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skeezyjeffersonyesterday at 8:57 AM2 repliesview on HN

we are decades away. its why carmack quit to pursue other avenues. the chasm between the state of the art (gaming) and where VR currently is (essentially, mobile) is too big not seem shitty in comparison. The then-recent proliferation of Arm and SoC made the industry think it was possible, they even convinced Carmack, but the bandwidth just isnt there. The innovation required on the software side is massive - so theyll just wait for hardware to get better.


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ackayesterday at 9:39 PM

Would you care to explain what you mean by "the bandwidth just isn't there"? VR is more than just mobile devices; all currently available VR headsets can also do PC VR, whether via a wired DisplayPort link or a wired or wireless network connection.

As I see it, the only absolute upper limit for VR is the resolution and frame rate of the VR headset displays, as well as the quality of the optical stack. Rendering of the graphics can be done by anything from a single high-end GPU in a PC up to a beefy server in the cloud—although in that case, of course, network latency and video compression will impact the experience.

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jayd16yesterday at 11:40 PM

The tech is 100% there for a fancy video call. The major issue is, beyond that, the tech is quite expensive to run and build and despite enabling novel experiences they aren't compelling enough to reach critical mass and justify the cost.

The work to make or even use a proper VR app or game is so so much more than the flat equivalent and there are only some added utility for spatial input. Tech can certainly improve some of that...

But a VR video call is solved... You can do it mostly out of the box with an AVP but who is going to buy a $3k device for yourself and anyone you want to call and then have a couple calls and never use it because its not worth the hassle to strap it on.

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