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a16z Podcast | Virtual Reality v Augmented Reality, and What's Next

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

The video discusses the current landscape of virtual reality and augmented reality technologies, highlighting major players like Facebook, Microsoft, Google, and Apple. It covers the evolution and advancements in VR and AR devices, the potential of immersive experiences, the importance of game design, storytelling in film and VR, challenges in defining VR standards, and the growing interest and investment in VR technology within the entertainment industry. The conversation also touches on predictions for the future of VR and AR, emphasizing the transformative potential of these technologies.

✨ Highlights
📊 Transcript
Overview of current landscape of virtual reality (VR) and augmented reality (AR) technologies.
00:22
Major players include Facebook, Microsoft, Google, and Apple investing heavily in VR and AR.
Facebook backs Oculus for VR, Microsoft focuses on augmented reality, Google shifts to AR, and Amazon and Apple are also entering the space.
Discussion on the success of Nintendo 3DS in showcasing potential of AR technology.
Comparison made between Nintendo 3DS and Oculus in the VR market.
Advancements in Virtual Reality Technology
04:59
Samsung released the Gear VR for sale in December, a major step forward in consumer VR products.
Technical issues in VR have been mostly resolved, surpassing those in augmented reality.
Magic Leap is working on a high-cost, intricate project.
VR development tools like Unity and Unreal are already highly developed.
Oculus has seen rapid expansion and talent acquisition after being acquired by Facebook, leading to the creation of CGI films by Oculus Story Studio.
Microsoft collaborating with talent from Pixar and optimizing processes with Unreal and Unity for live-action video and enterprise AR applications.
05:24
Debate on the future of VR, whether it will be more focused on gaming or immersive experiences, leaning towards recreational use.
Potential shift in Microsoft's roadmap due to Nadella's leadership, impacting gaming plans for Xbox.
Evolution of AR and VR Technology in Entertainment Industry.
08:05
AR glasses development within Xbox Entertainment Group and investment in Oculus.
Potential of Hololens in Windows 10 and the role of Magic Leap in VR solutions.
Comparison between Cardboard and Magic Leap, emphasizing transformative potential of Magic Leap.
Predictions for the future, including Oculus's focus on non-gaming content and emergence of streaming VR experiences in media landscape.
Highlights of the Oculus developer community and VR game design.
10:45
Elite Dangerous and Blaze Rush are among the popular third-person games available on Oculus.
Top triple-A game designers have influenced perceptions of game design for VR.
First-person games on Oculus may require slower pacing or stable environments like car chassis.
Exploration games, such as The Witness by Jonathan Blow, are predicted to dominate the first-person VR genre.
Importance of thoughtful design in controlling movement in virtual reality experiences.
13:36
Lucky's Tale is cited as an example of well-considered camera control and player immersion.
Non-gamers are enjoying VR experiences, similar to the nostalgia of early Nintendo games.
Recommendation for Nintendo to invest in user comfort and engagement-focused VR experiences.
The segment compares the evolution of visual storytelling from Lumiere brothers' early films to current VR experiences.
15:51
Filmmakers are challenged to break traditional narrative structures and find new ways to engage audiences.
Chris Milk's innovative work in VR music videos is mentioned as an example of pushing boundaries in storytelling.
VR has the potential to revolutionize viewing experiences by allowing viewers to interact with stories in a 360-degree immersive environment.
Importance of directional audio in immersive movie experiences.
17:38
Various groups are experimenting with highlighted zones on screens to control viewer attention.
Oculus integrating directional audio into their consumer solution is considered a strategic decision.
Spectrum of VR devices includes low-end options like Google Cardboard and standalone peripherals for dedicated computers.
Need for standards in the VR industry emphasized as more companies enter the market.
Challenges in defining VR and establishing industry standards.
21:55
Varying perspectives on the required quality for VR adoption by users.
Influence of past experiences on current VR expectations.
Debate on imposing strict standards versus allowing innovation to thrive without constraints.
Advancements in VR technology have addressed simulator sickness and shifted focus to emotional impacts and content design.
22:33
Game design best practices are essential to prevent simulator sickness and ensure user comfort in VR experiences.
Epic's partnership with Oculus has led to successful demos and advancements in VR development.
The evolution of VR experiences may involve dynamic action and perspective movement within the virtual world.
Overview of the gaming industry hierarchy and potential for immersive experiences with VR technology.
25:20
Major companies like EA and Activision are not heavily involved in VR development due to uncertainties and risks.
Comparison between the gaming startup world and venture capital world, highlighting how acquisitions impact recruitment.
Changing gaming ecosystem with a disappearance of a middle ground, leading to a split between small indie games and large-scale productions.
The rise of indie games and potential return of Double A games are discussed, emphasizing the need for polished game experiences without the risk of investing in big-budget titles like Assassin's Creed VR.
28:10
The Steam PC gaming community is highlighted as early adopters of VR, with smaller games like Kentucky Route Zero and Telltale games laying a solid foundation.
VR filmmaking and distribution platforms like Company Verse are mentioned as part of the discussion.
Collaborations between Annapurna Pictures and Vice News for immersive VR experiences are also touched upon.
VR Technology in Entertainment Industry
30:15
Big developers and Hollywood are investing in VR for marketing purposes.
Studios are utilizing VR for experiences like Interstellar and Game of Thrones tie-ins.
Efforts are being made to overcome narrative challenges and enhance the immersive film experience.
The trend shows a rising interest and investment in VR technology in the entertainment industry.