Clay Bavor, Google's VP of VR, on His Plan to Make Virtual Reality Amazing
wired.com
wired.com
Watching full-sphere non-interactive movies? Why? FPS games, fine, but that's not Google's business. Social interaction with or without remote-presence robots? Young people barely make voice calls; mostly they send texts, perhaps with pictures attached. Virtual worlds? Second Life supports the Oculus dev kit, but not the production product. There are some good VR roller coaster simulators, but that gets old pretty fast. Just not seeing a mass market here.
Google being into this seems like the fear of Facebook that led Google into "social" and stuck us with Google Plus.
Of course, most things that you can do in VR, you can most likely do in AR as well minus some immersion.
The two big things are ability to make stuff fast, far faster than TiltBrush. And, 6d input controllers (which TiltBrush also has) but Dreams has shown no need for VR for the big change in productivity.
Of course Dream's tech in VR and with a VR interface might be even more amazing but at the moment the current Dreams really runs rings around TiltBrush
:)
Mostly joking. :) Most of us should be so lucky to have a manager like that, and I hope that I'm at least partially like that myself. :)
I've tried practically anything by now but the only "Killer"-Apps that I've seen so far work better on the GearVR: Porn and other filmed experiences, but mostly Porn.
Elite Dangerous still makes me nauseous and the other games that are available are just not much more fun because of VR, it just gets in the way.
The contending killer apps seem to be on the Vive, f.e. Job Simulator and Tilt Brush to name a few, but they also still are miles away from Platform Sellers.
If i had to bet, my money would be on the GearVR and Porn.
Unfortunately the revolution seems slow to arrive. Since the official release of Rift --the grand moment we were all waiting for-- VR buzz seems to be going in the wrong direction. Yes it's early, but where's the flood of devs rushing to exploit this new tech? It's miniscule compared to mobile, e.g. when iOS and iPad were released.
I was hoping this article would hit on that main point, but it was only glossed over.
If we're supposed to see VR as a revolution similar to mobile, can someone make that argument for me? All I see are some cool video games.
That's part of the reason that so many people talk about needing to try VR to understand it. The experience just cannot be fundamentally conveyed via a flat screen (though I think this ad for the Vive does a great job: https://www.youtube.com/watch?v=qYfNzhLXYGc).
In the meantime VR is still pretty nascent - we'll see Oculus Touch launched in a couple months, broad PSVR adoption. It is still early days.
Seriously consider how irrational that may sound at the very least to me; which to say if you're able to explain why VR is not hyped or why people being irrational is not puzzling - I'm happy to listen and more importantly, acknowledge that I've been unreasonable.
Otherwise, to me, your just supporting my view of the situation.
The USAF experimented with synthetic-reality environments for piloting in the 1980s with projects such as VCASS. But eventually they settled upon augmented reality, as did the Army.
30 years on the 'how' of synthetic / virtual reality has advanced hugely but have we answered the 'why'?
Appears you're saying that augmented (sythentic) and virtual reality are equivalents, but also state the US military has decided they're not.
Am I missing something?
1. There is a lot of hype around "where VR is going", and some people could lump AR into this as well. We can't foresee every new application the future will bring, but we can already see really interesting applications being developed. If you want examples let me know, but there are really cool applications for education, story telling, gaming (of course), and shopping already being demo'd.
2. There is probably too much hype around what we already have. Having an HMD with tracked controllers is incredibly immersive. The SteamVR trailer is probably the best way to show that without trying it, and it still falls short. I will say that without AT LEAST tracked controllers, VR feels like a gimmick.
Also, while I realize some will disagree, augmented and virtual reality are not the same thing; meaning my comments and the article were on VR, not AR.
Perhaps they're better off not doing so, if it loses viewership, but that's the content producer's choice to make.
Because that's what we're going to get if advertising dies.
Do you have a better business model? People have been seeking a better business model for content for the last two decades. It's not quite so easy as just saying "evolve! innovate damn you!"
Today's advertising industry is all about addiction and coercion. Celebrate its death.
YES, emphatically so and I will happily help build the coffins. They cannot die soon enough, we have massive over-coverage and not nearly enough darwinism when it comes to news websites, which is what causes clickbait headlines and shoddy quality.
I'm hoping for more around 95% death toll but that's just me.
So what constitutes something better that you've seen remotely take hold? Google Contributor? Direct per-article micropayments? Events or sponsored research? (au revoir gigaom). I'm honestly curious.
Screw it. They're expensive, you look incredibly stupid wearing one, you'll beat the crap out of your machine to make it work all for the joy of watching the same thing you would've been watching from a comfortable chair in 1/4 the resolution and detail on a screen rubber banded to your face.
You guys have fun, I'm sticking to the couch.
Edit: My plan is to save all the money Oculus and company want to make me spend on their rubber band screens and save it for the day the legit holodeck comes out. Everything less is just a sad imitation.
The closest to a feeling of presence you can try right now with little effort and at lost cost is to setup track-IR with a webcam and see what you are missing out on.
VR headsets are fundamentally different from a screen strapped to your face, and provide a fundamentally different experience. Rotational and positional tracking with low latency mean that your view matches how you rotate your head, as if the entire environment around you is a screen. And tracked inputs give you ways of communicating 3D data that otherwise aren't really done on computers.
The Virtual Boy was a sad imitation, and while the Rift and Vive aren't legit holodecks, you're doing yourself a disservice by writing them off completely right now. I'd recommend trying a demo if you can find someone who has them!
Worst case it's going to be a strange looking extra monitor so the floor is pretty high imo. My network connection isn't good enough to stream 4k so for movies that's overkill and VR goggles basically give me an extra movie monitor.
if you have enough computer to drive even a relatively recent game at 4K you have plenty of machine to run VR.
Have you tried any headsets? I got a free GearVR with my S7 and comparing the experience to a monitor just doesn't make any sense. With VR you get a sense of scale that a monitor just can't convey. In VR I feel that an object is right there in front of me. I can estimate its distance from me, as in 'that table is about 1 meter away'. It's a surreal feeling.
> you need to beef up your machine for the privilege of a worse experience.
Again. This doesn't make sense. The experience isn't worse. It's just different. It's so different that it's difficult to even compare monitor to HMD.
I gave my dad a demo and the sense of presence was so strong for him that he lost his balance just looking around in one of the lobbies. He's not a gamer and he had an ear to ear grin just looking around in the Oculus video lobby.
> They're expensive, you look incredibly stupid wearing one
That's true. I felt like an idiot wearing the headset.