I expect more comments on how to influence this technology versus dismissing it as not applicable for the human race.
I expect more comments on how to influence this technology versus dismissing it as not applicable for the human race.
is it particularly surprising that people who know what goes into the sausages might be skeptical about feeding them to everyone for every meal?
The public imagination is bent toward the cyber-dystopian, whereas these two technologies represent other possible futures.
https://lookingglassfactory.com/product/overview
I don't really know what programmable matter means, sounds like biology to me :)
here's a quick sizzle reel that shows the product - it's a stack of transparent displays that produces a very convincing depth hologram, I've seen them in person, they're really cool
More like "people who know to a degree what goes into salads act like they know what goes into sausages."
More often than not, it is about as interesting and insightful as watching Steve Ballmer staging a mock funeral for iPhone in 2010[0].
0. https://macdailynews.com/2010/09/10/microsoft_windows_phone_...
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.
so we will have a majority of people being totally dismissive of interacting with avatars through goggles (I hate the experience personally, feels like putting on a blindfold), and a growing minority that wouldn't have it any other way, divorced from anything going on IRL
if this sort of thing is not unique to this particular group I could see it reinforcing the schism you describe, with online "communities" hesitant to talk to each other with goggles off lest it be discovered that a virtually established milieu may depend more on the avatars than the people behind them
There are quite a few people that have met up irl after building a relationship in apps like VR Chat, I think they've probably had the same success rate that people who met through chatrooms or dating sites have.
Fortnite 'concerts' are choreographed just webcasts. fashion areas are just microtransactions. there's nothing new there.
I just know that nobody wants to actually do the Carlson dance in VR when they can instead push one button in Fortnight to do that emoji.
VR has some interesting games and interesting effects. Emulating reality is not it at all. We as a tech society are still trying to figure out what VR is good for.
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My best experiences in VR is and remains Beat Saber.
A few other games (Keep Talking and nobody Explodes, Super hot, the spaceship shooter game from the lab) are good and fun.
There is nothing like reality in these games. In fact, the closer things get to reality (ex: throwing objects in Superhot) the worse the experience gets.
In contrast, when you become a fantasy avatar who moves a spaceship around with your hand (space shooter from the Lab) and I can play that for hours.
The best experiences are honest about what VR does well and what doesn't work well. Real life experiences are best one in real life, not with expensive $1000+ goggles on a computer.
I always see people mention VR fitness. I would love a synthetic gym with every piece of gym gear ever made and then build our own new gear from there. The problem is there is no way to lift synthetic weights by just strapping a monitor to your face, obviously.
I'm with Carmack on this one, reality may be better than VR for you but there are a lot of people in the world where that may not be the case either all the time or for some of the time. A VR headset is cheaper and more attainable than moving to a new city/state/country. Meeting people in VR is easier than trying to make new friends offline. VR allows people to choose everything about their physical appearance, not just clothing but physical proportions and attributes, gender, etc. Is it escapism? To some degree yes but it does allow for real social interaction on a level not previously possible with a computer. That means a lot to people who aren't able to socialize with others offline for a whole host of reasons.
We've been meeting up online since 2020 due to the pandemic. We all know the problems with online meetups, and it has nothing to do with the nonexistence of VRChat (which obviously exists)
Awkward pauses and slower conversations and a far less intimate feel occurs due to this latency. It's enough to hold a work meeting since most people talk one by one, but not good for say... an online prayer service where coordinating everyone's timing to the Our Father or Hail Mary prayers is completely impossible.
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You literally can't sing or pray together online. It's a very dull experience.
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.
They don't need to build a super appealing virtual world, they just need to figure out how to get you coming back to something every day, even if you don't like it and/or think it adds negative value to your life.
"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.
But the way I see it rippling through that demographic is pretty crazy ... the kicker is that to join in with multiplayer you need a headset to play. So once a couple of them are doing it there is a pretty strong pull for the whole group to get on board. My theory is that this demographic is a bit "under the radar" and hence we are seeing less reporting on this than you would otherwise.
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.
Will you also ban game consoles and televisions? Will you limit his internet usage to wikipedia, and only non sexual articles?
There is a lot of room between 'I don't support meta's endeavours' and 'BAN VR', and you've jumped directly on the extreme end of a scale for seemingly no reason.
Thanks won’t claim that VR is better than being outside, but to me it seems a hell of a lot better than sitting on the couch with a phone.
Honestly, the full sensual immersion of VR is the last thing we need in our house at this point after 2 years of COVID. I need my kids to get more physical exercise and time outside this house, not less.
Just a few examples, rhythm games like Beat Saber, Pistol Whip and Synth Riders are at least on the level of Zumba or other aerobic dance exercises. Thrill of the Fight is a boxing game that is seriously intense and one of the best stress busters I have ever seen. Even something like eleven table tennis is essentially identical to playing real table tennis so is also much better than being a couch potato. VR is part of my and many other people’s overall fitness regimen.
I played games as a boy and young man as well. But I also wrote BASIC and 6502 assembly, or built forts in the woods, looked at neat plants, soldered projects for my VIC-20 or Atari ST, read ElfQuest graphic novels and acted them out with my friends, explored the local RadioShack, rode my bike, etc. The nature of my son's gaming obsessions has actually made it hard to get him to diversify.
Parenting is not easy. Defining limits is hard, but if you don't things can go sideways really badly and we have learned this the hard way.
Regarding VR specifically, I feel like limiting it comes more naturally _because_ it is so all-encompassing. It should be regarded as a special activity that you do for short bursts of time, en preferably as a social activity. It also helps that it's quite physical compared to other types of games. But in the end I guess we'll have to introduce these things slowly and watch how our kids handle it. If they show addictive tendencies it might be time to limit it.
However, the weird mEtAVeRsE wet dream zuck is pushing is total BS. NOBODY wants to live/work in VR. It's a fun thing to do for short periods of time for entertainment, and AR/VR is a cool tool for certain tasks (e.g. interior design).
The idea that we're gonna be flying through cyber space like some kinda Hackers (the movie) scene is just nonsense. It's honestly bad UX that people have been trying to push forever. Windows 95 had this goofy virtual world thing where you were in a room and all your software was on bookshelves and other silly shit that was a fun gimmick, but infinitely less efficient than buttons, menus, and sorted lists.
Also, unless headsets get MUCH lighter (and less sweaty) while simultaneously getting much better battery life they aren't going to be a thing people wear for long periods of time any time soon.
I'm willing to bet in the distant future almost all our lives will be virtual because it is simply so much cheaper than physical things.
Our video games will become more immersive, I would not be surprised if a generation or two a family holiday could be a week inside a video game.
Our work conference calls are becoming more and more immersive. I would not be surprised if work from home and work in the office eventually meet in the middle where you are physically at home but with a virtual representation sitting in a vertical office, where communication and collaboration are easy.
And while I don't use Facebook and feel uncomfortable about Meta owning the dominant virtual space, I absolutely think it will happen and prove very popular. Have you seen how much time people currently spend scrolling their phones with the little interfaces and small viewports? Lying on the couch with goggles between dinner and bedtime will be the norm soon enough, IMO - watching TV/movies, experiencing spaces, browsing content, socialising, learning, etc.
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.
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.
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.
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.
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.
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.
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
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...
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.
Kidding aside, the scenarios you describe sound closer to a tech demo than a killer feature to me.
As someone who gets lost often to ability to have directions to everywhere is a killer feature to me. I can also see LIDAR based glasses being a huge accessibility device for the blind.
It's a pain to set up and get on, it has issues, but those experiences will continue to be attractive as the technology eventually fades into the background.
because its already a thing in virtual spaces.
> probably nothing that would require you to get a mortgage.
oh so now you expect it, but you think its not a lot of money. Seems like you're in agreement with him about purchasing virtual spaces, you just think its worth the money.
The fundamental flaw IMO is that VR always over promises and under delivers.
Meta will make VR indistinguishable from reality but of course we don't mean smell as part of reality.
Indistinguishable from reality but of course we are not talking about going under water, feeling water as being wet and feeling like you are floating in water.
Indistinguishable from reality but of course we don't mean a virtual massage parlor that someone could touch your back and it feels like your back is being touch.
We mean we are going to make the tech equivalent jump from a 15 inch CRT monitor to a 27 inch nice LCD monitor and pretend VR is now indistinguishable from reality because that is what the Emperor wants and the Emperor signs my checks.
To me, you either need a full body suit, disregard smell and then stand on an underwater treadmill with a motorcycle helmet on or it is all a waste of time until we have a good brain computer interface.
Maybe not tomorrow, but by 2040?
We don't have the tech to do massive enormous orders of magnitude larger than typical MMO servers.
And of course the movie was some sort of dystopian web3 nightmare without considering the evil tech CEO. It showed the characters having fun going to doom world for PVP with real money and permadeath at stake. The main characters father loses everything because he dies in the game. But it was fine because the main characters were talented so it looked fun. This isn't a requirement for a virtual world of course, but the concept of the VR economy implies the game needs to be a lot less game and a lot more business. Not a spunky playground where you, a non pro gamer, will be able to do anything noteworthy.
> 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.
A quibble with this - the next gen is all about full color high res passthrough and many headsets like the Quest have open ear headphones so you still hear your surroundings. I think it's going to be much less isolating than the "VR is an isolating dystopia" people think.
Everyone's VR I know is in a drawer.
They aren't remotely the same.
AR/VR is inevitable
Yeah, the folks who sank piles of money into it last time all thought that too. Turns out that "inevitable" might mean "tomorrow" or it might mean "thirty years from now". Pointing that out _is_ an attempt to "influence this technology" by reminding people that thinking gigantic problems will just magically be solved Because This Is The Future is a recipe for disappointment.Now that the site is established, it moreso attracts people who are interested in the established, and less-so attracts people who are interested in new things. This problem tends to amplify itself, as a community that rejects new things is also going to drive away people who are interested in new things.
Now that Hacker News is established, it's just not "it" anymore. "It" is somewhere else.
But this is all just a theory. The counter to this argument is that many people on Hacker News in 2007 expressed serious reservations to Dropbox/cloud storage when it was first revealed -- https://news.ycombinator.com/item?id=8863. So perhaps what we're seeing is that problem-solvers (developers) also tend to be problem-finders.
Assuming the sun doesn't engulf us first.
Reality is VR will always be distinguishable from reality.
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.
I think I'd be more enthusiastic if:
- VR headsets weren't still so bad. Merely good VR devices is still a long way off.
- the existing VR experiences weren't still so bad
- the market wasn't completely fragmented and any purchase you make now is very short term
- any meaningful degree interoperability is still way off in the future
- the dominant player wants a walled garden where you are a powerless guest - at best
Headsets will get better, but it'll be a slow, expensive and frustrating journey I'd be happy to let someone else get frustrated with. I've followed VR for about 30 years and if you look at it in that perspective, astonishingly little has been accomplished in terms of building something that even rises to where it isn't a frustrating, nauseating, sad experience.And if Zuck's walled garden is where the action is going to be at, I might sit it out entirely. Why would I invest my time being part of a community where I have absolutely no rights? That would be a really poor choice.
There are legitimate reasons why people aren't as enthusiastic as you. And it doesn't make them naysayers.
An example of this is in game development. The app library is currently so that that it has opened up a huge opportunity for solo indie developers to build simple games and end up at the top of the sales charts. And we’re talking about something that has outsold the new Xbox.
Tech people like to wax on about how concerned they are about Facebook, but these comments usually are just a chance for them to take a few swings at a favorite corporate punching bag, not because they have any particular interest in VR.
I think in many ways the HN community is going through a deep skepticism cycle where everything new is dismissed. After Zuckerberg’s huge gamble pays off and creates a bigger gold rush than mobile, this same community is going to be posting guides on how to custom program hand tracking gestures and detailed breakdowns on how the distortion correction works.
While I can't predict the future, I tend to think that VR is more of a 3D TV situation than a smartphone situation; an industry which is hitting market scaling issues ("Argh! Everyone in the world has a HD TV/Facebook account!") is pushing a new thing, to expand its market, and it's not particularly clear that consumers want it. This all feels very top-down; giant companies deciding what consumers will want next, and telling consumers they want it. This works less often than you'd think.
Now, this eventually worked for the TV industry with 4K and particularly HDR, but those were both less jarringly different from what people were used to, and had more creative support (your average film director was much more excited about HDR than 3D...)
Obviously this was just one example to demonstrate the convenience of VR/AR over smart phones. You would not be using VR/AR for "just that one thing". The applications are numerous:
* Ability to have virtual workspaces with multiple high-resolution simulated monitors (and that's just the low-hanging fruit of simulating existing workspaces at a lower cost and more portability, it is entirely possible that VR will lead to completely new workspaces. But let's be a pessimist and assume simulating existing workspaces is the best we can do.). I mean if VR can deliver this one thing and nothing else, I would say it will be a huge success.
* Ability to read/work on commute without getting a headache from vibrations (since the image will be stable)
* Lifelike interaction with friends and family in a moment's notice and no air pollution
* Videogames
And these are some of the easier and less speculative uses of VR.
How are you actually defining "new" here? Have you considered that you are defining "new" in an amorphous way that allows you to reject everything new that VR/AR offer?
AR allows one to create virtual objects with actual position and shape in the real world. We can see these objects in their location in the world, and interact with them. That is the abstracted case of what is truly new -- the thing that simply does not exist without AR.
From this abstract case, we can give concrete examples. When buying products online, one can discover what furniture will look like in their house, or what clothing will look like on their body -- they can better see it from every angle and the form it will take. In terms of "adult entertainment", one can literally experience a virtual person up in your face and on your body, something that is just not offered by any existing form. Shit, we can attach a virtual note to a physical object (that only select people get to see!), we can use a ping pong table without needing to own a ball, we can see "subtitles" next to a person who is talking, we can see a label next to our friend in a crowded place without having to constantly cross-reference a map on a phone screen... honestly. Have some imagination.
If you can see this list of things and say "none of that is new", then I seriously challenge you to define "new" for me, because I'm willing to bet you are not applying the same rigorous definition to smartphones.
None of these things are achievable in the same way with a 2D screen because by definition a 2D screen lacks the ability to literally display along the Z axis. Our minds perceive in 3D, not 2D. A 2D screen literally provides less information about distance and location to the senses. Moreover, a 2D screen has a complete inability to create the feeling of presence, something that is new to AR/VR.
Actually, to act as if the feeling of presence is not new, despite you apparently having used a headset, seems bizarre to the point of incomprehensibility. Use VR porn and tell me that’s not a completely new, compelling experience. I’m addicted to it — it’s like I’m literally having sex. Honestly, your rejection of presence as revolutionary means I don’t actually think it’s possible to get anywhere with this discussion.
Lastly, your difficulties developing something compelling with AR is not a sufficient argument that nothing compelling can ever be achieved with it.
So, take that idea. It's not a novelty experience. It's not fluff. It significantly improves the lives of hearing-impaired people.
Did you even come up with this idea? If so, why were you not able to create it? Have you considered that perhaps it was due to the fact that something like this is extremely difficult to develop and can't be done by a regular team over a period of 'months'? Have you considered that AR/VR isn't just going to be made transformative within a <1 year time period of you getting your hands on it?
On the other hand, if you didn't even come up with such a practically beneficial idea as this (or were unable to see how life-changingly useful it'd be for the hearing-impaired), then the issue with all of your ideas being "fluff" was not due to the technology at hand.
This even sparks my imagination further. Right now, if someone yells at a hearing-impaired person from behind, they have no immediate way of knowing (any phone-based solution is not going to give quick information about the direction of the yell when it's in-pocket). On the other hand, an AR headset will be able to immediately inform that person that a loud voice has come from exactly the direction it is pointing to, because it can literally show an arrow in their visual sight. That is so goddamn exciting and useful. And I simply can't comprehend how you cannot see it.
How many UIs are 3D? How many people are using motion controls?
Spatial computing will bring about a fundamental UI/UX design refactoring of established 2D applications we just take for granted as fully baked. It won't replace them, like screens didn't replace books, but it will allow for enhanced functions we didn't know we were missing until they were in front of us and it will be offered in a more delightful human centric experience at the same time. HN dogs can bark but the caravan is rolling.
Improving this space isn't dependent on new technology either. We don't need more fps for them to solve the UX problems, they could've been solved for 3D navigation on a 2D screen - but they haven't, it has always been easier, faster and more accurate to navigate a 2D space.