VR Takeaways

HTC Vive vs. Oculus Crescent Bay: My 10 VR Takeaways – Tested.

It’s amazing to see everyone getting involved in VR development. This used to be relegated to a small set of academics and foolhardy startup veterans like me.

I especially can’t wait to try the Vive in conjunction with what they’re here calling environment mapping. It’s the closest thing we have to high quality AR right now.

I have a few nits with the article though, based on some 20 years experience with VR. Most of these made it into the Metaverse Roadmap doc.

Here’s an old glossary of VR that summed up the research as 10 years ago (when I wrote it). In general, I think folks are overloading “presence” too much and only just beginning to grok what else is missing.

What’s really going on is a virtuous cycle that starts with Presence, requires Interactivity, such that people can affect the world. The extent to which the world is mutated by your interaction or mere presence is called Reflectivity. This includes just seeing your own body and seeing it move the way you imagined, or vice versa (also called proprioception, which is greatly hindered by having opaque goggles on). If we get this far, we can develop a kind of Resonance (a self-reinforcing signal) that builds with each positive interaction in this cycle. OTOH, every time this cycle is broken, like when you put your hand through a wall, or something doesn’t move when you expect it to, it degrades the resonance and erodes the effect, sometimes severely.

When it works, we get a two-way synchronization between the entirely computational virtual world inside the computer and the entirely mental virtual world in your brain. This mimics what happens naturally, when we model the real world and our models are validated or refined by each interaction.

It’s not much more complicated than that.

But for those working on latency, resolution, etc.., that’s only the first 25% of the job. Physical interaction is also key, eventually haptic. But so is making the virtual world mutable enough for participants to impact it, so their interactions are credible across low and high-level systems in our brains. Sticking to how things work in nature is always a good starting place.

One thought on “VR Takeaways

  1. Hi Avi,
    Thanks for the concise overview and making clear how much work remains to be done, With all of the money and attention being lavished on VR/AR/XR/metaverse, maybe its time for an update to the Metaverse Roadmap? It’s been a while. And this time let’s include digital fabrication/Industry 4.0. The built environment is a big or even the biggest market, and end-to-end digitization of manufacturing will be important as well.

Leave a Reply

Your email address will not be published. Required fields are marked *