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kuhla

Augmented Reality (AR) and Virtual Reality (VR)

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I know we primarily focus on games and technology but here is a very in depth report from Goldman Sachs regarding where they think the VR/AR segment will go in the coming years.

They believe other industries like Engineering, Real Estate and Medical will also make decent use of the technology. I know Ikea also has a level of AR available for some of their products.

PDF WARNING

http://www.goldmansachs.com/our-thinking/pages/technology-driving-innovation-folder/virtual-and-augmented-reality/report.pdf

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It turns out that when you install the software to run Facebook’s Oculus Rift it creates a process with full system permissions called “OVRServer_x64.exe.” This process is always on, and regularly sends updates back to Facebook’s servers.

http://uploadvr.com/facebook-oculus-privacy/

 

So even if we give FB/Oculus the benefit of the doubt that this is merely gathering data that's directly related to the Rift platform, then I would still suggest that the Oculus devs are lazy and stupid for installing an always on process with full system permissions.

More realistically this is where the facebook overlords are starting to dig their claws in to more user data.

 

On a side note the Oculus rift's aren't shipping out on time and most of the people who stuck around and pre-ordered are pissed that they're not getting their VR headsets. What makes matters worse is that HTC Vive's are shipping out right now, and they ship with proper motion controllers (not an xbox controller which comes with the rift). I've also seen multiple users mention that because the rift does not have a camera unit there is a very real possibility of crashing into the furniture in your room.

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I don't entirely know why but I find this funny.... it's just so.... why did they make that possible?!?

 

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"'Pokémon Go' is the 'aha' moment AR has been waiting for" - https://www.engadget.com/2016/07/12/pokemon-go-augmented-reality/

​It's a pretty basic article but I like the sentiment. I'm curious to see if this gets the ball rolling. I know you recently presented some analysis at your work about VR/AR. Did you have any opportunity to flaunt your clairvoyance?

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While I agree this is the largest and most successful "killer app" for AR/VR, there are several unique considerations that made it so successful.

The developer has previous experience with AR games, and used that data to help build a successful experience.

The nostalgia factor and the Pokemon brand are massive. I expect that while Pokemon Go is massively popular right now it will most likely cool off substantially in about 1-3 months. One of the ways to keep people interested is to release new content and updates at a fast pace, I hope the developers are capable of doing that and monetizing the game well enough.

Nintendo gets some credit for the win (they did allow the Pokemon IP to be used) but they're a foreign company, and while they're doing decently financially they've actually been in a trough the last 6 months:http://www.google.com/finance?chdnp=1&chdd=1&chds=1&chdv=1&chvs=maximized&chdeh=0&chfdeh=0&chdet=1468429166990&chddm=73745&chls=IntervalBasedLine&cmpto=INDEXNIKKEI:NI225&cmptdms=0&q=TYO:7974&ntsp=0&ei=X3OGV9COKsfaiwKuw6fgCQ

 

Until Nintendo at large is capable of capitalizing on the internet (they still don't seem to understand it) they're going to miss huge amounts of growth. It will take some time before the new NX console helps bring their financials back up as well. They've been relying on their handheld systems to keep them stable, but we are starting to see Nintendo shifting their focus to mobile and I hope we'll see more Nintendo IPs on mobile platforms in the years to come.

 

It's great to see the technology doing well, and I hope that Pokemon Go inspires not only developers but publishers to take some risks and create some good quality AR/VR games. Right now I'm more interested in seeing what the second "killer app" ends up being and if it will be something new or if we'll be retreading old IPs on new platforms for a while.

 

I didn't get a chance to show off my clairvoyance about AR/VR. I think my presentation about "AWS is fucking huge" was far more well regarded, my bet is that when Amazon's earnings come up later this month I'll be able to point to AWS growth and make mention of it.

 

EDIT: Here's someone who made some big bets on Nintendo: http://www.wsj.com/articles/hong-kong-hedge-fund-manager-wins-big-at-nintendo-1468320199

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Intel's version of VR/AR. It has their "real sense" which is similar to the camera found on the HTC vive used to help keep people from running into shit.

Intel's camera appears to be a more traditional camera that's used to blend real objects (your hands by example) into the VR experience. I know they're also focusing on making it wireless but I feel like they'll run into the same issues as the hololens.

 

http://www.anandtech.com/show/10571/intel-announces-project-alloy-untethered-augmented-reality-in-a-vr-headset-with-realsense

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source - http://www.anandtech.com/show/10732/ceatic-2016-sharp-showcases-27-inch-8k-120hz-igzo-monitor-with-hdr-also-1000-ppi-for-vr

....

Also in the display was a 2.87-inch display, offering 1920x2160 resolution and rolling in at over 1000 pixels per inch (1008 PPI). This was described as ‘4K to both eyes’, affording a combined display suitable for head-mounted units or virtual reality headsets. Compare this to the HTC Vive, which uses a 1200x1080 screen per eye at 3.62 inches per panel, making it 447 PPI. This gives the Sharp panel a specification of over double the amount of pixels in a given area. Of course, with that comes cost and the ability to feed that display with enough data either over cable or other means. Still, it’s an interesting prospect.

 


Getting better.....

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source - https://www.engadget.com/2017/10/12/pimax-8k-vr-headset/
 

Quote

 

....

A more accurate way to describe this is that each eye is looking at a 4K (3,840 x 2,160) panel with a 90 Hz refresh rate inside the headset, and if you ask me, this sounds just as impressive in today's market. Maybe "Pimax 4K Duo" would be less controversial?

....

In fact, there's also a more affordable Pimax 5K based on the same headset design but houses two 2,560 x 1,440 CLPL panels instead. Still, this resolution is higher than what PlayStation VR, HTC Vive and Oculus Rift are offering, so this "5K" model will no doubt appeal to those who want to try high-end VR with a smaller budget. At the time of writing this article, this is still available for $349 on Kickstarter if you already have a Vive base station plus controllers, and it's expecting a January 2018 delivery; though if you want the two base stations plus two controllers as well, you'll have to fork our an extra $300 and wait until February for the delivery.

....

 

Getting better still.....

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source - https://www.engadget.com/2018/01/08/htc-vive-pro-vr-headset/

Quote

HTC has a few upgrades in store for its Vive virtual reality headset, the Vive. First up, the Vive Pro, which features a pair of higher resolution OLED screens (2880 x 1600 versus the original's 1080 x 1200) and built-in headphones.
....

The Vive Pro will work with the original headset's base stations for room-scale motion tracking. You can just buy a standalone headset and your wand controller and everything else will remain compatible with the upgraded display hardware. The Pro's headphones also feature integrated 3D audio.

The electronics company has also announced a wireless adapter for the Vive, creatively dubbed the Vive Wireless Adapter. It taps Intel's WiGig tech to cut the umbilical. And if you want a standalone VR headset from the company, check out the Vive Focus.

When we spoke with Vive co-creator Chet Faliszek in 2016 he admitted that increased resolution was one of the things the company was working toward. But that it wouldn't make much sense to release a full-on second-gen model until graphics cards could hit 90 frames per-second in VR. There's no word on when the Vive Pro will be available just yet.

 

Similar to the Pimax 5K I posted about previously. We are getting there.....

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"HP Windows Mixed Reality Headset, Professional Edition, Coming March"
article - https://www.anandtech.com/show/12394/hp-windows-mixed-reality-headset-professional-edition-coming-march

Quote

1440 x 1440 pixels per eye (2880 x 1440 combined)
90 Hz (HMDI 2.0)

Not as high resolution as the upcoming Vive Pro or Pimax models but better than the current Oculus and Vive.

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What if I want to look like a techno-cyborg jerk?

In all seriousness, this seems like a pretty straightforward evolution of the other AR glasses we have seen.

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On 2/5/2018 at 10:15 AM, kuhla said:

"HP Windows Mixed Reality Headset, Professional Edition, Coming March"
article - https://www.anandtech.com/show/12394/hp-windows-mixed-reality-headset-professional-edition-coming-march

Quote

1440 x 1440 pixels per eye (2880 x 1440 combined)
90 Hz (HMDI 2.0)

Not as high resolution as the upcoming Vive Pro or Pimax models but better than the current Oculus and Vive.

Admittedly I didn't really follow WMR news despite posting this but I did not expect this to be so cheap.....

Acer's $250 headset, same specs as HP above - https://www.amazon.com/dp/B075PVLN2P/

....and people are saying WMR is compatible with SteamVR? *quick googling appears to confirm this* I didn't know this. That's not a tiny catalog anymore. So.... how is this not super popular budget VR option superior to Vive1 and Oculus?!?

 

EDIT: Most of the WMR headsets are

Lenovo bundle $275 - https://www.amazon.com/dp/B0764GKZ15/
Dell bundle $250 - https://www.amazon.com/dp/B077R65C4D/

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