Hacker News new | past | comments | ask | show | jobs | submit login

How is VR "physical" when you are tethered to a computer?



The cable is very long and it is "room-scale" (You can move around), meaning games involve actually moving around.

And soon there will be wireless adapters.


Just to clarify this point: by "soon", we mean in this context "a few months".

TP-Link has one coming very soon indeed, I believe: http://vrscout.com/news/htc-tether-less-vive-upgrade/


TPCast?


The problem with "room scale" is very few people have a (near empty) room in their households which they can dedicate to a single-user VR experience. Every user in the household would need their own room (hmm - will new homes be advertised with these as "upgrades"?)...


I have a 2m x 2m area in the basement I use. I wish I had a little more space but it works well most of the time. The low ceiling is the problem - your brain is so convinced that there is sky or a high ceiling above you that you try to throw something over your head and smash the controller into the ceiling. I have marks on the walls and drywall dust embedded in my controllers. The chaperone boundaries can't do anything to warn you about that and those mistakes happen too quickly anyway.


Yeah, it is. I am hesitant to buy a couch for this reason. I live in a studio by myself and basically my entire living room is a VR space and it is still pretty small.


You move your upper body a lot. You also move your legs more than you might think, to peek around things, dodge, or line up shots.




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: