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Some assumptions made in this article that are questionable:

- The dominant use of VR will be content consumption (I disagree personally, and think it will be communication and collaboration)

- making content for VR is expensive and difficult. (This has been trending downwards over time — game engine tech is nearly commoditized, creation tools are cheap or free, learning resources to create 3D assets and games are plentiful, and content libraries are cheap and free. VR content tends to be short form as well, so less need to have massive amounts of custom content.)



I also disagree about VR being mostly content consumption, but I imagine more along the lines of creation and problem solving. Imagine iron man like 3D modeling as an example.

But the collaboration angle is something I'll look into deeper now. You are likely right.

The current biggest holdup other than cost of hardware is that it's hard on your eyes, which I think is why the short form is so prevalent.


>>> The dominant use of VR will be content consumption (I disagree personally, and think it will be communication and collaboration)

Maybe not the dominant use, but certainly the dominant market revenue wise. Think of the movie and TV industry vs security cameras and employee training videos. I think it's naive to think that any new form of media won't be dominated by entertainment uses in the public eye.


A lot of AR applications depend upon centralized map and street level info, which is susceptible to information siloing.


Do you see a market for VR tourism? There's some capturing stuff I'm working on without seeing a clear market (at the inherent technical/labor costs incurred during the capture and compute during post processing).

The economics always bite you in the end.


>8k VR + telepresence drones that you can tap into anywhere in the world would be sweet.


On conversely:

- making content for AR is inexpensive and easy




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