zlacker

[parent] [thread] 122 comments
1. daenz+(OP)[view] [source] 2019-12-06 20:21:11
The thing that got me about the Magic Leap is I couldn't find a reliable video of what it looked like through the lenses. Everything was clearly a CGI overlay or recreation. Reviewers claimed they were prohibited from showing video through the lenses.[0]

I can understand not wanting their product misrepresented, but all the secrecy and censorship about it makes me believe it is bad, and I'm not going to spend money on something I believe is bad.

0. https://youtu.be/TfzlU7nW23Y?t=34

replies(14): >>jayd16+P >>1MoreT+X >>Kapura+K1 >>tootie+52 >>goneho+j3 >>Holoma+W4 >>LegitS+p7 >>simias+Ka >>simias+qc >>cacony+Ql >>wpietr+Qq >>gumby+lB >>fuzzfa+sM >>lookda+fN
2. jayd16+P[view] [source] 2019-12-06 20:26:57
>>daenz+(OP)
Its not bad but it wouldn't make sense really. Microsoft built a custom camera rig to show off the Hololens which they could have done.
3. 1MoreT+X[view] [source] 2019-12-06 20:27:45
>>daenz+(OP)
The problem is that a video through the lenses isn't going to tell you anything about the experience of actually wearing one of these things.
replies(4): >>mumble+Z2 >>IshKeb+B4 >>DonHop+S9 >>mch82+Dj1
4. Kapura+K1[view] [source] 2019-12-06 20:32:36
>>daenz+(OP)
it's a bit better than the hololens, but it's a much less slick piece of hardware.
5. tootie+52[view] [source] 2019-12-06 20:35:11
>>daenz+(OP)
Overlayed content is sharp enough, not great. Ghostly opacity. Biggest blocker by far is field of view vertically. Images outside the "screen" get badly cropped and look very unnatural.
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6. mumble+Z2[view] [source] [discussion] 2019-12-06 20:42:18
>>1MoreT+X
Neither is an artist's conception.

I think that this is inevitably going to be a serious problem for selling a product like this to a generation that still remembers Virtual Boy.

7. goneho+j3[view] [source] 2019-12-06 20:44:35
>>daenz+(OP)
There was a twitter video that comically showed their marketing demo of the whale and then the real life example of the product (with related music).

It appears to have been scrubbed from the internet though because I was trying to find it a while back to show someone and I searched for a while, but couldn't find anything.

Magic Leap seems like a case study of how not to release a product, but maybe they were more focused on raising money?

Either work on your thing in public, shipping units (Oculus/FB) or work on it entirely in secret (Apple), but don't loudly and continuously talk vaguely about how amazing your thing is with no real public examples for years. This plus all the fake marketing video demos - if you're going to do this you better be as good as you're pretending to be.

Someone that good probably wouldn't need to show marketing videos, they'd just show the product itself.

I finally did get to play with one (friend who personally knows an investor had one) and it was pretty disappointing. AR seems likely to be the next computing platform, but the hardware is not ready yet.

Magic Leap reminds me a lot of the General Magic documentary - crazy hype, right general idea, but too early and bad product.

I'm not sure if they have the same talent General Magic had though.

replies(7): >>Andrew+94 >>ryandr+V6 >>DonHop+U8 >>dylan6+X9 >>simonh+0g >>csalle+7y >>Abishe+vP
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8. Andrew+94[view] [source] [discussion] 2019-12-06 20:49:17
>>goneho+j3
I believe this is what you're referencing:

https://twitter.com/fernandojsg/status/1017411969169555457

replies(2): >>fastba+pf >>derang+rK
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9. IshKeb+B4[view] [source] [discussion] 2019-12-06 20:54:09
>>1MoreT+X
It's going to tell you more than a CGI artist's impression nonsense.

People were able to film through the lenses for standard VR glasses. I can't find anyone that tried it for Hololens but given that they also cost several thousand dollars it's probably not that surprising. I have used the Hololens quite a bit and I can't see any reason why you couldn't film from the eye's point of view.

replies(1): >>Holoma+h5
10. Holoma+W4[view] [source] 2019-12-06 20:55:53
>>daenz+(OP)
That's just how it goes with AR, you can find some amateur clips people have tried to shoot through the lens themselves but it's very difficult. Even Microsoft doesn't shoot through the lens and has gotten similar flack. Best they can do is composite imaging, which actually looks worse than through the lens.
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11. Holoma+h5[view] [source] [discussion] 2019-12-06 20:59:02
>>IshKeb+B4
Notice that zero VR companies show you through the lens footage. This is not restricted to Magic Leap. You can find amateur attempts by owners to shoot through Magic Leap, Hololens, and various VR headsets if you go on Youtube and Twitter. But no company does this at all. Just another misunderstanding by people here who think they've found another reason to nitpick at Magic leap, but it's a widespread industry issue. VR is actually the worst about this because they only show straight from the PC output with none of the limitations you actually experience like FOV and screen door effect.
replies(2): >>LegitS+E7 >>gumby+AB
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12. ryandr+V6[view] [source] [discussion] 2019-12-06 21:11:14
>>goneho+j3
Yet everyone was so optimistic and believed the hype. And it happens again and again! Whenever some early stage company/product gets some traction on HN that looks like hype-ware, the default reaction always seems to be excitement and optimism, rather than doubt and skepticism. Nobody's learned from Theranos. It's like we all adhere to that X-files poster "I WANT TO BELIEVE" over and over.
replies(4): >>DonHop+x9 >>Aeolun+Xb >>goneho+gc >>icelan+4f
13. LegitS+p7[view] [source] 2019-12-06 21:15:10
>>daenz+(OP)
I thought the same thing. Even with VR people held cameras up to the displays, or projected what they saw onto a monitor. With magic leap it was sooo secret.

I assumed garbage. I'm still not sure what I would be supposed to do with them.

replies(2): >>cridde+E9 >>dylan6+sa
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14. LegitS+E7[view] [source] [discussion] 2019-12-06 21:16:55
>>Holoma+h5
The thing is that for HoloLens and VR sets we did have people showing it as best they could in a camera and for vr projecting into a monitor. Magic leap held it all secret and we'd be told how magical it was.
replies(1): >>Holoma+0A
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15. DonHop+U8[view] [source] [discussion] 2019-12-06 21:27:20
>>goneho+j3
There was some overlap, and both had lots of "Magic" hype, but there were some really great people working at General Magic, and not nearly as high a level of narcissistic bullshit and self aggrandization and utterly dishonest marketing as from Magic Leap.

I mean, come on:

https://www.youtube.com/watch?v=w8J5BWL8oJY

replies(2): >>dreamc+Y9 >>soup10+TH
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16. DonHop+x9[view] [source] [discussion] 2019-12-06 21:32:38
>>ryandr+V6
Not everybody believed the hype. The first time I saw their original TedX video I knew for sure that Magic Leap was totally full of it.

https://www.youtube.com/watch?v=w8J5BWL8oJY

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17. cridde+E9[view] [source] [discussion] 2019-12-06 21:33:22
>>LegitS+p7
I'd love to know how close the shipping product is to what Kevin Kelly and other journalists were shown under NDA before release.
replies(1): >>LegitS+zQ
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18. DonHop+S9[view] [source] [discussion] 2019-12-06 21:34:49
>>1MoreT+X
But the fact that they absolutely will NOT permit developers or reviewers to post a video through the lenses, and they tried to pawn off totally fake "artist conceptions" as live demos of actual software they run daily at the office, does tell you a hell of a lot about what the actual experience and the company itself is like.

Magic Leap originally lied about the concept video they posted to youtube, then retroactively white-washed it after they got caught by Time Magazine.

The most infamous misleading video that currently claims to be a "concept video" was originally deceptively titled "Just another day in the office at Magic Leap" and described as "This is a game we’re playing around the office right now". Only AFTER they got busted, did Magic Leap retroactively change the title and description so they were not so blatantly false and misleading.

https://www.youtube.com/watch?v=kPMHcanq0xM

Before they got busted and white-washed the lies, a skeptical Time magazine reporter didn't think it looked real, and asked Magic Leap about it directly. The official Magic Leap company spokesman mendaciously lied to him that "the video was authentic":

http://time.com/3752343/magic-leap-video/

>It's unclear whether the video shows an actual game overlaid onto a real-world office space or just an artistic rendering of what the game might look like in the future. The way the gun rests so realistically in the gamer's hand certainly raises suspicions. Still, a company spokesperson confirmed to Gizmodo that the video was authentic.

>"This is a game we’re playing around the office right now," Magic Leap wrote on its official YouTube account.

The "game they were playing around at the office" was actually called "lying to the public and investors".

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19. dylan6+X9[view] [source] [discussion] 2019-12-06 21:35:35
>>goneho+j3
Magic Leap reminds me of Theranos. The companies with vaporware seem to have very similar playbooks that are pretty obvious with how in your face they are while never actually showing the product.
replies(2): >>tmh79+Eb >>jdminh+3y
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20. dreamc+Y9[view] [source] [discussion] 2019-12-06 21:35:40
>>DonHop+U8
Completely agree. The GM people were competent without being arrogant. They failed only because cellular data networks were not good enough at the time.
replies(1): >>DonHop+sb
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21. dylan6+sa[view] [source] [discussion] 2019-12-06 21:40:02
>>LegitS+p7
VR allowed the signal going to the headset to also be displayed onto a regular monitor since the signal was the full image. With AR, it's just overlaying something onto a lens you see through to be able to see the real world. That signal displayed onto a regular monitor would probably just show the object with a matte or essentially the object over a black background. Think of a transparent PNG but in motion. That's not very exciting.
replies(1): >>LegitS+fo
22. simias+Ka[view] [source] 2019-12-06 21:43:31
>>daenz+(OP)
TFA says that they've shipped around 6000 units so far, how come nobody has made an independent video of the product yet? Surely some of these early adopters have a Youtube channel?
replies(1): >>Andrew+rb
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23. Andrew+rb[view] [source] [discussion] 2019-12-06 21:48:36
>>simias+Ka
There are plenty of independent videos available. Here's Tested's in-depth review from last year:

https://www.youtube.com/watch?v=Vrq2akzdFq8

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24. DonHop+sb[view] [source] [discussion] 2019-12-06 21:48:43
>>dreamc+Y9
Bill Atkinson is the humblest, sweetest, most astronomically talented guy -- practically the opposite of Rony Abovitz! I think they're on very different drugs.

The Psychedelic Inspiration For Hypercard, by Bill Atkinson, as told to Leo Laporte.

"In 1985 I swallowed a tiny fleck of gelatin containing a medium dose of LSD, and I spent most of the night sitting on a concrete park bench outside my home in Los Gatos, California." ...

https://www.mondo2000.com/2018/06/18/the-inspiration-for-hyp...

Full interview with lots more details about the development of HyperCard:

https://twit.tv/shows/triangulation/episodes/247?autostart=f...

Bill Atkinson's guest lecture in Brad Meyer's CMU 05-640 Interaction Techniques class, Spring 2019, Feb 4, 2019:

https://scs.hosted.panopto.com/Panopto/Pages/Viewer.aspx?id=...

Including polaroids of early Lisa development.

About PhotoCard:

http://www.billatkinson.com/aboutPhotoCard.html

PhotoCard by Bill Atkinson is a free app available from the iTunes App store, that allows you to create custom postcards using Bill's nature photos or your own personal photos, then send them by email or postal mail from your iPad, iPhone or iPod touch.

Bill Atkinson, Mac software legend and world renowned nature photographer, has created an innovative application that redefines how people create and send postcards.

With PhotoCard you can make dazzling, high resolution postcards on your iPad, iPhone or iPod touch, and send them on-the-spot, through email or the US Postal Service. The app is amazingly easy to use. To create a PhotoCard, select one of Bill's nature photos or one of your own personal photos. Then, flip the card over to type your message. For a fun touch, jazz up your PhotoCard with decorative stickers and stamps. If you're emailing your card, it can even include an audible greeting. When you've finished your creation, send it off to any email or postal address in the world!

replies(1): >>dreamc+jj
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25. tmh79+Eb[view] [source] [discussion] 2019-12-06 21:49:44
>>dylan6+X9
I have some VC friends tangentially related to the deal. Apparently the original demo was wild, like real magic bonkers. Everyone who tried became a believer. The projected light streams onto the user's eyes so instead of seeing an image overlayed in an intermediate layer as in most AR, the image was projected onto your retinas through this very advanced technology and optics. The issue is that the advanced technology demo used an entire room of computers and sensors for a single user, and it didn't allow the user to move around at all, just sit in a chair and have this thing projected onto your eyes. The goal was to scale this working crazy but impractacle thing into a consumer experience but they just weren't able to, so they pivoted to being another "smart glass" maker. Their tech and patents still actually work, they just aren't able to make a product out of it.
replies(4): >>DuskSt+7k >>keenma+np >>jjeaff+mK >>golerg+Xf1
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26. Aeolun+Xb[view] [source] [discussion] 2019-12-06 21:52:51
>>ryandr+V6
I don’t think this was ever the case for Magic Leap. All threads were always full of ‘I think this is waaaay too much funding for something we haven’t even seem yet’.

I’m just confused how the press and investors were misled in such a miraculous way.

replies(1): >>DonHop+2e
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27. goneho+gc[view] [source] [discussion] 2019-12-06 21:54:02
>>ryandr+V6
I think this is generally a good thing about Silicon Valley culture.

It’s the reason you get successes like Tesla or SpaceX and it’s generally good to bias towards optimism over pessimism - you get more people able to try more things and successes that have exponential returns make up for the failures.

Otherwise you get stagnation which ends poorly for everyone.

That said, optimism still requires a plan that makes sense and shipping a real product.

28. simias+qc[view] [source] 2019-12-06 21:55:39
>>daenz+(OP)
I'm torn on this, on one hand it's a bit shady, on the other I get why they're doing it. The only impressive bit about this piece of hardware is to actually experience virtual 3D objects projected onto the real world. If you capture a 2D video of this through the lens you're effectively left with very mediocre 3D models in a darkened environment. There's simply no way it can look good without cheating. It'll look like VR but worse.
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29. DonHop+2e[view] [source] [discussion] 2019-12-06 22:05:20
>>Aeolun+Xb
The most convincing "argument" for them was "well, they fooled Google into giving them a half a billion dollars, so they must have something there."
replies(2): >>kbenso+Yo >>gumby+hB
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30. icelan+4f[view] [source] [discussion] 2019-12-06 22:14:26
>>ryandr+V6
Definitely not. HN is more pessimistic than any other forum I'm on besides Slashdot (the famous iPod burn, of course).

Are you forgetting Dropbox / "that's just rsync" and various other skeptics? No one likes anything here that seems flashy. And that's a good thing.

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31. fastba+pf[view] [source] [discussion] 2019-12-06 22:17:22
>>Andrew+94
Oh man I'd forgotten about that edit.

Cracks me up every time.

replies(1): >>rl3+MA
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32. simonh+0g[view] [source] [discussion] 2019-12-06 22:20:42
>>goneho+j3
I don’t know if any are at Magic Leap, but other General Magic alumni include Andy Rubin (Android) and Tony Fadell (iPod) so at least some of them did ok eventually.
replies(1): >>vkou+FT
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33. dreamc+jj[view] [source] [discussion] 2019-12-06 22:46:13
>>DonHop+sb
Thanks for that. Bill's been a hero of mine since I did Mac development on a Lisa using photocopied binders of Inside Macintosh mailed to me by Guy Kawasaki. Those were the days.
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34. DuskSt+7k[view] [source] [discussion] 2019-12-06 22:55:00
>>tmh79+Eb
If I could get something like that as a desktop monitor replacement, I would be ecstatic. (Assuming appropriately high resolution and refresh rates - but if it's doing eye tracking that'd have to be the case)
replies(1): >>saalwe+6p
35. cacony+Ql[view] [source] 2019-12-06 23:07:59
>>daenz+(OP)
VR looks shitty in video through the lenses too, but it's actually really cool. I wouldn't have been put off buying a Vive by lackluster video captures, because people were saying really good things about it (or, at least, a lot of the things I wanted to hear to convince me to be an early adopter).

I guess Magic Leap's problem is that their product is thoroughly meh. Nobody is raving about it (that I'm aware of), and nothing I've seen makes me feel like going out of my way to try one.

replies(1): >>kaibee+eB
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36. LegitS+fo[view] [source] [discussion] 2019-12-06 23:25:20
>>dylan6+sa
It would at least show fidelity and detail. Instead they showed nothing so I assumed it was vaporware.
replies(1): >>dylan6+nl1
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37. kbenso+Yo[view] [source] [discussion] 2019-12-06 23:31:23
>>DonHop+2e
Well, trust by proxy is what makes civilization work. But having some percentage of the populace that's always skeptical of the trust imparted like that is also essential.

Usually, Google being willing to give a company hundreds of millions of dollars is enough, because you assume whoever's job it is to give out all that money takes it seriously. Unfortunately, sometimes the more money is involved the harder it is for skeptics to get their own message out, since nobody wants to believe that all the money they've invested has been a poor choice. Just look at Uber. Any company that didn't have so many billions invested in it would have failed because of the internal problems they have long ago.

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38. saalwe+6p[view] [source] [discussion] 2019-12-06 23:32:56
>>DuskSt+7k
I know that "light going into your eyeball" is how your eyes work, and that conventional monitors are not suspected to be great for your eyes, but "shoot light directly at your retinas" always makes me nervous.
replies(3): >>joejer+yy >>rl3+hA >>XorNot+M71
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39. keenma+np[view] [source] [discussion] 2019-12-06 23:34:08
>>tmh79+Eb
Miniaturization of multifocal projection-based technology seems inevitable. What's the best way to keep track of progress in that field, and do you know when it might hit the mass market?
40. wpietr+Qq[view] [source] 2019-12-06 23:45:31
>>daenz+(OP)
Another dimension to consider: if it's good, how long is it good for?

I just got done writing a long thread on the history of 3D as a novelty: https://twitter.com/williampietri/status/1203074623232851970

But the basic summary is that since the 1850s, people keep coming up with exciting 3D innovations that sell lots of units for a while, but that never make much of a difference. Stereoscopic 3D is interesting and fun; we all loved our ViewMasters. But once the novelty wore off, we put it on a shelf and rarely picked it up again. The ViewMaster is basically a slinky for our eyeballs.

I've talked with quite a number of people who have bought VR systems, and I have yet to find one who uses it with the sort of frequency that people use their gaming consoles, PCs, laptops, or phones to play games. Maybe this wave of innovation will eventually take face-mounted VR from "novelty" to "daily driver", but it doesn't sound like it's here yet.

replies(7): >>earthb+Ps >>Baeocy+dD >>sytelu+4H >>greggm+lI >>andyba+eZ >>DonHop+851 >>tinus_+9E3
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41. earthb+Ps[view] [source] [discussion] 2019-12-07 00:05:07
>>wpietr+Qq
FWIW, I left the 3D turned on with my 3DS, but I recognize that I was in the minority. I liked the 3D well enough, but OTOH I don’t really miss it on the Switch.
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42. jdminh+3y[view] [source] [discussion] 2019-12-07 01:00:19
>>dylan6+X9
> Magic Leap reminds me of Theranos.

Even if Magic Leap dies on the vine, I don't think they're anything like Theranos except for both being unsuccessful VC-funded companies. Theranos tried to sell fraudulent health care services. Magic Leap is trying (and failing) to build a real product. You can buy one and see what it does, and nobody's health is impacted if their experience just sucks.

replies(1): >>fuzzfa+2H
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43. csalle+7y[view] [source] [discussion] 2019-12-07 01:00:58
>>goneho+j3
Google did the same thing with Glass. They had super slick concept video that went viral, and the real product couldn't be anything but a disappointment after that.
replies(1): >>Rapzid+eD
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44. joejer+yy[view] [source] [discussion] 2019-12-07 01:07:16
>>saalwe+6p
Right?!! What could possibly go wrong?
replies(1): >>Baeocy+ZC
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45. Holoma+0A[view] [source] [discussion] 2019-12-07 01:29:06
>>LegitS+E7
Not really. Remember that before their device launched they were ridiculed for being too honest and showing the rock throwing guy demo. This was months before you could buy it: https://www.extremetech.com/mobile/273280-magic-leaps-first-...
replies(1): >>LegitS+cJ
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46. rl3+hA[view] [source] [discussion] 2019-12-07 01:32:53
>>saalwe+6p
I suspect in about 20-30 years that method will be considered antiquated, and brain implants with direct access to the user's visual cortex will be far more sensible for that kind of thing.
replies(1): >>6gvONx+6G
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47. rl3+MA[view] [source] [discussion] 2019-12-07 01:41:17
>>fastba+pf
Likewise. The same meme was also used for trashing the sorry state of No Man's Sky release in 2016:

https://www.youtube.com/watch?v=-5jWtz3rzco

To their credit, the developers diligently kept working on the game and I've heard it's quite polished now. I kind of doubt we'll see the same turnaround story with Magic Leap, but who knows.

replies(1): >>dmix+6E
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48. kaibee+eB[view] [source] [discussion] 2019-12-07 01:46:27
>>cacony+Ql
One major difference between VR and AR content is that VR can do blacks. Current AR is limited to overlaying more light onto a piece of your visual field. It has no way to make any spot more dark. This is fine for VR, since there should be no other light leaking in apart from what is produced by the unit. AR at the least needs a projector that can compete with the amount of light in the your scene already.
replies(1): >>gumby+qB
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49. gumby+hB[view] [source] [discussion] 2019-12-07 01:46:56
>>DonHop+2e
My understanding is that sergey wanted to do it and he can effectively write checks right off the balance sheet. Google Ventures passed, as folks were always eager to tell me.
replies(1): >>DonHop+TB
50. gumby+lB[view] [source] 2019-12-07 01:47:59
>>daenz+(OP)
This is why we always said “shot through the glasses” at CastAR.
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51. gumby+qB[view] [source] [discussion] 2019-12-07 01:49:36
>>kaibee+eB
You could make an occlusion shutter but I haven’t seen a small lcd with the requisite speed and resolution.
replies(1): >>drcode+UG
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52. gumby+AB[view] [source] [discussion] 2019-12-07 01:52:20
>>Holoma+h5
> But no company does this at all.

CastAR/Tilt5 all demos. We also allowed the press to film through our hardware.

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53. DonHop+TB[view] [source] [discussion] 2019-12-07 01:58:38
>>gumby+hB
Sounds like that's the same way Google Glass got funded, too. I wonder what Sergey Brin thought of the nepotism at Magic Leap that he funded, documented in the sexual discrimination lawsuit?

http://valleywag.gawker.com/meet-the-google-founders-mistres...

>Since Google Glass launched to our awe and horror, the company's co-founder, Sergey Brin, hasn't been spotted without a pair. He's placed himself atop the privacy-eroding project, publicly, and inside Google's secret labs. Maybe it's because he's fucking the Glass marketing manager, Amanda Rosenberg.

>According to a startling report by AllThingsD's Liz Gannes and Kara Swisher, Brin and his wife of six years, Anne Wojcicki, are no more, now that he's found himself a PR girlfriend at Google. AllThingsD also reported this girlfriend was recently attached to another (totally coincidentally departing) top Googler, Hugo Barra, to make Brin's relationship with the recent San Francisco transplant behind the backs of his wife and children all that much worse.

https://regmedia.co.uk/2017/02/14/magic-leap-sex-discriminat...

>"Eric Akerman, vice president of IT, is a high school buddy of Abovitz. He is a loud and outspoken and several misogynistic comments have emanated from his department and from him."

>"Vice president of IT Akerman, on Nov. 8, 2016, told a large group of people who asked why he voted for Trump that it was 'because Melania is hot.'"

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54. Baeocy+ZC[view] [source] [discussion] 2019-12-07 02:16:20
>>joejer+yy
I'm sure they have software interlocks to make sure nothing bad happens with the energy levels.

https://en.wikipedia.org/wiki/Therac-25

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55. Baeocy+dD[view] [source] [discussion] 2019-12-07 02:20:25
>>wpietr+Qq
>I've talked with quite a number of people who have bought VR systems, and I have yet to find one who uses it with the sort of frequency that people use their gaming consoles, PCs, laptops, or phones to play games. Maybe this wave of innovation will eventually take face-mounted VR from "novelty" to "daily driver", but it doesn't sound like it's here yet.

I pretty much fully agree with your assessment, with the caveat that I've seen a lot of folks really getting in to their Oculus Quests in a way that never happened for the tethered unit. I'm certain many would spend even more time using it if there was a larger software library.

(And yes, the success of the Quest genuinely surprised me, too. Having now gotten to play with one, I have to say tetherless with good controllers is the biggest single improvement in VR since the first modern headset.)

replies(1): >>henrik+nJ
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56. Rapzid+eD[view] [source] [discussion] 2019-12-07 02:20:32
>>csalle+7y
I was disappointed that the one I tried, I couldn't even get the UI to respond properly. Maybe it was just that unit but I could swear I recall reading of others have similar issues with the interface.
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57. dmix+6E[view] [source] [discussion] 2019-12-07 02:35:35
>>rl3+MA
Nice video explaining No Man Sky’s evolution: https://youtu.be/uzvxn6l50co

Anyone who has worked in software knows the difference between expectations/projections and real life. Everything takes 10x longer once you dig into the details. So it’s great to see a gaming company able to adapt and continually release through those down moments and eventually produce something great.

It makes you wonder how much better other games could be if they took an incremental approach and continually expanded the world available to users.

replies(2): >>greggm+vH >>Causal+HK
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58. 6gvONx+6G[view] [source] [discussion] 2019-12-07 03:06:00
>>rl3+hA
AR brain implants in 20-30 years? We can't even cure hemorrhoids. No way that timeline is accurate.
replies(1): >>rl3+fK
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59. drcode+UG[view] [source] [discussion] 2019-12-07 03:23:02
>>gumby+qB
You actually can't do that: People have tried, but the plane of focus makes the LCD too blurry. It's an unsolved technology problem.
replies(1): >>pas+n41
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60. fuzzfa+2H[view] [source] [discussion] 2019-12-07 03:25:29
>>jdminh+3y
Theranos failed to sell automatic blood testing machines to the military so they pivoted to providing services of questionable repute.
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61. sytelu+4H[view] [source] [discussion] 2019-12-07 03:25:51
>>wpietr+Qq
You are confusing tech deficiency for the lack of interest. Imagine if the tech was available so you can see 3D content covering the entire human FOV in 8K resolution that with almost no weight on the head just for $500, would you not buy it and use it full time? Things have came long way and still long way to go but our biological construction demands 3D tech and it's not going to change anytime soon.
replies(1): >>wpietr+vL
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62. greggm+vH[view] [source] [discussion] 2019-12-07 03:35:30
>>dmix+6E
I didn't get No Man's Sky until this August when they released the VR version. I got it on sale fully expecting to spent only 20 minutes with it. I just wanted to see it in VR. I ended up spending 20 hrs. I felt like a little kid pretending to be in space. It was awesome. About 15hrs in I tried non-VR for a moment. Couldn't take it. There are many things I'd change about the game but being in space in VR was amazing.
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63. soup10+TH[view] [source] [discussion] 2019-12-07 03:41:43
>>DonHop+U8
you know that's not even the worst ted talk i've seen
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64. greggm+lI[view] [source] [discussion] 2019-12-07 03:49:52
>>wpietr+Qq
Well then you can come meet me and about 150 other friends.

I pretty much play VR only at this point. Any time I try a typical flat screen 3D game something is missing. The frustration of having a camera stick. The boringness of having to "press the action button" instead of just reaching out and touch the thing I'm supposed to interact it. And of course most of all the feeling of "presence". The Citadel on the horizon in HL2 (old reference sorry) is a pretty picture but nothing more. The volcano in Farpoint is 3 miles high with a 15 mile high plumb of smoke and I feel that as though I was there. It's like a picture of the grand canyon vs actually being at the grand canyon. They aren't comparable and I can't go back to not feeling like "being there".

This isn't a "gimmick" like 3D movies where they stick things in your face or throw stuff at you just show off the tech. It's qualitatively different.

If there was more content I was interested in I'd spent even more time in VR. Unfortunately there isn't that much AAA VR content and worse for me I can't take horror in VR, it's way to intense, so I probably won't be able to play the new VR Half Life coming out in March.

VR today is like an Apple Newton in 1993. Everyone laughed. Heck in 2007 PDAs where just for geeks. Then in 2008 Apple's PDA shipped, the iPhone, and now everyone has a PDA in their pocket to the point that's you'd be considered strange not to have one. It might be a while, it might even be another 15 years but VR will happen. It's just too compelling when it's good.

replies(3): >>wpietr+jM >>tripzi+lY >>taloft+Ha1
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65. LegitS+cJ[view] [source] [discussion] 2019-12-07 04:05:08
>>Holoma+0A
It was hyped for a long time before that. That they released the underwhelming demo is just them failing. But they kept what it actually displayed confidential for a long time.
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66. henrik+nJ[view] [source] [discussion] 2019-12-07 04:09:06
>>Baeocy+dD
Yeah, I got to try the Quest as well, and it's what the experience should be like. No cables, no beacons, no markers, no nothing.

But the resolution and framerate is too weak right now. Needs 8K in 60fps, so it's just a matter of time.

replies(2): >>papa_b+zK >>andyba+JZ
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67. rl3+fK[view] [source] [discussion] 2019-12-07 04:23:57
>>6gvONx+6G
Not saying it'll be commonplace by then, just that the technology will probably exist.

As I understand it today, Neuralink already has a surgical robot that can thread electrodes in between individual neurons with minimal damage.

replies(1): >>6gvONx+aQ
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68. jjeaff+mK[view] [source] [discussion] 2019-12-07 04:26:16
>>tmh79+Eb
That makes sense. Because I heard on a podcast, this week in tech, I think, from a VC on the panel that was an investor and the rest of the panel was comparing it to Microsoft's ar product and he was adamant that he had seen things that he couldn't talk specifics about but that it was a total game changer.
replies(1): >>NotSam+PR
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69. derang+rK[view] [source] [discussion] 2019-12-07 04:27:21
>>Andrew+94
Thank you for that link haha
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70. papa_b+zK[view] [source] [discussion] 2019-12-07 04:29:41
>>henrik+nJ
Hopefully more than 60fps :) It's currently 72fps, and the Index is 120/144, which sounds close to ideal. I've been pretty happy with the Quest's 72 for now though.
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71. Causal+HK[view] [source] [discussion] 2019-12-07 04:31:38
>>dmix+6E
For me it's a very conflicted project. All they've done since release has been admirable, and NMS is now a good game well-worth the fee. Thing is, most of that work should've been done before release, and is it right to commend a company for marketing creme-filled donuts and then sending us the creme in the mail eighteen months later? Even so, I would've said yes it is, except for one issue: they still refuse to apologize for deliberately lying to us about launch features. They deflect, they say they got too excited, too ambitious. What they don't do is admit the moral failure inherent in marketing features they hadn't even begun adding to the code base. They didn't even start to try until after they got caught lying and they still refuse to admit it.
replies(2): >>aspace+lU >>dmix+dw1
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72. wpietr+vL[view] [source] [discussion] 2019-12-07 04:50:41
>>sytelu+4H
I don't think I would. I already have the experience of immersion with current screens. I don't think strapping screens to my face will improve anything. And given the metaphorical and literal headaches of trying to fool the human vision system, I don't expect that I'd enjoy anything in the facehugger category.

This might change for me if we could bypass the eyeballs and the limbs, of course.

replies(1): >>andyba+WZ
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73. wpietr+jM[view] [source] [discussion] 2019-12-07 05:06:07
>>greggm+lI
I'm glad to hear there are a few people happy with the current stuff. But I'll note that in the 1990s wave of VR there were people who would talk exactly like this. It was amazing; they loved it; the tech and content wasn't there yet, but surely in 10 or 20 years, we'd all be spending all our time immersed. And I'll note that James Cameron, director of Avatar, has essentially the same belief about 3D movies: https://www.cinemablend.com/news/2428530/the-problem-3d-has-...

I'm still unconvinced. And I'll note that plenty of people get the feeling of presence from novels, from comic books, from movies, from games. Getting lost in a world isn't a property of technology. It's something humans have been doing since we were telling stories around a campfire.

When we want that, that is. As you say, we just as often want distance from our experiences. And quite often we're indifferent to immersion; it's not material to the experience we seek. Movie tickets sales are down 25% since 2000. That might be in part because some people have fancy home theaters that are nearly as good, the at-home 100" screen with 7.1 sound. But I think it's mostly because people are happy watching things on laptops and tablets and phones. They mostly don't want to "be there", however much that horrifies the Martin Scorseses of the world.

replies(1): >>lonela+bn1
74. fuzzfa+sM[view] [source] 2019-12-07 05:08:28
>>daenz+(OP)
When you're selling someone a dream, especially their own dream, fantasy always needs to be presented as reality.

Looks like they're making money from investors rather than customers, and the strongest marketing efforts are probably not focused on things which would appeal to ordinary buyers.

75. lookda+fN[view] [source] 2019-12-07 05:20:51
>>daenz+(OP)
I went to a magic leap developer event and tried the headset first hand. It was truly magical. It made me giggle. Now, at the current price point it’s too high for me to buy as a toy and I haven’t really been struck with any killer app ideas to buy it as a dev kit, but I really think it’s an extremely cool piece of kit.
replies(2): >>andyba+301 >>4AoZqr+QE1
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76. Abishe+vP[view] [source] [discussion] 2019-12-07 06:09:47
>>goneho+j3
Apparently in actual product, the whale demo was liked by many incl. Adam Savage[1]. It seems, magic leap was able to map the windows in a room and was able to bring in the whale from outside via the window.

[1]https://youtu.be/0N2HqCdsSGM?t=387

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77. 6gvONx+aQ[view] [source] [discussion] 2019-12-07 06:23:34
>>rl3+fK
Neuroprosthetics as a field has a fairly long history. It's fascinating. However, it moves slowly, like most everything else human body related.

https://en.wikipedia.org/wiki/Neuroprosthetics#History

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78. LegitS+zQ[view] [source] [discussion] 2019-12-07 06:30:59
>>cridde+E9
me too because people were raving about it. I wonder how much influence was peddled, given the billions invested.
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79. NotSam+PR[view] [source] [discussion] 2019-12-07 07:04:37
>>jjeaff+mK
What podcast & episode was that?
replies(1): >>jjeaff+dO7
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80. vkou+FT[view] [source] [discussion] 2019-12-07 07:48:52
>>simonh+0g
Yeah, especially with the 87 million in 'quit quietly' money that Andy got for harassing his coworkers.
replies(1): >>rasz+2a2
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81. aspace+lU[view] [source] [discussion] 2019-12-07 08:05:50
>>Causal+HK
But when it’s Sony co-marketing can you really blame them?

It was their first time ever getting that kind of attention from a publisher and they screwed it up. That’s how I’ve interpreted it at least.

replies(1): >>vander+001
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82. tripzi+lY[view] [source] [discussion] 2019-12-07 09:35:27
>>greggm+lI
> The boringness of having to "press the action button" instead of just reaching out and touch the thing I'm supposed to interact it.

but "reaching out" in VR equates to waving around a VR wand in space and pressing buttons on it, I'm not sure what's the difference?

replies(2): >>andyba+TZ >>XorNot+x81
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83. andyba+eZ[view] [source] [discussion] 2019-12-07 09:54:03
>>wpietr+Qq
> I have yet to find one who uses it with the sort of frequency that people use their gaming consoles, PCs, laptops, or phones to play games.

Part of the problem the industry has with VR is unrealistic measures of success.

Does VR really have to be used with the same frequency we use consoles and have sales as high as smart phones to be considered not a novelty?

There's a huge gap between "another duffer like 3D TV" and "the new iPhone"

replies(1): >>wpietr+wA1
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84. andyba+JZ[view] [source] [discussion] 2019-12-07 09:59:51
>>henrik+nJ
As someone else pointed out the framerate is already way past 60Hz.

But is resolution that important? If had to list the areas where VR needed improvement it would be fairly low down my list. I'd put comfort and FOV higher and improving the screen door effect would also probably trump resolution.

But I think none of these things are deal-breakers. Content is king as they say. Previous new media have not been held back by quality issues. Early consoles didn't suddenly leap into mass adoption when the graphics improved. Cinema didn't mature when film stock got better. It was content and people's awareness that changed.

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85. andyba+TZ[view] [source] [discussion] 2019-12-07 10:03:16
>>tripzi+lY
Your hands are in the same physical location as the object you're interacting with. It removes one of the planks of artificiality and improves the chance your brain will stop signalling that experience isn't real.

I don't entirely agree with OP. I enjoy VR even when it uses the gamepad. If the iteractions have a good "in-game" explanation - no matter how far-fetched - then your brain will stop raising the alarm. So if the game gives a good justification for pushing buttons in-world then that will do the trick.

replies(1): >>tripzi+Ho1
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86. andyba+WZ[view] [source] [discussion] 2019-12-07 10:05:03
>>wpietr+vL
Although VR is technically "strapping screens to your face" that description doesn't do justice to the actual experience. I sense from your jocular put-downs the scepticism of someone that hasn't tried modern VR. Would I be correct?
replies(1): >>wpietr+xz1
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87. vander+001[view] [source] [discussion] 2019-12-07 10:06:46
>>aspace+lU
Yes, you can, and if we don't hold this kind of behavior accountable it will keep happening.
replies(1): >>aspace+Bn3
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88. andyba+301[view] [source] [discussion] 2019-12-07 10:07:34
>>lookda+fN
I think they are pretty cool but I wear glasses. Not entirely uncommon amongst their target market. Lens inserts kill the share-ability of the thing and mean that it's basically tailored to my personal prescription.

They made a really myopic decision to exclude the short-sighted.

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89. pas+n41[view] [source] [discussion] 2019-12-07 11:30:36
>>drcode+UG
So the whole light field techbuzz was just vaporware hype? Or no, but even that can't do black?
replies(1): >>drcode+9i1
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90. DonHop+851[view] [source] [discussion] 2019-12-07 11:40:51
>>wpietr+Qq
Hey wait, I thought "Goofy Droopy Glasses" were a slinky for our eyeballs.

http://www.houseofrave.com/goofy-slinky-eyeball-glasses.html

replies(1): >>wpietr+TZ2
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91. XorNot+M71[view] [source] [discussion] 2019-12-07 12:28:55
>>saalwe+6p
Monitors are bad for your eyes because of the strain of long term focusing at a plane a short distance away - not because of the light hitting your retinas.

Lasers are dangerous to the eye because there's no real ramp up for the beam - you can produce an almost arbitrarily powerful pin-prick of light which gives you no warning before it's all hitting the same spot on your retina and destroying it. The beam doesn't diffract of diffuse because it's all one wavelength and colliminated so it puts all that energy suddenly on one part of the eye.

But that property is also what makes the idea of using them for VR/AR amazing: because you could more or less directly target individual parts of the retina with no diffraction, then there's no eyestrain - everything can be made always in focus because the nature of the beam means it essentially bypasses your eye's lens. Your eyes relax because you think everything's in focus already.

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92. XorNot+x81[view] [source] [discussion] 2019-12-07 12:41:02
>>tripzi+lY
I feel like you probably haven't tried VR? The thing about VR is put someone who doesn't understand video games or any of the metaphors people who grow up with them understand, and in something like the HTC Vive they'll still just "get it". People almost immediately start walking around and trying to touch things, pick things up etc.

The biggest problem with VR is headset bulk, and space. Lighter headsets will make a huge difference. Finding a way to give people more raw space to play in will make a huge difference.

replies(1): >>tripzi+Oe1
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93. taloft+Ha1[view] [source] [discussion] 2019-12-07 13:09:13
>>greggm+lI
This reads like someone who has had VR for a limited time. Yes, it’s very impressive at first, and people write posts like these. After a few years, many realize that the resolution is low, the headsets are uncomfortable, and the experiences are limited. It still has a long way to go. I do agree that it can happen, but it needs to be much better, similar to the state of AR,
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94. tripzi+Oe1[view] [source] [discussion] 2019-12-07 14:16:30
>>XorNot+x81
I did try VR a few times. And no I didn't like it. I had a lot of trouble with the controls, these wand things and the buttons on it. I'm also not comfortable with regular console controllers, so maybe that's it. But my main problem is that any time I tried it I got overstimulated super quickly and it just made me very annoyed and in a bad mood. It's healthier for me to avoid situations like that.

On the other hand, if the controls were actually like "reach out and touch the thing" (which they just aren't because you're holding things that only signify interaction), I might have felt better about it. Not sure, because so far all VR has made me feel completely helpless wrt the controls.

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95. golerg+Xf1[view] [source] [discussion] 2019-12-07 14:30:53
>>tmh79+Eb
I've had a similar demo a few years ago from some under-the-radar Israeli company, projecting image straight to the retina. It took only a single table, and they talked about how their tech was actually better than Magic Leap – but as most of Israeli high tech, they were looking to get silently acquired by some tech giant instead of developing a product themselves. Never heard of what happened to them later.
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96. drcode+9i1[view] [source] [discussion] 2019-12-07 14:57:25
>>pas+n41
Actually, my understanding is that light field is actually the ONLY way you could have ar with opaque black. However, you'd need orders of magnitude better light field tech than what's available.
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97. mch82+Dj1[view] [source] [discussion] 2019-12-07 15:12:56
>>1MoreT+X
One of the funniest eras of advertising was the ads for HD TV broadcast on 480p TV. They’d always include all these video clips & that always made me laugh :-)
replies(1): >>pavlov+ym1
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98. dylan6+nl1[view] [source] [discussion] 2019-12-07 15:33:03
>>LegitS+fo
Apples and oranges I think. Take video signal reproduction as an example. You can have the same signal routed to different display devices, and they image produced will look better/worse than the original. Compare it on a 1980s 3 lens RGB projection screen compared to a CRT compared to a modern OLED screen. Compare Google Cardboard VR headsets with a cheap plastic lens compared to the higher quality headsets.
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99. pavlov+ym1[view] [source] [discussion] 2019-12-07 15:48:35
>>mch82+Dj1
A pedantic side note: analog TV broadcasts in America were 480i, not even 480p.
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100. lonela+bn1[view] [source] [discussion] 2019-12-07 15:54:56
>>wpietr+jM
Cameron made a great 3D movie that spawned a generation of shitty counterfeit imitations. That article is about how Cameron feels 3D cinema was poisoned by a glut of cheap fake 3D, and he wants real 3D tech to develop so people stop faking it, and he wants a no glasses solution. Is he wrong?

People always had TV. Obviously home viewing is winning because it's getting better and it's much cheaper and more convenient.

replies(1): >>wpietr+5z1
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101. tripzi+Ho1[view] [source] [discussion] 2019-12-07 16:12:01
>>andyba+TZ
> Your hands are in the same physical location as the object you're interacting with.

But, they literally aren't. The object is in virtual space, and your hands are interacting with two controllers (wands) that you cannot see and this interaction is then translated to control the virtual space.

I suppose, with practice they would become more of an extension of yourself? But that's not what I assume what was meant with "having to press the action button instead of just reaching out and touch the thing". Maybe the VR I tried just had really shitty controllers?

replies(2): >>andyba+VD2 >>wpietr+ej3
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102. dmix+dw1[view] [source] [discussion] 2019-12-07 17:30:51
>>Causal+HK
So many companies think they can pull a fast one and ignore/downplay mistakes with PR speak which is so stupid in 2019.

Information can’t be controlled, people aren’t stupid, and honesty goes a lot further to regain respect and patience... than some bullshit positive spin.

Sadly entrepreneurs and the business community cares more about pushing persuasion and clever tactics than merely being human and honest to your customers.

So agreed the iterative approach is excellent and dedication after getting panned in reviews is rare and should be encouraged... but their communication? Not so much.

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103. wpietr+5z1[view] [source] [discussion] 2019-12-07 18:04:14
>>lonela+bn1
I believe he is wrong. Sure, it's possible that Cameron is the only person who can make a good 3D movie. But the explanation that's more consistent with the history of 3D is that he was the person to get in early and ride the novelty wave. Once the novelty wore off, people stopped bothering.

It's true that home viewing is winning because it's more convenient. But my point is that it's obviously worse in terms of viewer experience and the technical qualities that VR proponents believe will finally lead to VR success.

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104. wpietr+xz1[view] [source] [discussion] 2019-12-07 18:09:49
>>andyba+WZ
I have not tried the very latest generation, but I have tried previous generations. For me, it's really amazing/engaging/compelling for a while. And once the novelty wears off, it's not. I've also tried creating my own VR content and it's the same deal when I test it on people: really neat the first time, but interest quickly declines.
replies(1): >>andyba+JD2
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105. wpietr+wA1[view] [source] [discussion] 2019-12-07 18:20:05
>>andyba+eZ
Is there a gap there? I mean, sure, I see it conceptually, but I don't see a market gap.

Look at movies as an example. When sound came along, it basically destroyed the market for silent film. Same deal for color film. But 3D has come and gone at least twice, bumping along as a novelty in between.

I think it's going to be even more true of VR, in that doing good VR content is a) difficult, and b) a pretty different process than most non-VR content. One of the VR fans in this thread was bemoaning the lack of AAA VR content in particular. But nobody's going to be making that content unless the market is large enough to support it.

replies(1): >>andyba+hE2
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106. 4AoZqr+QE1[view] [source] [discussion] 2019-12-07 19:10:28
>>lookda+fN
Same. I tried it in 2016 during an interview and it was incredible... but I don’t have a use case for it and so can’t justify.
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107. rasz+2a2[view] [source] [discussion] 2019-12-08 01:50:45
>>vkou+FT
Lets not forget Rubins own mini me Magic Leap by taking over control of CastAR https://techcrunch.com/2017/06/27/andy-rubin-backed-ar-hardw...

and burning it to the ground with brilliant 'lets drop $100K for cardboard box design' and buy a gaming studio management https://theamphour.com/394-jeri-ellsworth-and-the-demise-of-...

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108. andyba+JD2[view] [source] [discussion] 2019-12-08 13:17:08
>>wpietr+xz1
> I have not tried the very latest generation, but I have tried previous generations.

Just to clarify - you mean VR with 6DOF tracking of head and controllers? Vive, Rift, Quest, Windows MR etc.

Or something else? For me this is the minimum bar to being "truly interesting VR". Everything before that was just a novelty in my view.

replies(1): >>wpietr+K03
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109. andyba+VD2[view] [source] [discussion] 2019-12-08 13:20:29
>>tripzi+Ho1
When you're in VR the space that matters to you is mostly the virtual space. If you move a controler and some representation of that controller matches it's position exactly then you feel that is where your hand is. The fact that your hands are invisible is quickly forgotten. (Fake avatar hands can often actually reduce immersion - uncanny valley time...)

It's similar to tool use. Tools become an extension of your body and you tend to perceive them as such. Musicians, sportsmen etc are familiar with this feeling.

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110. andyba+hE2[view] [source] [discussion] 2019-12-08 13:25:32
>>wpietr+wA1
I think there is a market gap. Even without AAA games, even without a mass-market presence, VR is a genuinely new medium and there will always be enough people fascinated by it to for content to keep producing.

Even if it's arty or niche content (which is fine by me) VR fills a unique role and people will want to keep experimenting with it.

Between education, arts, B2B, training etc the gaming side of VR could disappear entirely and there would still be enough usage to maintain an ecosystem. It doesn't take a huge company to design and make the hardware.

Maybe VR going underground for another decade wouldn't be such a bad thing. The tech industry might be slightly less unicorn-obsessed next time round.

replies(1): >>wpietr+OZ2
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111. wpietr+OZ2[view] [source] [discussion] 2019-12-08 17:55:02
>>andyba+hE2
Could you tell me how you came to the conclusion that it doesn't take major resources to design and make the hardware? Magic Leap took $2 billion. Occulus, $3 billion.

I do agree that there's enough revenue in novelty that content can keep happening. 3D books are still coming out this year, more than 150 years after the initial wave of hype: https://www.amazon.com/Queen-3-D-Bohemian-Rhapsody-2019/dp/1...

But I don't think there's enough evidence to demonstrate that any of those VR uses you suggest will be sustainable businesses after this wave of hype fails. Sure, people will tinker, and I think that's great.

But the most I expect to be happening 10 years from now in VR hardware is the Cardboard-style "let's put a phone on your face" thing. With perhaps a side of "VR as amusement park ride", like today: https://www.msichicago.org/explore/whats-here/tours-and-expe...

And if that's all you're expecting, that's fine by me. My issue with VR is the enormous wave of hype around it.

replies(1): >>andyba+v63
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112. wpietr+TZ2[view] [source] [discussion] 2019-12-08 17:55:47
>>DonHop+851
Fair point. I regret the error, and appreciate the correction.
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113. wpietr+K03[view] [source] [discussion] 2019-12-08 18:07:11
>>andyba+JD2
That's great, and I'll certainly try them when I get the chance. But please understand that every time there's a new generation of hardware somebody tells me that this time is different for 3D. And have done since the 1990s.

And I'll note that I've believed that myself as long as my use of the platform is modest enough that it stays novel. So what I'm really looking for here is what I look for when evaluating most new products: proof of sustained use by a broad audience.

My personal experience with a new product doesn't tell me a lot. There are things I personally love that never take off, and there are things I don't like that end up being wildly popular. The evidence that will tell me VR has actually arrived is when it's good enough that people stop using their TVs or their Switches or their gaming PC. Or, heck, use it 20+ hours a week at the office, letting their laptops gather dust. And not just the ~3% of the people who are technophiles, the people who absolutely loved their Google Glass. But at a minimum, people in the ~15% group of early adopters, with usage starting to leak into the early mainstream group.

replies(1): >>andyba+i63
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114. andyba+i63[view] [source] [discussion] 2019-12-08 19:02:00
>>wpietr+K03
> But please understand that every time there's a new generation of hardware somebody tells me that this time is different for 3D.

VR != 3D. 3D is only a small part of what makes VR compelling.

And it's hard for me to pass judgement on what other people have told you. I only know that 6DOF for me was the game changer. And I've been around the block a few times myself.

I'm still curious about what VR you have tried. I'd like to know what your benchmark is.

replies(1): >>wpietr+kSa
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115. andyba+v63[view] [source] [discussion] 2019-12-08 19:04:00
>>wpietr+OZ2
> Could you tell me how you came to the conclusion that it doesn't take major resources to design and make the hardware?

God knows how ML spent $2 billion. Where did you get the figures on Oculus? Is that their spend or how much Facebook spent on them?

My source is the fact that multiple relatively small companies have brought VR headsets to market and that there are viable open hardware projects to do the same.

> My issue with VR is the enormous wave of hype around it.

Then we agree. My fear is the hype and the associated snipe will kill a fascinating new medium before it's had a chance to mature.

replies(1): >>wpietr+lW3
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116. wpietr+ej3[view] [source] [discussion] 2019-12-08 21:06:35
>>tripzi+Ho1
I think a similar thing happens with all tools. The same happens with game controllers, mice, keyboards, etc. While you're getting to know them, they're weird and unfamiliar. And then once you're really used to them, they vanish. When I'm typing a comment, I'm not thinking about fingers or QWERTY. I'm immersed in what I'm doing.

Which is certainly an argument that people get used to VR controllers. But I think it's also an argument against VR being particularly special in terms of immersion.

replies(1): >>andyba+yl3
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117. andyba+yl3[view] [source] [discussion] 2019-12-08 21:30:05
>>wpietr+ej3
> But I think it's also an argument against VR being particularly special in terms of immersion.

Or rather, it's an argument against 6DOF controllers being central to VR immersion. I think they make a difference albeit a small one.

Actual physical hand tracking is wonderfully immersive but hits other snags. No haptic feedback and tracking limitations. For some scenarious however it's a step forward.

(You need to design interactions around the controller limitations. Current VR experiences are too enamoured of the novelty and give the user too much freedom. Immersion comes from carefully stage managing the experience to avoid those things that sign-post the artificiality)

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118. aspace+Bn3[view] [source] [discussion] 2019-12-08 21:46:13
>>vander+001
No, no. I mean who should you hold accountable. I'd rather hold Sony's marketing, than a bunch of developers who finally got their shot.

Like it's understandable to me that a small software team would sell their big shot as something huge. It's the job of a publisher like Sony to keep consumers' expectations in check.

Hold the right people accountable lest it will also keep happening.

replies(1): >>vander+335
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119. tinus_+9E3[view] [source] [discussion] 2019-12-09 00:46:45
>>wpietr+Qq
A lot of people complain about it but I like the 3D effect on the (new) Nintendo 3DS a lot, even after using it for quite a while.
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120. wpietr+lW3[view] [source] [discussion] 2019-12-09 06:11:25
>>andyba+v63
Zuckerberg was the one who said $3 billion. Which doesn't count ongoing development expense for the last 3 years, but from news reports it looks to be in the billions. And apparently they're spending circa another $1 billion on VR acquisitions this year: https://www.fool.com/investing/2019/12/07/facebook-is-on-a-b...

I do believe that it doesn't cost that much to bring something VR-ish to market, as long as they're trying to replicate older hardware with commodity gear. But if they want to push the state of the art forward, I'm not shocked at all by those numbers. Apple's spending something like $15 billion a year on R&D, and billions more on acquisitions. Maybe that's unnecessary for VR, but certainly a lot of VR advocates still believe that true success requires further technical innovation.

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121. vander+335[view] [source] [discussion] 2019-12-09 18:27:52
>>aspace+Bn3
I do agree that it would be unfair to only hold the small indy company accountable - but both they and Sony deserve criticism in their own way
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122. jjeaff+dO7[view] [source] [discussion] 2019-12-10 18:54:53
>>NotSam+PR
It was TWiT. No idea what episode. I believe it was Calacanis that was the investor that said that though.
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123. wpietr+kSa[view] [source] [discussion] 2019-12-11 22:20:20
>>andyba+i63
Well here's your chance to help me get up to date. Why system and titles should I try next? https://news.ycombinator.com/item?id=21767363
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