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It's already taking(taken) off. I don't think any of the 3 points up top are typically valid and linked together. I use an "old" oculus rift setup that is tethered to my desktop with a 1070ti. The only batteries to speak of are in my hand controls and they last months. The head piece is not heavy, so you might be referring to a wearable pack seen in vr installations mixing vr in a closed set/space?

Quality wise, visuals are pretty amazing. Good enough on mainstream games like Half-Life Alyx, GTA5, Pavlov and Lone Echo to make me think and feel like I'm in the environment. As a private pilot let me tell you that flying in vr in X-Plane 11 is just amazing. 360 views and interactions with knobs/levers in the cockpit. Even more, utilizing more advanced setups in unreal engine and megascans/quixel goes to another level.

It's still not entirely accessible to everyone in terms of cost as it's not cheap. Especially if you want the "best" graphics which requires the headset and a computer with decent gpu. So I do agree with point 4 and being a niche market.

I wonder what "taking off" to most people is? It's definitely not Lawnmower Man/the matrix/ready player one yet. It's cumbersome when using a tethered setup and room scale is amazing but I don't exactly have a dedicated play space to wander within or a specialized endless treadmill.

It does however provide an interesting escape with unique experiences. Something as simple as google maps is mind blowing when traveling around the world. I was recently working on a house project and needed to figure out the remodel. I modeled the house in Maya, imported it into UE, and was able to put on my oculus and "walk" around the space.

For me it's hard to go back to "flat gaming" after vr. I really enjoy it and look forward to seeing how it continues to evolve.



> It's definitely not Lawnmower Man/the matrix/ready player one yet

I think we have surpassed Lawnmower man already. We are only missing the extra hardware, like the full body suits and moving beds/leonardo devices. And even then, not really: Lawnmower man happened at a well funded laboratory, the scientist just had some expensive company hardware at home. We have better quality headsets at home today.

Ready player one was... inconsistent. They handwaved the movement problems.

> if you want the "best" graphics

This will always be true, VR headset or not. If you want the 'best' graphics, you always have to for over a lot of money for specialized GPU hardware. The thing is, it's perfectly fine to use an untethered Quest to play something like Superhot or Beat Saber.

> For me it's hard to go back to "flat gaming" after vr.

This is why I think the market is going to explode. Every single person I've shown it has walked away impressed. Young, old, doesn't matter. Even non-gamers.

Oculus Quest and similar devices are on the right track.

> I modeled the house in Maya, imported it into UE, and was able to put on my oculus and "walk" around the space.

I'll definitely try this!

I wonder when 3d Modeling will be primarily done with a headset. Like, would it be useful to do the initial modelling in Maya itself?


> I wonder when 3d Modeling will be primarily done with a headset. Like, would it be useful to do the initial modelling in Maya itself?

I think the desired goal would help dictate if you use VR. For example, for the Lion King remake the world was entirely cg. To do the rough and final layouts of the environment multiple people (director/art director/modelers/set dressers/dp) all went into vr (sometimes together) and used tools in UE to place/scale/rotate objects. This made a lot of sense b/c they could more accurately place and model the environment within it.

It could be quite useful when modeling but I wonder at what point make sense. I've done a fair bit of modeling which involves a lot of manipulation of points and faces and also involves lots of object tumbling, which might prove tiring in vr. But I think it ultimately makes sense b/c it allows for a 3dimensional view of what you're doing.


> To do the rough and final layouts of the environment multiple people (director/art director/modelers/set dressers/dp) all went into vr (sometimes together) and used tools in UE to place/scale/rotate objects.

I didn't know about that. This is amazing.

> I've done a fair bit of modeling which involves a lot of manipulation of points and faces and also involves lots of object tumbling

I've done some hobbist-level CAD. Very often I had to turn the object slightly in a couple of directions to get a better sense of perspective. That comes for 'free' with VR, and you can also move your head, or yourself, without turning.

Mind you, I'm picturing working while sitting down so as not to be too tiring. Fine vertex manipulation may still be tiring, but I'm thinking organic modelling would benefit. Also specially for CAD, when you want to visualize and "explode" your model. Normally it involves lots of camera moving around.


> GTA5

Curious, are you using Vorpx to play GTA V in VR? I need to give that a try.

My biggest issue with non-vr games in VR is that you don't get to use your hands to aim. Would be amazing if a mod could get that to work.




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