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a16z Podcast | Mapping the Future of Virtual Reality

a16z2019-01-02
238 views|5 years ago
💫 Short Summary

Virtual reality technology is advancing, with high-end options like Oculus Rift and HTC Vive offering immersive experiences. There is a focus on making VR mainstream, with mobile VR lacking the sense of presence provided by high-end devices. Content creation tools include game engines and light field technology, with challenges in data volume for streaming. The transition to 3D environments in VR presents exciting possibilities, especially in fields like CAD. Challenges include GPU performance and haptic feedback. VR has the potential to revolutionize education and enhance social interactions and business collaborations. The evolution of VR gaming and the importance of intimacy in communication are highlighted. Enterprise use cases for VR show promise, with the need for killer apps to drive consumer adoption. Integration of 3D models and high-end VR experiences are anticipated to impact the market positively. Creators are exploring VR at events, leading to increased interest and adoption.

✨ Highlights
📊 Transcript
Virtual reality expanding beyond gaming.
01:12
Gear VR offers immersive experience with Samsung phones.
Oculus Rift and HTC Vive provide interactive experience with gaming PCs.
Divide between high-end and low-end VR options.
Apple and Google rumored to be developing VR technologies.
Bringing high-end VR experiences to mobile platforms for a mainstream audience.
03:20
High-end VR aims to provide a sense of presence that current mobile VR lacks.
Mobile VR is likened to early video game graphics, while high-end headsets offer a more immersive experience.
Positional tracking in high-end VR enhances the overall experience.
The debate between seated vs. standing VR experiences is also discussed.
Evolution of Virtual Reality Technology.
06:05
VR technology has progressed from room scale tracking with Oculus Rift to true room scale with HTC Vive, allowing physical interaction and movement within the environment.
High-end VR provides a more immersive experience, allowing users to sculpt objects and feel their presence intensely.
Critics acknowledge the powerful impact and revolutionary potential of high-end VR technology.
Technical challenges in VR include surpassing thresholds in capturing, rendering, and headset technology to achieve a sense of presence.
Content creation tools include cameras, video games, and films, with a mix of each being popular.
10:04
VR content creators primarily use game engines like Unity and Unreal for creating 360 or light field videos.
Light field technology captures video from different angles, resembling a hologram.
The data volume needed for light field videos is overwhelming for current streaming infrastructure.
Integrating real and virtual elements in content creation poses challenges, requiring high-performance tools and engines to meet quality standards.
Challenges in stitching together 360-degree footage include dealing with large data volumes and ensuring seamless transitions.
11:02
Solutions for streaming high-quality video are being developed, such as Facebook's open-sourced efforts and NextVR's live sports streaming.
Unreal Video showcases the use of VR for creating 3D content, challenging traditional 2D screen creation methods.
This approach enables the creation of 3D content for 2D consumption, potentially revolutionizing design processes like AutoCAD for non-experts.
VR transition to 3D environments offers new possibilities for user interaction in fields like CAD.
14:02
Professionals accustomed to 2D controllers are willing to invest in high-end VR tools for better design experiences.
The natural feel of manipulating objects in VR with motion tracking controllers enhances user experience compared to traditional methods.
Prosumer VR tools may target specialists before reaching a wider audience, potentially appealing to business users first.
The future of VR development hinges on overcoming engineering challenges and enhancing interfaces, indicating a promising outlook for the technology.
Challenges in virtual reality are tied to GPU performance and advancements in graphics processing, game performance, and immersive experiences.
17:48
Tricking the brain with realistic sensory feedback, like haptic sensations, is a difficult scientific problem.
Michael Abrash discusses brain illusions and the transformative potential of VR technology over the next decade.
High-quality visuals and controllers are important for VR, but haptic feedback may not be essential for all users, especially in early use cases.
VR technology has potential beyond gaming, including live streaming events like sports and music.
18:10
Volumetric capture technology is advancing, enabling detailed and realistic content creation.
Real-world elements integrated with rendered content in video games are enhancing visual quality.
Recording tasks in virtual spaces for educational purposes is gaining popularity, offering interactive learning experiences.
Virtual reality (VR) has the potential to revolutionize education.
22:30
VR provides immersive experiences like exploring ancient Rome or ocean environments, making learning more engaging and interactive.
VR offers unique opportunities for sharing experiences and skills with the world.
Despite concerns about VR being antisocial, it has the capability to connect people in new ways.
VR allows people to virtually interact and share activities together.
Evolution of virtual reality gaming and its potential for enhancing social interactions and business collaborations.
23:56
VR has the ability to recreate real-life interpersonal communication in virtual environments, benefiting distributed teams.
Advancements in tracking facial muscles and eye movements for more realistic avatars are key for future VR applications.
Importance of intimacy and eye contact in closing deals.
25:41
Oculus Rift demo showed high immersion and realism, making virtual presence feel physical.
Challenges of creating back-end infrastructure for social VR to support large number of users.
Advanced technology needed to replicate three-dimensional sound for seamless user experience in virtual world.
Overview of Oasis system in 'Ready Player One' book, IBM utilizing Watson for AI in VR MMO, and Microsoft delaying HoloLens for enterprise development.
28:00
Oasis system features a headset and back-end infrastructure for virtual spaces in 'Ready Player One'.
IBM incorporating Watson for AI interaction in a virtual reality MMO game.
Microsoft postponing consumer release of HoloLens to focus on enterprise development.
Emphasis on the necessity of a killer app in augmented reality to boost consumer adoption.
Challenges in consumer VR applications due to complex technical problems like machine vision.
30:32
Enterprise use cases, such as training simulations, show promise for VR technology.
AR and VR potential debated, with AR potentially more appealing for constant use.
Debate on the practicality and potential of AR and VR technologies.
Compelling use cases like 3D modeling and training simulations highlighted as areas of interest for VR applications.
Importance of integrating 3D models into game worlds for visualization and environment matching.
34:02
VR technology potentially saving time compared to traditional screens.
Samsung offering free gear VR headsets with Samsung Galaxy s7 orders, leading to potential increase in VR adoption.
Excitement for high-end VR experiences with Oculus Rift and Vive, including details on games and experiences offered with each device.
Anticipation of VR content and its impact on the market.
36:06
Quality demos are crucial for creating excitement and driving adoption of VR technology.
Salespeople need to effectively convey the immersive experience of VR games.
The upcoming availability of Oculus Quest is expected to attract early adopters and generate interest in VR technology.
Increased interest and adoption of VR is seen at events like E3 and Oculus Connect.
38:35
Progress in storytelling across film, gaming, and music videos shows a growing understanding of VR's potential.
More creators are expected to experiment with VR content, showcasing its capabilities.
This experimentation is likely to convince more people of the value of VR.