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For those out of the loop: Google has gradually shut down and in some cases, open sourced their VR projects (Daydream, Mirage, VR180, Seurat, etc) over the last
by ipsum2 7y ago
For those out of the loop: Google has gradually shut down and in some cases, open sourced their VR projects (Daydream, Mirage, VR180, Seurat, etc) over the last 6-12 months to be more focused on their mobile AR projects (ARCore, Google Streetview AR, Lens, etc). A sad day for VR.
- easytiger 7y agoGoogle is a hyperscale version of my often ephemeral attention span
- meheleventyone 7y agoNot really other than Cardboard most of Google’s VR output has been lacklustre. Same with their scrabble to copy Apple with AR.
- deleted 7y ago[deleted]
- Causality1 7y agoYet another Google project resigned to the trash heap. Remember all the reviewers who acted as if not being Google Daydream compatible was a huge black mark against a new phone?
- EduardoBautista 7y agoIt seems like Apple and Microsoft really nailed with focusing on AR instead of VR.
- tootie 7y agoMy company does some AR/VR development on behalf of customers along with more traditional web/mobile app development. We've done quite a few at this point and been successful from an internal point of view that we can concept, design and develop a high-quality product at a manageable cost. That being said, I see us struggling mightily to come up with an experience that's actually compelling in any way. We've got customers lining up asking us to help them get on this bandwagon and I see nothing but eye candy designed for a 30-second moment of joy and no real utility. I've seen some really cool experiences being built, but they're still mostly gimmicky and serving a tiny niche. There's rampant speculation that Apple will deliver a glasses experience where Google already failed. I think this is possibly the last chance for AR to get traction before going back to the shelf for another 20 years.
- ss3000 7y agoIs VR not just a special case of AR?
- Gaelan 7y agoI don't think Apple or Microsoft's (released) AR stuff can be used for VR. Apple's ARKit just runs on a phone screen (which obviously isn't AR) and HoloLens doesn't have the field of view to be VR. So they'll probably converge eventually but the products right now solve one or the other, but not both.
- 1propionyl 7y ago> which obviously isn't AR Really? Why not?
- mwfunk 7y agoIMO it's the other way around, AR is a special case of VR. To make an AR system, you need to basically do all the work involved in making a VR system, then somehow integrate it with a video feed of the outside world, then convincingly add digital content to that video feed in a way that complies with the real world's geometry, which you have to extrapolate from the video. Basically it's much easier to accurately place virtual objects in a virtual world than it is to put virtual objects in the real world. You know the geometry of the virtual world but can only make educated guesses about the geometry of the real world.
- 7y ago
- throwawayhhakdl 7y agoWhat do they have to show for it exactly?
- ipsum2 7y agoGoogle was actually the first company to release an AR-capable phone, with depth sensing capabilities, back in 2014[0]. Due to their inability to properly market the device (or maybe the market wasn't ready at the time), they cut back on that division. One of Google's big tactical mistakes, imo. [0]: https://en.wikipedia.org/wiki/Tango_(platform)#Devices https://en.wikipedia.org/wiki/Tango_(platform)#Devices
- OnlineGladiator 7y ago> One of Google's big tactical mistakes, imo. It's entirely plausible that AR ends up being a dead end. It's 5 years later and still not really a big market.
- beenBoutIT 7y agoTrue, although you could say the same thing about jpegs back when chatting online involved reading descriptions and guessing what the OP looked like. It takes time for new technologies to become widely adopted and utilized. The difference is that any sighted person can view and appreciate pictures, while there's an IQ requirement of some kind for a person to understand and appreciate what's going on spatially with AR. There's some chunk of society that isn't mentally tall enough to ride and messing with it will just frustrate them.
- leadingthenet 7y ago> while there's an IQ requirement of some kind for a person to understand and appreciate what's going on spatially with AR. Could you expand on this, please? I didn't realise this was a significant concern until now.
- beenBoutIT 7y agoCan a young child utilize AR on a handheld device? Maybe, although before a certain age 'y' the answer will typically be 'No'. That age y should tend to be more advanced than age 'x' when a typical young child would be able to utilize a picture, say of a cow or a chicken on the same handheld device. Spatial intelligence, IQ, having the full use of one or both hands, etc. are all part of the requirements that determine whether or not any given individual will be able to fully appreciate what's going on with AR on a handheld device. It's entirely possible that adults with different issues will be unable to satisfy these requirements and fully appreciate AR, which should in turn reduce the market for AR on handheld devices.
- jayd16 7y agoYou could argue Hololens is positioned to do well even though it hasn't delivered anything consumer ready yet but Android fully implements any iOS AR feature. I don't see how you can say they're ahead of Google or made a better play.
- drdaeman 7y agoOne thing that immediately comes to mind is that AR doesn't have that in-VR movement problem, that's notoriously hard to solve. And it doesn't require those weird-looking and weird-feeling controllers to interact with the world. So... maybe VR is not yet there, because the hardware does not allow for the full immersion that we unconsciously expect/want from a virtual reality?
- moron4hire 7y agoIt's not hard to solve. We've known the solution for years now. Don't do it. You can either keep your experience confined to the user's play boundary. You can teleport people to new locations. You can let people walk to the edge of their boundary and use a gesture of some kind (e.g. flicking one of their thumbsticks on their controller) to turn them around to do "redirected walking". You can provide a "strong stomach" mode to walk at constant velocity in the direction the person is looking. Or you can stick the user in a "vehicle" with clear visual cues that they are in said vehicle. And that's it. There is nothing else you can do.
- TeMPOraL 7y agoOr a treadmill. There's also that option (though obviously it won't be a mass-market thing).
- ericflo 7y agoThat actually doesn't work as well as you would think - there's still the mismatch between your inner ear and your eyes, which is what causes discomfort.
- CrackerNews 7y agoWhile those techniques are tricks that diminish sickness, they result in an experience that doesn't live up to a traditional gaming experience, but now VR and immersive. For example, Doom VFR only has teleportation movement and it results in an experience that doesn't feel very Doomlike. Instead of blitzing around like a rabbit with a gun, now Doomguy is a magical genie with a gun.
- moron4hire 7y agoI don't agree, for several reasons. First of all, Apple's ARKit (and by extension, Google's ARCore) is not a good experience. It has some "gee whiz" factor to it, and then once you get over it, you realize that there really aren't very many things you can do with it that you can't do better with a smartphone or a VR headset. Case in point: I spent a lot of time at my previous employer working on self-service/guided-repair AR apps for the iPad Pro. It's a ridiculously bad concept (though my previous employer is kind of known for chasing ridiculously bad concepts). 1) Your hands are occupied with the tablet, so you're not actually able to perform the repair tasks without putting the tablet down, thus largely negating the usefulness of the overlaid 3D animations we created, and 2) who is going to take a $1000 Apple product with them out to a repair job? We also spent a lot of time making large posters into 2D animations for conference expos. You could have had the same, exact experience for 1% of the cost if you just bought gigantic TVs and turned them to portrait view. I mean, I didn't complain about getting the money, per se, but it just was not good stewardship for our clients to even propose that contract from the sales team. There are distance measuring apps that presume the tracking is accurate and precise, which it is not. For a very long time, ARKit had very little concept of how far away any given surface was. Instead, it was good about scaling objects so that visually they did not appear to be moving closer to you as the tracking point jittered wildly on the Z-Axis. At best, it's better than walking off steps to get rough measurements of a space, but anything more than that and you're going to have an easier, faster, more reliable time with a $10 retractable tape measure. Second, the HoloLens is an amazing device, but it's nowhere near ready for any mainstream use. I think it does have a good use case in industrial repair scenarios (which was originally how we got the iPad work, I had built an app for HoloLens that did the same thing, but then the suits got involved and wanted to push our Apple partnership). There are specific features of the HoloLens that make this work, and there are specific features of the job that make the HoloLens work. Specifically, HoloLens' built-in, completely free voice recognition is a huge boon for being able to build systems that you can use while your hands are occupied with the job. Second, having physical objects (the machine you're trying to repair) on which to hang virtual graphics causes a huge improvement in believability of the visual and usability of the application (primarily related to issues of object permanence being hindered by the limited field of view). That last point wouldn't be so bad if the HoloLens were visually and performance-wise up to spec with much, much cheaper VR headsets in terms of grpahics and visual fidelity. But so long as you're paying literally 10x as much for half to a quarter as good of visuals (not to mention the input systems being otherwise mismatched), you have a lot of ground to catch up on to make an AR-only experience as valuable and meaningful to a user as you could a VR experience. AR will continue to be a lackluster consumer user experience for a long time. Most developers making apps for these devices don't understand how to make a real AR app. In AR, the user supplies the context to the developer. In VR, the developer supplies the context to the user. This fundamental dichotomy makes good, meaningful AR application design significantly harder than VR design. In my own evaluation, easily 80% of the extant software in the HoloLens and Magic Leap stores take no cues from the user's immediate vicinity, in their context, to which they are tying their experience. In essence, they are just crappy VR experiences. In comparison: VR is cheap, it works, it is relatively easy to design for, and there are already a ton of great apps available for it.
- unlinked_dll 7y agoI mean not a sad day for VR. Google is just being Google and thinking that XR is a tech problem. It’s not. The XR gap is in content, not developers, and not tech. Any VR play should be throwing money at creatives, not devs or APIs or frameworks.
- cameronbrown 7y agoIt's both. I love Vive and Rift and own one of those, and while content makes me want to use the device longer, the device itself makes me want to.. well not. Vive is far too heavy and Rift has issues with lens fog (so I can't bloody see anything a minute after putting it on my head)
- sytelus 7y agoXR is very much tech a problem. Wearing headsets have induced headaches for me within 30 mins. The resolution is choppy. Field of view makes everything non-convincing. There is actually ton of content which is good for 5 minutes of demo-surprise factor but failing to have much of stickiness. I expect games to be major play for XR but they have to compete with 4K OLED which will now be ray casted. Adding 3D to limited field of view + low res pixelated scenes just doesn't compensate enough. XR today is like what neural networks used to be in 90s or like what TVs used to be 1950s.
- shifto 7y agoAs someone who plays a lot of Beat Saber and Elite Dangerous in VR daily, I don't agree. Sure some people get sick from VR but things like resolution and FOV are more than good enough for everyone I have ever showed something VR.
- djmips 7y agoFrom what I understand, TVs were very usable and popular in the 1950s
- ineedasername 7y agoI tend to agree that compelling content is a core reason this hasn't taken off, but that is in part because such content is resource intensive to develop. APIs & devs are exactly what is needed to lower the barrier and make content development easier and more accessible.
- ramshorns 7y agoWell, in some sense this is a newly released VR project so it's a great day for VR.
- app4soft 7y agoSo, soon Cardboard app would be available on F-Droid?
- moron4hire 7y agoWe've basically "known" for over a year that Google has given up on Daydream. The first indication was the 6-dof controllers for the Lenovo Mirage Solo never making it out of devkit status. The second indication was no other 6-dof Daydream headsets getting released. The near complete lack of any mention of VR at the 2018 I/O conference had all but confirmed it at that point, but the final nail in the coffin was probably when Samsung backpedaled on Daydream support with the S10 release, and Google sticking a Snapdragon 670 in the Pixel 3A, with the 835 being basically the "min spec" these days. Now, the Pixel 4 doesn't have Daydream support at all, and it's got a beefy 855 in it.