny team (3 developers) building one of the most successful VR startups with product-market fit and $3 million in funding from top VCs like Andreessen Horowitz. Previously, I was the founder of a Y Combinator startup (YC W11), and before that I studied EECS at UC Berkeley.

We're hiring experienced senior engineers, designers, and artists that enjoy working remotely. Most roles do not require any prior VR experience.

Our VR app is built in C++ and C# (Unity3D), our backend infra is WebRTC & Node.js, and our VR UI front-end is actually HTML/CSS/Javascript.

  - Frontend developer (HTML/CSS/Javascript)
  - Fullstack developer (Javascript)
  - Backend developer (Node.js, Firebase)
  - Interaction / UI designer
  - Unity3D developer
http://bigscreenvr.com/jobs/

[email protected]

Bigscreen lets you view any content in VR that you can currently view on your computer, not just web content.

You can see your entire desktop on floating virtual screens, which enables you to use your any desktop app (including but not limited to your web browser).

You are absolutely correct. I think there's a massive opportunity for "3D programs" (Blender, Maya, AutoCAD, etc.) to become native VR applications.

Bigscreen is instead about the other 99% content that's completely 2D. I wrote a blog post[1] about our founding mission and one example in there is Microsoft Word. Even in VR/AR, the words won't be flying around you in 3D space. Movies and videogames won't disappear and be replaced by 360 and VR games anytime soon.

The question that Bigscreen is tackling is instead: how can VR/AR improve our 2D computing experience?

[1]: https://blog.bigscreenvr.com/3-million-financing-round-led-b...

I'd love to learn more about how you're using Bigscreen (and how we can make it better for you). Could you email me? [email protected]
Bigscreen founder here. Thanks for the kind words! If you have any bugs or feature requests, please let me know! [email protected]
Re:Ask HN: What did your 'Show HN' project turn into? on Monday July 04, 2016 @03:51PM (#12032642)
The original "Show HN" turned out OK https://news.ycombinator.com/item?id=8863

(that was nearly 10 years ago!)

Re:An engineer replaced four monitors with Meta glasses on Saturday February 27, 2016 @07:58PM (#11189246)
There is no such thing as a `foveated display`

There is foveated rendering: a rendering optimization technique where you render at higher resolutions where the eye is looking at due to higher visual acuity in a small ~5-degree circle thanks to a large concentration of cones in the fovea of the eye.

This has nothing to do with the actual pixel density of HMDs. Physical pixel density remains an issue, and foveated rendering does not solve that.

edit: Perhaps I misunderstood, are you talking about retinal laser projected displays and concentrating the beam on the fovea?

Re:Eve: Valkyrie Alpha – Hands-On with an Oculus Rift app on Monday January 18, 2016 @06:13PM (#10927711)
HUDs (i.e. face-locked user interface elements, as opposed to world-space UI like on the cockpit surfaces) can cause discomfort in VR. One reason is the vergence accommodation conflict. Focusing on objects inches away from your face is also difficult and painful with the current generation of VR headsets due to the fixed focal plane (1.5m in DK2, infinity in others).

I've played EVE:Valkyrie for a few hours in the Rift, and the cockpit-based UI is extremely comfortable.

Re:Oculus Rift Pre-Orders to Open on January 6 on Monday January 04, 2016 @12:24PM (#10836878)
No desktop VR headset is wireless today, and won't be for the foreseeable future due to latency and bandwidth requirements.

Wires are suboptimal but tracked wires (just like the headset is tracked. i.e. you'll see the wire in VR) should alleviate this problem until wireless technologies mature.

Mobile VR will provide room-scale tracking without wires in 2016. Watch this space.

Re:Oculus Rift Pre-Orders to Open on January 6 on Monday January 04, 2016 @12:21PM (#10836848)
FYI, it doesn't require a $2,500 gaming machine. The recommended specifications require a PC that costs roughly $1,000. "Oculus Ready" certified PCs start at $950.

Not sure where you'd get the idea that Oculus isn't working on non-sexy problems, considering how many people Oculus has working on controls (Oculus Touch), motion sickness, and yes eye tracking too. Obviously Oculus is working on "head tracking" - that's been around since 2012.

Either way, you are correct: waiting to hear about the Vive is a good idea. VR in general (Vive, Rift, etc.) is very much an early adopter technology for the next couple years.

Minor note: AR is far from maturity. The FoV and resolution pales in comparison to VR. 30-degrees (like looking through a pinhole) versus 110-degrees is a massive difference that's hard to explain. AR and VR are like sister technologies that will one day converge.

AR approaching VR by improving FoV and resolution over the next decade, and VR approaching AR by improving real-world capture & scene reconstruction.

Re:Oculus Rift Pre-Orders to Open on January 6 on Monday January 04, 2016 @12:08PM (#10836748)
Major trade shows in the coming months are your best bet. I assume you're in SF and the next best SF event to demo would be GDC in March (if you can wait that long)
Re:Oculus Rift Pre-Orders to Open on January 6 on Monday January 04, 2016 @12:06PM (#10836729)
"3rd to market"?

The first consumer VR hardware on the market was the GearVR, made by Samsung AND Oculus.

The second consumer VR hardware on the market is likely to be the Oculus Rift (Q1 Jan-Mar shipping) and the Vive is likely to be the third to market (est. April shipping)

This is nothing like the developer previews from years ago. You should read up on the major differences from the DK1->DK2->CV1. Each was a massive leap forward in capability.

Note: I've been developing VR for 1+ years and own every VR headset.

Re:Oculus Rift Pre-Orders to Open on January 6 on Monday January 04, 2016 @12:02PM (#10836694)
Both the Vive and the Rift have head tracking. Positional head tracking has been around since 2014.

The Vive has "room-scale" tracking that lets you walk around a large room-sized space, and includes hand controllers that are also tracked in the world.

The Rift should support "room-scale" with more cameras, but is not a main focus/supported use case yet for Oculus. The Oculus Touch is like the Vive's tracked hand controllers.

They are far more similar to each other than most people realize.

It is unlikely to be obsolete in 1 year. The update/release cycle for VR headsets (at least for Oculus) is expected to be somewhere between consoles (6-8 years) and smartphones (1 year).

Pricing will be announced on Jan 6 morning and should help you decide.

Note: I work full-time developing VR software and own every VR headset.

Re:Dropbox closing Carousel and Mailbox on Monday December 07, 2015 @04:25PM (#10692825)
Those are really the only three outcomes for a venture-backed startup

Once you raise venture capital, you have to go big or go home, in the span of a decade. You don't have the "grow slow and stay private" option after raising a Series A.

That being said, this is just the current, common state in VC-backed companies. With the weak IPO market and hostile public environment that forces short-term quarterly thinking, we may see alternatives like formalized secondary markets. Perhaps companies like Uber will be able to avoid going public and still provide liquidity options for their early investors & employees.

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