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I got caught up in the hype a bit. I went to meet-ups, tried the tech and was blown away by VR. Here’s the thing, though. To experience VR properly, you need t
by rhubarbtree 1y ago
I got caught up in the hype a bit. I went to meet-ups, tried the tech and was blown away by VR.
Here’s the thing, though. To experience VR properly, you need to be able to walk arbitrarily through space. And houses are small. It sounds stupid and people have proposed solutions like rolling floors, but it’s actually not stupid. Sometimes a technology has a fundamental flaw (hello, there, hallucinating LLMs) which really does mean most of the value is unrealisable.
VR needs neural interfaces. Until then it’s going to be a minor sport.
The short term solution to this is AR. You can walk arbitrary distance subject to physical constraints you can navigate. This will drive the industry forward until neural interfaces are ready. Apple are right with Vision Pro, it’s absolutely amazing for a first product, but like the Newton they are just miles ahead of the curve, too far ahead.
* fortunately for AI companies, hallucinations simply require conceptual developments to fix - they’re not a hard constraint. They just need to stop overfocusing on scale.
- AppleBananaPie 1y agoFor me it's been pixel density. The second I can replace my monitor with it and be able to read small text without my eyes hurting I'll buy the nicest one they make. Unfortunately I've been waiting for 10 years now and it still hasn't happened :(
- svoit 1y agoHave you tried the Apple Vision Pro? It seems to have high pixel density. I’m not sure what counts as small text in that sense.
- rkomorn 1y agoSame. Trying to play some 3D piloting games (Flight Sim, Elite Dangerous, etc) that had cockpits with text to read on displays also proved disappointing. Had to lean really close to be able to read it. "Someday", it'll happen, though. Hopefully.
- rhubarbtree 1y agoVision Pro is good, but more importantly this seems like a relatively easy problem to solve. It'll arrive.
- cbolton 1y ago> VR needs neural interfaces How would that solve the walking problem?
- frumplestlatz 1y agoPresumably by leveraging something like REM atonia to disconnect your mind from your motor neurons.
- cbolton 1y agoAnd providing fake proprioceptive, vestibular and tactile feedback? That would be quite some tech.
- chronic74939 1y ago> And providing fake proprioceptive, vestibular and tactile feedback? That would be quite some tech. Yes, he’s saying metaverse will take off once humans achieve transcendence. Only then will Meta recoup their AR/VR investment.
- idiotsecant 1y agoI feel like once the interface is there at sufficient quality the rest will follow
- zigman1 1y ago> Here’s the thing, though. To experience VR properly, you need to be able to walk arbitrarily through space This is why racing games are such a good use case for the VR. Seems to me it is the only place where VR is used regularly
- nervousvarun 1y agoSimilarly, what about flight simulators?
- givemeethekeys 1y agoWith flight simulators, improvements in haptics to the point where you can wear gloves to feel all the flight controls in VR will be incredible (one day?).
- idiotsecant 1y agoAnd spaceship games. Anything with a chair, really
- rhubarbtree 1y agoThis is a good point, provided you can be sure you're not going to hit anything with your arms.
- iamleppert 1y agoThere are more issues than just the lack of physical movement while you experience visual movement being uncomfortable and disorientating. Most people who play video games do so as a leisure activity. It works because it allows you to be put into a world that requires little physical exertion - just eye/hand coordination. You don't need to to use your legs to jump in a video game. You don't even need to have legs. In the vision of VR you're selling, it requires getting up and doing a lot of physical movement. The bulk of most gamers just want to play their game after work or school and relax. Most of my friends feel the same way about VR as they did when I was young and wanted them to play with the NES power pad when I was younger. There are better, more entertaining options available on the 2D screen that don't require much physical movement. In fact, I'd say that anything other than eye/hand movement distracts from game play. "Jumping" in the video game isn't fun because you actually have to jump, it's fun because you don't. And that's a feature that appeals to people who will never be appealed to VR.
- armchairhacker 1y agoHouses are small, but there's a lot of fairly empty space in the world. Why not more outside VR spaces?
- vrighter 1y agoif by "conceptual developments" you don't mean "a total paradigm shift to some non-probabilistic architecture that hasn't been discovered yet", then yes, they are a hard constraint of current LLM architectures