4 ms·
Social experiences are the use case you're looking for. Multiplayer gaming is a lot more fun in VR, watching video together with people is great, even just hang
by pharke 4y ago
Social experiences are the use case you're looking for. Multiplayer gaming is a lot more fun in VR, watching video together with people is great, even just hanging out and socializing is great and it beats video or voice hands down. You're right that it's currently in the dork stage of development, the internet went through that period as well. I'd enjoy it while it lasts though, I dread the day when it's fully monetized and mainstream.
- paulcole 4y agoThe internet is much improved since the end of the dork stage of development. Don’t know why HN romanticizes slow connections and a few text websites made by obsessives. Tik Tok, YouTube, etc. are leaps and bounds better than anything I saw online pre-1999. I can’t wait for VR/AR to be fully monetized and mainstream. I’m sick of speculative VC-funded crap that I can’t pay for because they’re in “growth mode.” When something’s monetized at least then I have some faith that it’ll be around for awhile.
- K0SM0S 4y agoWe're hordes waiting for a usable product, but that iconic/pop moment isn't about to come, the tech just isn't there yet. Think late 2020s at best, and probably well into the 30s for the kind of refined VR we all know possible. It's like we had nice and functional pocket computers since the 1990s (PDAs etc), but it would take a solid decade for the iPhone to be made under the vision of a statistically rare product genius (means we can wait ±5~10 yrs for things to emerge as commercially successful tech). Or how video games took about 20 years to move from whatever came before the current "modern" era/paradigm (say late 1990s) that lives on to this day in terms of UI/UX. Same with the "desktop" metaphor for PCs, etc. We have yet to nail the hardware for VR, let alone the OS code (core libs etc) whose precision and intuitiveness will feel tremendously "corporeal" in the case of VR, visceral, much more than any TV/monitor + vibrating thing could ever do (let alone keyboard/mouse). If you've ever did the timing for an action-paced fast video game, you know the kind of intricate subtleties I'm talking about, where one frame can make or break some experiences. Then will come the time to nail killer metaphors, high-level GUI/GUX, killer apps. We're not quite there yet.