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There's really no reason we can't treat it like navigating a video game; movement and interation through the normal kb+m/controller model; the helmet is just th
by setr 9y ago
There's really no reason we can't treat it like navigating a video game; movement and interation through the normal kb+m/controller model; the helmet is just the monitor, with a bigger pov (due to head turning)
Im not sure why there's a belief that you need to pretend you physically exist in the vr world; you just need to be able to interact with, and navigate, for it to be sufficiently valuable. ie imagine using it as an infinite real-estate development environment, with possibly a visual layout of your data structures, and the ability to change location (ie a mountain top view). Its sufficiently valuable as a product with just this basic featureset.
We don't need to wait for full-body VR, or AR, though no one seems to believe it
- mncharity 9y agoCreating HMDs with an angular resolution sufficient for being a screen substitute, is still a work in progress. Otherwise, I image what you describe might have happened. The available market was gaming. With its emphasis on "presence", high frame rates, high polygon counts, dislike of visual artifacts and blur, and tolerance of low angular resolution. And even now, as parts become available to create a better screen substitute, the market isn't seen as worth pursuing yet. But 2018 should see a higher-resolution generation of gaming HMDs. And there's Varjo to watch/hope for, though it will be $10k-ish.