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Growing up with a specific, media influenced vision of VR(Ghost in the shell, .hack, sword art online) where lots of of the current technical challenges to crea
by Escapado 5y ago
Growing up with a specific, media influenced vision of VR(Ghost in the shell, .hack, sword art online) where lots of of the current technical challenges to create something truly immersive are solved, I really want VR to succeed. I got to try the original Oculus Rift and later Quest and I would argue that visually we are maybe 5 or so years away from a pretty decent experience (like 4k by 4k per eye with decent latency, 120hz+, no screen door and maybe even proper foveated rendering). Sound-wise I don't even think there is much missing. Form-factor/comfort-wise
I also believe that we are not far off. And experiences which make use of "just" that are ok or fun even.
IMHO however, movement and tactile feedback are still lacking so far behind that I don't even know if they can be solved in a non-invasive, average user friendly manner. I mean sure, you can strap yourself to a treadmill contraption and use controllers or gloves to track your hands and maybe even wear some suit which vibrates here and there. But you won't feel real collisions, let alone texture, realistic force and acceleration.
And somehow when I tried VR I felt like this was missing so much that it limits my enjoyment big time.
- TheRealNGenius 5y agoFor more anime examples of metaverse-like concepts, there is Dennou Coil, Megaman, Digimon, Summer Wars, Gatchaman Crowds, and Belle to name a few off the top of my head. Whilst the first features immersive AR, the rest kinda just rely on conventional screens. Similarly, I'm not entirely convinced that VR/AR is a necessary or sufficient requirement of the metaverse.