Daydream – Google VR
vr.google.com
vr.google.com
When do we stop buying into the Google product hype? How many other chase-the-rabbit approaches to products is Google going to shove in front of our faces before we realize it's almost all smoke and mirrors? It seems completely laughable to me that this "product" will even exist past 2017, let alone be any kind of leader in anything (innovation, market share, creating a new market space, etc.).
I know jaded cynicism is never attractive, but it's honestly baffling to me how these threads aren't peppered with what I would think to be well-justified skepticism when it comes to Google and their ambitious hardware products. They almost never succeed, period! You never even hear about them most of the time a few months after they get launched, and the only time when you do is when the PR machine is working fast and furious to prop it up (see: Glass).
So sure, let's all pretend that wearing a pair of underwear on your face stuffed with a cell phone is going to advance VR. Yeah. That seems totally plausible.
Are we visiting the same site? I see nothing but negativity in threads about Google.
Putting more emphasis on proprietary headset and phone shows only one reason behind this move - they want to make $$ selling Phones and VR headsets.
At least with other game forms and controllers (eg xbox/playstation/even Nintendo chuck) you don't look completely ridiculous using them.
2) Providing a cheap VR experience for everyone seems pretty reasonable. It fills out the price/performance curve between Cardboard and Samsung Gear VR, and probably doesn't suck. Finally, since it's so cheap, they can literally give it away to all Pixel pre-orders.
Also, they're building on a VR platform established by Cardboard. While Cardboard was an obviously cheap experience, it was also a 20% project / experiment that I'm glad they released. Why not enable your developers to build fun / cheap experiences?
Your comment is not going to age well.
Tell you what, let's try this. In a year (let's say next 10/1/17, easy to remember) we'll start a timer. How long to do you think that timer will run before Google makes a single press release, blog post, software update or even any other mention of Daydream? That is, after one year, what do you think their commitment to Daydream will be, measured by even a whisper of talk about it, or any evidence at all it hasn't been wholly abandoned?
I'm willing to bet that timer runs forever.
basically, to me this is the path that seems the most likely vector for mass market VR adoption. the high end PC VR is too expensive in 2016, and the console based VR, while definitely compelling, still has at least one order of magnitude less addressable market.
iterating from here to more standalone devices like those shared already by qualcomm is an obvious transition on this platform and I'd imagine most VR devices sold in 2017-2018 will be portable standalone HMDs running android.
I suppose the point I am trying to make is that there is a hell of a lot of hype about VR at the moment, and not just in the enthusiast circles. So if someone can lower that barrier to entry to a reasonable level where your semi-early adopters can partake and start showing off their gear at work and with friends then I think it is likely to see success.
I don't think there will be any shortage of content creation, and I also don't think the argument about available phones is too valid. The current race that is underway with phone creators to develop the next best phone paired with the obsession of people to own the best phone will make sure a lot of people are walking around with VR ready phones in no time.
I hope this wasn't completely incoherent, but this conversation also reminds me of this : https://xkcd.com/1497/
No one will ever buy a 600-800$ VR headset for anything else than using it in VR. And that's the ONLY thing it will be used for.
The phone will be used every single day of your life for doing everything, from messaging people, watching videos, browsing the web, playing games, etc.
If you want this to be a fair comparison, then also include the 1000$+ gaming rig you'd need for the VR headset to work.
The reason GearVR exists is because your average android phone cannot perform well enough to provide a good VR experience. It requires specific engineering that would not otherwise be done for the common day to day smartphone use cases. Daydream is meant to be a holistic solution to that problem. I guess it sounds to me like you're disappointed that nobody can wave a magic wand and make current android devices VR capable, but sadly enough it does require better sensors, thermal characteristics, and general graphics performance than what any off the shelf android phone can do today.
There are a lot of ways google could have executed on the idea "how do we try to make mobile VR take off" that would have had major problems. The way they've actually done it to me seems the best of all possible worlds. You can question if mobile VR is a viable avenue to mass market adoption of VR, but if you assume that's a goal worth persuing, then critique daydream from there. For me, it certainly seems to me, based on raw numbers alone, to have the highest potential. But even if it turns out to be a poor concept, I can't imagine a better way to execute on trying to prove if it is than what they've done here.
I hear what you're saying, but I just don't buy any of it. I DO agree that this is the kind of product that needs to take off if VR at home (given current technology, we should remember) is going to take off, and my reply to that is VR at home given current technology will remain niche for the foreseeable future.
Right now we're playing with Tamagotchis and calling them virtual pets, when the real virtual pets will be cool owls. What we call VR today will be as lasting and as useful as an Aibo - more something that should get us excited about what the future will actually bring, instead of what current tech companies try to fool us into getting hyped about today.
1. GearVR has no controller. Daydream's controller provides both direct and motion input.
2. GearVR has decent resolution with the S7. Phone resolutions should only improve over time, and so will the experience (particularly the screen-door effect).
3. The GearVR hardware is hard plastic and a little uncomfortable after 30-45 minutes. This headset seems to go to some length to avoid that problem.
4. From what I understand, the GearVR has high-resolution sensors inside of it to offload some of that processing from the phone. This has the effect of tightly coupling the GearVR hardware to Samsung, since they're the only ones making compatible hardware (to my knowledge). Daydream is more of a reference, so there will soon be more compatible phones out there.
5. Publishing apps to GearVR requires going through Oculus (Facebook), period. On the S7, plugging into the GearVR is actually a hard shortcut to Oculus. You may not agree that Google is better, but I doubt it's going to be as walled-in.
Now Google is setting a standard and while before there was no reason for VR ready IMUs in phones, now phones will have the proper heardware and Anrdoid N low latency mode to hopefully make them as capable as an S7+GearVR out of the box. This integration is a massive step in the right direction. It's VR pushing manufacturers to reconsider what the "basic" phone looks like.
I think they have good teams for both AR and VR in place and they are committed to both. With AR they are probably back to wait and see but I doubt they are not thinking about/working on a Glass followup.
This VR google is a direct iteration on cardboard. I think their message is pretty clearly "we think people have cell phones and they ought to be good enough for first gen VR experiences". There's plenty of non-hardware issues to work on when it comes to VR so I sympathize with the position (I did preorder the Sony VR which should arrive soon as I think that's a potential hardware sweetspot).
Pixel I know nothing about and have no opinion about but they have been tremendously helpful in getting better cell phones into our hands from the software side by working on Android. I actually think the modern Android experience is quite a bit nicer than the modern iPhone experience.
I think it's a bit silly to expect a (software) company to have spectacular launch after spectacular launch. Those aren't easy things, failure is the most likely outcome. Google does seem to be invested in the right spaces and certainly seems to have smart people working for them.
Edit: And obviously it's a great prototyping tool if it'll be supported by the major engines. I'll gladly take a more comfortable cardboard to quickly prototype some VR ideas. As a bonus I get it on less powerful hardware so I have a good "worst case"
The bare minimum for VR is what Valve has achieved with the Vive: full 6 degree of freedom tracking with tracked hand controls. Anything less is a toy and a distraction that is poisoning the well of public perception.
On the other hand in Oculus marketing the surface doesn't even look like fabric: http://i.imgur.com/UnRJndA.png
This is an Apple like move, they made it sexy and "nice". Something that might appeal to the masses.
Clever distinction from the standard devices out there!
http://vignette1.wikia.nocookie.net/starwars/images/2/24/All...
Personally I do not know anyone who thinks that wearing a headset like this is acceptable, nor can I see it becoming popular with consumers (eg how often do you see someone with a bluetooth headset for calls on these days). I certainly couldn't see my mum sat at home with one of these on - could you?
Perhaps my perspective is biased by where I am (the UK).
If VR is going to go beyond the high end gaming niche, people are going to have to be able to access it through the computer in their pocket.
Why should it? Frankly, that seems to be the main use case. VR that can fit in a phone isn't worthwhile VR, it would be incredibly underpowered.
(note NSFW) http://arstechnica.co.uk/gadgets/2016/07/japan-vr-porn-festi...
I don't think porn VR is the killer app people think it is. Perhaps in a few generations especially in conjunction with tele-dildos or robot sex dolls or somesuch, but that's a lot to ask when ordinary 2D photos and videos get the blood flowing with much less hassle.
(I definitely am not trying to be sarcastic, your statement is pretty much what I think, but somehow whenever I try to think of these practical opportunities, I fail to grasp anything with even remotely the potential user base of gaming.)
Able to walk around construction projects before they start. Able to walk around construction projects as they are built.
Main deal I could expect out of a cheap version of VR technology with decent enough data connection is telepresence. One could attend any event, large or small, around the world as if you were there.
I don't have a 60 inch TV, I do have a phone (and tend to keep a pretty recent one), so the marginal cost of Daydream over what I would have anyway vs. the marginal cost of a 60-inch TV over what I would have anyway is a pretty clear win for Daydream.
In 2001/2002 they trained surgeons with it and found significant improvements:
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC1422600/
Siemens has done training for Oil Rig crews while the rig was being constructed. Reduced real world training times:
http://www.siemens.com/innovation/en/home/pictures-of-the-fu...
Design and simulation. The auto and oil industry have paid millions for whole-wall, multi-user, 3D display systems because they want slightly better visualization tools for people doing car design and oil exploration. Spending on that saves them 10X on avoiding wasted effort. Commoditize that to fashion, gadgets, furniture...
Real estate. In the near future, you would be considered an idiot to pay for a building to be built without walking through it first. Very soon when shopping for a house, you will walk through 50 prospective houses in VR before bothering to visit 5 in meatspace. Architects already call VR visualization "cheating" because it is so much more effective --even for professionals-- than drafting and CAD on flat media.
Education. Firing full-scale catapults is a much more engaging way to teach physics than staring at diagrams of catapults.
Tourism. VR won't replace going there. VR will replace not going there. To say that most people don't go to most places is a comic understatement. For people who can't travel because of personal/financial/health constraints, being able to get out of the house/hospital bed/nursing home for just a while would be quite a boon.
Socialization. The telephone is basically lightweight social VR. Social VR is like the telephone but more intense. The phone will not be replaced by VR. VR opens up more intense options for being with other people you couldn't be with otherwise. Instead of just sitting in the same room having a chat, you can hike through Minecraft mountains, play D&D, paint a sculpture, or shoot catapults together.
Autodesk previously demoed their app working with project tango so you can walk around holding a tablet as a viewport.
Big screen playback of YouTube and Netflix through a smartphone would offer a much better experience than watching a limited selection of titles on a postcard sized screen on the back of an aircraft seat.
Given that you're going to own a smartphone anyway, an accessory that's an order of magnitude cheaper than high end VR seems like it has a place.
That's the case now, that and porn will be the early adopter uses.
But I'm pretty sure the Killer App is going to be feeling like you are in the same space as someone you're not actually in the same space with. Which doesn't require much technologically.
You could probably get social presence with a pair of microlasers pointed at pair of lenses, plus spatial audio.
It's the Playstation VR. Sony has sold 40m of the things (the PS4) world wide and each one is capable of doing VR if you buy the headset.
Something wireless is almost certainly the ideal way to do VR but until we get WAY more power and efficiency that won't work.
In the mean time the PS VR will have lots of industry support (best push we've got) and doesn't need a $900-$2000 computer.
It's way way way bigger than the number that have custom built ultra-high end PCs.
Phones that will be powerful enough to provide a good experience for more than a short amount of time (due to battery, etc.) and with the abilities of other VR systems (hand controllers, positional tracking, etc) are going to be a fair ways off.
Yes all gamers (including phones) is a bigger group than console gamers, but there are still a TON of console gaming households who have proven willing to throw down real money to buy hardware to play specific games.
It remains to be seen how many of these will buy a VR headset. Peripherals have always been a very marginal aspect even on dedicated gaming hardware. If there's an actual killer application (i.e. a must have game) I could see myself buying into it, but as long as the VR "games" are either glorified demos or badly converted regular games that are worse than their non-VR counterpart, I won't spend a cent on it.
I'm not a big fan of "console/PC or it's fake" attitudes towards games. Some of the best games I've played in years were on iPhone/iPad.
With some exceptions like Game of War, Candy crush and Pokemon Go the average mobile user doesn't play that much. They just need a quick 5 minute distraction. That's the wrong mindset for VR.
http://www.tomshardware.co.uk/answers/id-3180987/ps4-pro-equ...
The GPU in the PS4 pro will be the RX480 desktop-equivalent graphics card. This has a slight lower passmark than the Nvidia GTX 970, which is the minimum spec for the HTC Vive.
Of course, it's not like and like - you can't just compare cards like that, and Playstation have the advantage of controlling the hardware and software configurations (which has always been an advantage for consoles), but saying it easily has the resolution and framerate sounds suspect - I expect it will just about have the resolution and framerate.
I'll find out in a week - I'm going to the Playstation Future of Gaming Tour, and I'll be able to compare it to the Vive with a 970.
I've noticed on benchmarks that the relationship between resolution and framerate is exponential - so a lower resolution will go a long way to a higher framerate.
The bigger issue seems to be game design. There are some things you just can't ever do without causing a huge chunk of people to get sick.
I heard of one hack, for minecraft or something, that snapped view angle increments to 30degrees or something like that, and it was helpful. That would simulate saccading.
Expect a lower point of view frame rate (vs animations that don't change point of view) would be helpful. i.e. smoothly move whatever is in your hand, or that pig on the landscape, but turning your head triggers saccade emulation.
Why would your eyes not saccade when wearing a VR headset? The screen isn't the source of saccades. Your eyes are.
You can dart around within that narrow window, but mostly you are looking around by turning your head. You are subjected to more visual motion than you would in real life.
Some examples: strafing side to side (try it), going up stairs, any sort of sudden acceleration.
Vive avoids this in room scale VR since you receive the feedback since you're really doing the action.
I think it's a great way to demo the limits that motion sickness places on experiences for the vast majority of people. It's more than just being in control, and there are other effects at work, just like hand-held video footage without image stabilization is painful to look at. But my pet theory is that the big one is working with your body - if your body sits in a chair, your avatar should too (ie: drive a car, fly a spaceship is ok, walking around an art gallery at a leisure pace, not so much).
People still get sick with Oculus because many of the games involve moving while you're sitting still.
That's why Vive does "room scale" games where it doesn't involve moving the world around you.
The Daydream is likely going to work with most top tier Android phones in the coming year or two and will likely start working with mid tier phones soon after. You'll be able to use it anywhere you want and bring it with you to friends and family. And it's only $79 with the included controller.
While I have no doubt the PS VR will have similar success to the HTC Vive and Occulus, I think VR with a phone as a base will likely have a wider market due to economics and market penetration.
I think that ideally VR should be a standalone device that connects to nothing but power, WiFi, 4G/5G, and bluetooth. (And yes, it can have a 3.5 mm jack too.) The basis for this technology would naturally be a built-in mobile device, so mobile VR is in this sense the path forward.
Yes, but it is cheaper than duplicating the hardware of a flagship phone in a VR device, which is basically the atlernative, given that the phone-based VR devices are using the sensors, display, and basic compute functionality (CPU/GPU/RAM, etc.) of the phone.
Eventually, the necessary hardware for acceptable VR will be cheap enough that its not worth the hassle of surrendering a phone for it, and it will be viable for the mass market as a standalone device, but right now I think -- outside of very narrow niches -- the phone-as-core VR display design makes a lot of sense.
1) A dark box on your head with a screen (or a projector) inside
2) Direct connection to the brain
We're not even close to solving #2, and even if we were, I'm not sure many people would agree so a surgical procedure.
We could create a light weight version of #1 without the box - something like glasses with screens or low-power laser projectors, but then you'd need to be in a relatively dark place for the true immersion. Dlodlo V1 VR is doing that, I think. And ODG R-7 Smartglasses, kind-of.
Mobile VR still has an important unsolved problem too (absolute positional tracking throughout a room). Google and Oculus's John Carmack are working on this problem (independently of one another), and hopefully we'll see some of their work make it into commercial products in the next few years. But for now it's a real limitation of mobile VR devices.
If vr ever goes mainstream beyond a mobile phone gimmick addon it will be via Playstation or Xbox
I agree that the multi-thousand machines to power an Oculus is too expensive to go mainstream, but phone-based VR suck too much to go mainstream. The resolution is too low, headtracking is not good enough...
At best people will get those phone VR headset for free, play a little bit with it, show it off to their friends and as soon as the novelty wears off it will collect dust.
VR needs a much, much better experience to become a thing. Either PC-based VR becomes cheaper or phone-based VR becomes better I don't know, but that's not for 2017.
This meme is blatantly incorrect. You don't require a multi-thousand dollar rig for VR, let alone gaming at maximum settings. A multi-thousand dollar rig is strictly enthusiast-grade - that is when you put components into the PC for no practical purpose whatsoever and in some cases to the detriment of performance (e.g. 4-way SLI/Crossfire). Even $1000 is pushing the boundary of enthusiast.
Getting into PC-based VR can cost less if you go with entry-level VR components. This $850 PC[1], for example, will crush nearly all VR titles with little-to-no compromise.
Valid and educated criticism levied against PC VR would be the price of the devices themselves, the annoying cables and the immaturity of the optics (both the Vive and the Oculus are different imperfect trade-offs).
Also, you linked to a parts list. This automatically excludes most people who don't have the knowledge or motivation to assemble their own computer.
Personally I find that roomscale is a bit of gimmick, but I'm more interested in seated VR titles because I'm one of the lucky few that don't get VR sickness (another valid concern).
One thing I'd definitely recommend you do before purchasing a VR setup is demoing it for a decent amount of time. If you're susceptible to VR sickness, that's $800 down the drain.
>We are working with a number of smartphone manufacturers to create a specification for Daydream-ready phones. These smartphones enable VR experiences with high-performance sensors for smooth, accurate head tracking, fast response displays to minimize blur, and powerful mobile processors. [1]
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[1] https://blog.google/products/google-vr/vr-google-jump-expedi...
(Disclaimer: work at Google, but not speaking as a representative of the company.)
(Or maybe the new generation is already there).
It just seems easier to add functionality to the $1000 investment you already made.
That is, it's nauseating if you're trying to imagine that you're running or biking through an area, because the movement doesn't match your movements. There are a few exceptions.
Our content was live action video, but massively stabilized (it almost looked like CG; many partners assumed it was). So I'm not optimistic that standard video would work for this, at all. Just my two cents, though it's a pretty well-informed couple of pennies.
I mean videos in the general sense. I watch 2d videos (while using fitness equipment) on a VR headset and find it enjoyable. The best part is blocking out all of the visual distraction from my environment. I look forward to getting a higher resolution headset.
- Custom made screens for VR, Rift/Vive have 90hz refresh rates, I believe Daydream phones will be 60hz (same as GearVR)
Edit: In my fantasy world Carmack is teaching himself chip design and will put a low power positional tracking computer vision ASIC in the next GearVR. Why Oculus isn't putting the full force of their company behind that National Treasure of a man I have no idea.
https://www.amazon.com/View-Master-Virtual-Reality-Starter-P...
Seems okay for a cheap 1st gen consumer device, but people who want to game in VR are probably going to go the PSVR or Vive route.
> Caution: The 6P's thermal performance is not representative of the consumer Daydream-ready devices that will be launching later this year. In particular, expect the 6P to thermally throttle CPU and GPU performance after a short period of use, depending on workload.
It seems that it's a hardware issue.
[1] Obviously the VR SDK is not the benchmark here, the other well publicized overheating problems with consumer apps are
If I could attach this to my Mac and use the headset instead of hunching over a 15" laptop, I'd be very happy!
How about it's just a 2560 x 1440 screen in a headset?
Would be great for coding without the neck pain
I think this is what causes the effective resolution to drop to that much lower level.
Now, there might be a use for stereo 3D displays in programming, but I don't think anyone's developed and proven the tools that demonstrate this use.
Of course, you can create as many of these screens as you want in a virtual space, but the resolution combined with the distortion will hinder any text-heavy work.
That's actually the reason VR experiences seem so low-rez (well, among many others) despite having high resolution displays.
a) you can work in VR for more than an hour because of nausea b) smaller text is not legible
But if you feel wealthy and adventurous enough, there is "Virtual Desktop" [1] for Oculus Rift and HTC Vive.
But most significantly, the auto calibration and focusing. (Currently, if you have a VR headset and want to use it with a phone, you have to go through a painstaking process of making sure the phone is in the dead center. Sometimes even when you have centered it, it can get a little bit off if you shake the phone really hard or whatever... and then you get headheaches if it's not properly aligned). This is a pretty big deal in my view.
Other than that, the whole integrated environment and the new joystick-like interface thing is a pretty big deal too.
Ordered a Pixel to upgrade my Nexus 5 but not buying the headset so I guess I'll find out when I plop it into my Cardboard headset to test it out.
I'm worried about apps being able to run at 30fps on Daydream, because even 60fps like the Gear has can be slow for good VR.
That said, this looks like it will do well and I'm pretty stoked for it. OC3 starts tomorrow, so I'm hoping for some announcements from Oculus/Samsung to compete with this!
Daydream has a definite advantage with their remote, but I think Samsung offering a bundle with their gamepad could close that gap a little bit, or even offering something similar to the Daydream remote.
The Rift remote looks very similar too, minus the positional tracking, but is still really handy for casual Rift games.
I think the big differentiator Gear can play on is social games. Oculus has been putting an increased emphasis on their social platform, and I think we'll see more of that this week too.
But on the flip-side, this and the GearVR are the only solutions I'm seeing that remove the cords dangling around. So that's a big win.
Edit: also, as others have mentioned elsewhere, the focus wheel is fantastic feature on the Gear, especially if you're passing it around in a group.
Say no more. Take my money.
With this, it is an entirely different scenario. You can no longer hear things (telephone, door bell, someone shouting for help). The iPad and smart TV do not stop interaction with other humans. This does. It's about as attractive as being in a room full of people at a party and a moody teenager (not saying all are BTW) sitting resting their face on their fist with earphones in, staring at their phone. It's just not social.
I do not see this becoming mainstream, despite the excitement from the tech community (and those who enjoy isolating themselves, or perhaps us developers who are perfectly happy to sit in a room with others in silence, typing). We devs are normally seen as odd - admin staff at work say "the developers don't ever talk!!"; this will only exacerbate the problem. So, although some of us may enjoy sitting in a room with a device strapped to their face to the chagrin of those around us, I can't see it being socially acceptable.
I used to commute by bus, approx 45 minutes each way. I don't think I would've used this on that trip. Extending that, I don't think I'd be particularly interested in using this at home, as infrequently as I genuinely plop down for an immersive HDTV (or 3D) experience (ex. football games & films are my draw, not very often). I just giggle a bit to myself thinking what I'd look like wearing one and bobbing my head around in public or at home. Heh.
God forbid we come together on WebVR instead of turning the VR space into yet another "monopolies punching eachother" not-invented-here pit fight.
No one is stopping you from running with your own WebVR platform, my guess is that it's not an easy thing to make money off of (which is what Google does).
Try using it for an hour or more. Keep a toilet handy.
> No one is stopping you from running with your own WebVR platform, my guess is that it's not an easy thing to make money off of (which is what Google does).
It's fun to pretend this is a passive thing that doesn't hurt the rest of the industry, but they've cannibalized talented people for this project that were previously working on WebVR. So I'm sorry if I'm not all that jazzed about torturing developers for the next 10 years with several shitty proprietary SDKs for doing VR development that won't work with eachother, when we could have a standard we can all come together and agree on and that runs on every device and platform with the same code. Have we seriously learned nothing from mobile phone competing SDKs and proprietary app stores nightmare?
I don't think that's quite fair. Some people might get nausea from using VR while others won't. Just like carsickness doesn't affect everyone, "VRsickness" doesn't either.
It's going to be a very long time before mobile phones are capable of refresh rates sufficient to prevent this issue. The fastest consumer graphics cards are barely capable of keeping up with this rate as-is. Aside from being yet-another proprietary SDK for VR development, Google VR is DoA regardless because it depends on a hardware platform that simply won't work well for what it's trying to do.
Please let's focus on WebVR. Please?
Lol can we keep junk science out of threads like these. Nobody knows enough about the tech yet to say things like this, especially with such vehemence. Let's start with the fact that the visual system definitely doesn't have some sort of unitary processing rate. It's incredibly context dependent, just like VR.
From personal experience I have never had VR sickness, and I use my Note 4 Gear VR every week on flights to watch multiple ~2hr movies and play timepass games with no ill effects. On the contrary it's pretty fun once you get off HN and actually try it...
VR is still a relatively high-performance 3D realtime application space. Those aren't generally adjectives I associate with either "JavaScript" or "Browser," so if I were trying to invest in an experience the average consumer will enjoy, I'd be extremely skittish about this tech stack unless I can see some successful high-performance demos.
WebVR advantages: open (not owned by a single entity), connected (travel from experience to experience without having to close and open), publish a web page in ten seconds vs. one month (six months for Oculus), no installs / downloads which is better suited for long-tail content, ability to be responsive / gracefully degrade (for better or worse).
This is a great example of how the hardware can differ but the software can be the same. Both Oculus and Vive work on WebVR, including the Vive controllers. Nobody had to throw away everything and start over just because of a hardware innovation.
If we start seeing special SDKs for each platform, this benefit goes away.
That's neither fair nor accurate. Google wants to do VR at Android scale and they're starting with their flagship phone. The claim about the display and vomiting just isn't true.
God forbid we come together on WebVR instead of turning the VR space into yet another "monopolies punching eachother" not-invented-here pit fight.
People are coming together on WebVR! Chrome, Edge, Firefox, the GearVR browser all have experimental support for it and the spec is working its way through the W3C review process.
VR needs low end alternatives and "phone on the face" is it. From what I have read, Samsung's POTF device actually works quite well.
Manufacturers such as Apple will see it as appealing because it gives incentive to buy new and more powerful phones.
Google's POTF likely won't succeed (mind you it might have if they had more control over the fragmented Android ecosystem), but Apple's POTF, when it is announced, will be the winner in this category.
Were you wondering why the new audio port on the iPhone 7? That's the VR POTF port.
POTF = phone on the face
The 6P is a very capable device and I don't see a reason to upgrade mine. But I am thinking of trying out some Daydream VR development.
I know that till now, 6P was the only device to develop for Daydream, but I'm wondering how well would it work with the actual headset released today. Maybe just run at some low fps but not too bad for trying it out? Or is the headset locked for only "Daydream certified" phones (I doubt they'll lock out the 6P though).
"Caution: The 6P's thermal performance is not representative of the consumer Daydream-ready devices that will be launching later this year. In particular, expect the 6P to thermally throttle CPU and GPU performance after a short period of use, depending on workload."
Like it or not, but Apple will have to make a move.
The gyroscope combined with the accelerometer and the compass is able to accurately find your relative motion in 3D space without any external references (just the initial point) using simple physics. But yes it also drifts but very slowly.
Tracking rotation can be done pretty cheaply & with low latency these days, and I expect the Daydream viewer will probably handle it quite well.
Translation is quite a bit more challenging, and I'm not expecting much in that department for this iteration. The issue can be addressed to some degree with a neck model that maps rotation to translation, but it can't handle real translation, such as leaning or walking around.
This is on par with Oculus/Samsung's current mobile solution, the Gear VR headset.
I'd imagine that this is to be expected as it's a sort of "VR Lite" compared to more fully featured platforms. VR experiences will need to be designed with the limitations of the platform in mind and not rely on moving around in 3d space but rather focusing on head orientation.
Such a partnership could be in both Google and Valves interest, really good counter to Occulus/Facebook too.
All of the big SV companies need to have a VR play and this is Google's.
Personally I believe in the long-term viability of VR, but in this case it just seems like an expendable just-in-case-it-takes-off thing.
/ Feeling slightly burned from them more or less abandoning the last Google hardware I bought; the Nexus Player tv set-top-box.
P.S. For bonus points, add pupil dilation measurement for emotional analysis. And bloodflow including respiration (perhaps in conjunction with periodic micro-movement).
Maybe three cameras? More?
I wish flicker free VR existed.
This looks more like lipstick on a pig than the future of VR.
Where's the iPhone app and compatibility?
The application space is roughly the same as that of Cardboard and Oculus/Samsung GearVR. Which I'd say is roughly split between videos, 3D game-like experiences, and games.
cross this off my list then.
Edit: Clicked the link (my knowledge was from other PR) and looks like it's only for pixel
The headset must be device agnostic, I'd imagine, put whatever fits in there. But the Daydream software might be walled off.
I wouldn't expect many people to upgrade their phones purely for Daydream, but it may be a factor when their contract is up for renewal. Daydream compatibility is attractive to phone manufacturers who are struggling to differentiate their handsets or offer a compelling reason to choose a high-end device.
Pixel is the only one for sale I believe that is Daydream ready, but more are on their way from other manufacturers. ex: ZTE Axon 7 and Asus Zenfone 3 Deluxe[0].
[0] http://www.androidauthority.com/google-daydream-vr-ready-pho...
The Samsung phones work around this by putting extra sensors in the VR headset itself.
This may sound far-fetched, but given how many apps they have for their platform(s), it would be a good move. I am not keen to buy a Chrome OS laptop (why do I need permanent internet connectivity? microcomputers negated the need for a mainframe...), but one that runs its own local OS that can operate independently of a remote system (like many Android apps that save locally, then sync periodically) would be good.
It's pretty darn good. No strap too.
The classic ViewMaster lever is there too, but it allows you to "click" the screen. It's fun.
I can't imagine anyone could focus on something 2" for more than a few minutes without serious issues.
Or are you asking more about the impact of non-visible EM band emissions?
> "The study found increased (although still low) risks of these tumors in male rats exposed to RF radiation, although there was no increased risk among female rats."
> "There was again a suggestion of a possible increased risk in the 10% of people who used their cell phones the most, but this was hard to interpret because some people reported implausibly high cell phone use, as well as other issues."
> "Some studies have found a possible link. For example, several studies published by the same research group in Sweden have reported an increased risk of tumors on the side of the head where the cell phone was held, particularly with 10 or more years of use."
> "A recent small study in people has shown that cell phones may also have some other effects on the brain, although it’s not clear if they’re harmful. The study found that when people had an active cell phone held up to their ear for 50 minutes, brain tissues on the same side of the head as the phone used more glucose than did tissues on the other side of the brain."
How can people dismiss this as not worrying? How can people bring these concerns into discourse without being labeled a Luddite?
Besides, it seems likely that Playstation VR will have the marketing spend which will drive awareness of consumer VR in the coming months.
Says who? VR has the Vive, the Oculus, and soon the PSVR. Later it will have an Xbox headset. So you have the PC and consoles all supporting games. Exactly what else do you need? As a vive owner I don't understand why people think there's this natural market demand to have these in every pocket and every home. They are specialist devices. Most people aren't drawn to VR, even if it was made super simple and super cheap. This is like saying the Fallout series is a failure because its not on mobile. We need to stop this mobile-centric thinking. Mobile has its own use cases. Its not a universal thing.
Regarding VR for the mass, I see it as a new content consumption platform, the fact that it's mostly for games right now doesn't mean it'll stay in that way. Isn't introducing/promoting VR for the mass exactly what Daydream is intended for? Otherwise I'm not sure why Google is interested in pushing a platform just for a niche market.