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Samsung Says It's Taking Some Time Off For Thinking and Waiting To See How the VR Market Shapes Up (xda-developers.com)

Samsung says it is taking some time off to think before creating the next-generation VR headsets. The company said it wants to see the direction the market takes over the next few months and years. The company added that it is satisfied with the progress it has made in the mobile VR space (rightfully so, Samsung is among the frontrunners in VR tech), but it isn't happy with the state of display technology that goes along with the headsets. One solution the company sees right now is 10K displays, but that alone would require $5-10 billion commitment from Samsung. From an article on XDA: Samsung believes display technology needs to advance to at least twice the pixel density that we have in smartphones today. So it looks like the company is waiting and seeing how the experience of a standalone VR headset will be with Ultra HD display panels. Samsung's President & Chief Strategy Officer, Young Sohn, says this could be an incentive for the company to advance the technology faster, but it would cost them at least $5 to $10 billion to do so and develop a 10K mobile display.

125 comments

  1. Translation: How will Sony do? by SuperKendall · · Score: 1

    Not a bad idea to see how the imminent introduction of Sony shakes up the market and all the other players... and if the vive concept of the VR space you can walk in beats out Chair VR, or even if something like the Hololens comes along with a true consumer version... or even maybe some dark horse comes out of no-where.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:Translation: How will Sony do? by macs4all · · Score: 1

      Not a bad idea to see how the imminent introduction of Sony shakes up the market and all the other players... and if the vive concept of the VR space you can walk in beats out Chair VR, or even if something like the Hololens comes along with a true consumer version... or even maybe some dark horse comes out of no-where.

      Well... Apple has been snapping-up VR/AR engineering talent for over a year, now...

    2. Re: Translation: How will Sony do? by Anonymous Coward · · Score: 0

      Translation: Sony abandons users. Glad I dodged that bullet

    3. Re:Translation: How will Sony do? by KingBenny · · Score: 1

      Anyone remember how the 3D tv was taking over every living room in the world ?
      as in, not affordable due to stagnation, ... some place in EU got 50% youth unemployment, belgium has an inactive population of 60% , more actually ... how many of those ... if we exclude from that the ageing population will buy a VR-set over crack, meth or .. maybe even food in the next ten years?
      its a dam' good question sir ... do you have a 3D-tv ? i actually never saw one other than in youtube videos and theres wasnt much to see like that

      --
      Free speech was meant to be free for all... how can anyone grow up in a nanny state ?
    4. Re:Translation: How will Sony do? by rtb61 · · Score: 1

      VR versus portable immersion. The product that will sell is compact VR glasses that you get fitted at an optometrists (compact fixed custom lenses, rather than bulky adjustable ones), looking much more like old coke bottle glasses than goggles. People will want to see around them, so they can use them publicly. Want to obscure outside light, then slip on say a felt shroud the block light from external sources whilst maintaining comfort, around the glasses and cover the gap between the glasses and you face. The core requirement, they must fit in their case, in your top pocket and work with your mobile phone, similar to http://www.lg.com/us/lg-friend... but the missed the right design in a couple of key aspects (you really do need custom ground fitted lenses to make it work properly and that shroud does need to be a simple separate soft cloth et al piece).

      --
      Chaos - everything, everywhere, everywhen
    5. Re: Translation: How will Sony do? by Anonymous Coward · · Score: 0

      Apple's new VR tastes like Bluedini koolaid... Just like all the previous virtual realities their marketing team has created.

  2. We called it by Anonymous Coward · · Score: 0

    Samsung and the rest got burned by 3D TVs and this is turning out to be exactly the same thing.

    1. Re:We called it by Oswald+McWeany · · Score: 1

      I think the vast majority of us knew that 3D TVs weren't going to succeed. It's not like it hasn't been tried before and failed. Pure gimmickry.

      VR... I'm leaning towards this being a non-sustainable flop for now, but it's got more chance of succeeding than 3D TV ever did. Maybe in 10 years when you can put on a device the size and weight of sunglasses and can move around the house without wires or being tethered. (and of course remove the dorkiness factor)

      --
      "That's the way to do it" - Punch
    2. Re: We called it by Anonymous Coward · · Score: 0

      VR headsets have seemed like a fad all along. In the end, no one wants to wear a headset for a prolonged period of time on a daily basis.

      While I think that some sort of VR will eventually catch on, it will not be headset/wear-based, but rather environment-based.

    3. Re:We called it by Anonymous Coward · · Score: 0

      I'm leaning towards this being a non-sustainable flop for now

      Don't forget vrml.

      You forgot it, didn't you?

    4. Re: We called it by Junta · · Score: 1

      One could say the same thing about headphones, and yet people don't mind that.

      I think people more mind the cost, than the prospect of wearing headset. Of course in public is another issue, loss of situational awareness in situations like riding a bus is far greater with a headset than headphones.

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    5. Re: We called it by PCM2 · · Score: 1

      One could say the same thing about headphones, and yet people don't mind that.

      I would argue that there's an innate tendency in the human animal to be less concerned about the loss of hearing than the loss of vision. There's probably a reason why the eyes heal so rapidly when damaged, with minor scratches to the cornea typically healing within a couple of days.

      --
      Breakfast served all day!
    6. Re: We called it by Junta · · Score: 1

      Still, I doubt in one's own home that fear of putting on a headset due to obscuring vision is not high on the list.

      High on the list would be expensive and lots of folks making it sound like a big involved mess as they make well-meaning statements that make people think they need a dedicated room just for VR and/or an exotic treadmill to enjoy.. 'Room scale' is cool and all, but right now people are making it sound like it is a non negotiable part of the experience, which is a big ask. Things that need that much real estate have never lasted.

      --
      XML is like violence. If it doesn't solve the problem, use more.
    7. Re: We called it by Anonymous Coward · · Score: 0

      One could say the same thing about headphones, and yet people don't mind that.

      I would argue that there's an innate tendency in the human animal to be less concerned about the loss of hearing than the loss of vision. There's probably a reason why the eyes heal so rapidly when damaged, with minor scratches to the cornea typically healing within a couple of days.

      Plus, even when wearing headphones it is usually possible to hear ambient noises (especially of the "requires urgent attention" variety) unless you are listening at ear-damaging volume.

    8. Re: We called it by Anonymous Coward · · Score: 0

      The concept was simple - a text file that defines a 3D scene. But they bundled the geometry data in with the scene logic.
      Most 2D and 3D games had map files, textures, geometry and sounds in separate files or in a WAD file.
      Problem with VRML was that it tried to stay compatible with low performance PC's with no graphics hardware while the top end PC's were getting high-res 24-bit framebuffers.

    9. Re: We called it by Anonymous Coward · · Score: 0

      The problem with 3D TV's is their cost. I recently did some research into all the different brands, sizes and prices. Price is no longer directly related to screen size.

      But with 3D, you are effectively paying three times as much for a screen the same size without that 3D feature. Then there are all the different formats and features: Full HD, Ultra-HD, Ethernet, Wi-Fi, Smart-TV, 3D on top of the different screen sizes. There are even different types of glasses: LCD shutter/polarized filter, Infra-red sync, bluetooth sync, USB charged, coin battery.

      There are some bargains to be found (eg. 48" for £360) but usually you are looking at £600 to £800 for a 40", it's really taking the piss.

    10. Re: We called it by alvinrod · · Score: 1

      That does make a good deal of sense from an evolutionary stand point, but up until modern civilization, how easy was it for someone to seriously damage their hearing outside of sustaining severe head injuries that would probably leave most people dead? Prior to metalworking or other activities that involved making a lot of noise like quarrying stone, I don't think there were enough naturally occurring loud noises to put selective pressure on humans to evolve a tendency to repair their hearing to any great degree. The loudest noise most early humans would have experienced is probably thunder during storms, but those aren't that frequent and people would be taking shelter anyways. Maybe some tribal groups got loud when making music, but I doubt they could compete with a speaker stack like you'd find at today's concerts.

  3. VR isn't where it needs to be yet. by Anonymous Coward · · Score: 1

    The tech is expensive and flakey. There aren't nearly enough complete titles to motivate people to buy. VR sickness is still a real problem.

    It isn't a wise investment, at this point.

    1. Re:VR isn't where it needs to be yet. by Junta · · Score: 1

      I'd agree that it is expensive for a desktop accessory. For a phone, it really isn't an obscene cost adder. I'll say that VR titles are a chicken and egg challenge. I'll say the technology is not really flaky anymore, and VR sickness is an overblown concern. In my experience, exactly one person felt unwell after a VR demo, and that person would get sick just *watching* a 3d game on a monitor. In her case, she only got sick in a demo where her avatar moved. She was not sick in the face of an environment that only moved with her.

      --
      XML is like violence. If it doesn't solve the problem, use more.
    2. Re:VR isn't where it needs to be yet. by Anonymous Coward · · Score: 0

      so we will wait, to make it totally amazing, after it is totally amazing, self fulfilling prophecy, hold on till ( someone ) makes it better, everyone else does the same, it becomes a waiting catch 22......

  4. In light of recent news coverage... by jeffb+(2.718) · · Score: 5, Funny

    I think they're waiting to see some more solid demand shape up in the "exploding headgear" market space.

    1. Re:In light of recent news coverage... by Virtucon · · Score: 1

      flaming.. FTFY

      --
      Harrison's Postulate - "For every action there is an equal and opposite criticism"
    2. Re:In light of recent news coverage... by jeffb+(2.718) · · Score: 3, Interesting

      Perhaps you missed last week's reports of exploding washing machines. Entirely unrelated to the phone-battery problem, of course, but the last thing a large consumer-goods manufacturer needs is another reason for people to post dumb jokes about them on social media...

    3. Re:In light of recent news coverage... by Virtucon · · Score: 1

      so, latch fails during spin cycle = explosion? I just think it's a bad year for Samsung. Besides I have visions of Samsung VR wearers heads aflame now. Don't fuck that up.

      --
      Harrison's Postulate - "For every action there is an equal and opposite criticism"
    4. Re:In light of recent news coverage... by macs4all · · Score: 1

      Perhaps you missed last week's reports of exploding washing machines. Entirely unrelated to the phone-battery problem, of course, but the last thing a large consumer-goods manufacturer needs is another reason for people to post dumb jokes about them on social media...

      Considering that Samsung's advice to their washing-machine customers is to either wash everything on Delicate, or shut the machine OFF, I'd say the jokes aren't so dumb...

      BTW, this is exactly what happens when cost-reduction becomes THE major engineering criteria. They undersize the motors, undersize the brushless motor drives, undersize the power supplies, undersize the wiring harnesses, and BOOM!!!

    5. Re:In light of recent news coverage... by geekmux · · Score: 1

      ...BTW, this is exactly what happens when cost-reduction becomes THE major engineering criteria. They undersize the motors, undersize the brushless motor drives, undersize the power supplies, undersize the wiring harnesses, and BOOM!!!

      BTW, this is exactly what will keep happening because the cost of the worst lawsuit seems to be always be exponentially cheaper than a well designed and built product.

      Reputation scarring? With today's attention span? Fucking please. A reputation destroyed today will be utterly forgotten about tomorrow.

      Even the risk of human life isn't worthwhile to manufacturers anymore.

    6. Re:In light of recent news coverage... by macs4all · · Score: 1

      Reputation scarring? With today's attention span? Fucking please. A reputation destroyed today will be utterly forgotten about tomorrow.

      Maybe; but I'll bet the iPhone 7 got a bit of an unexpected sales bump from the Samsung Explode-a-Phone...

      Well, "the Street" seems to think so,

    7. Re:In light of recent news coverage... by SeaFox · · Score: 1

      I think they're waiting to see some more solid demand shape up in the "exploding headgear" market space.

      The fore thinking of those executives is mindblowing.

    8. Re:In light of recent news coverage... by SethJohnson · · Score: 1

      Reputation scarring? With today's attention span? Fucking please. A reputation destroyed today will be utterly forgotten about tomorrow.

      What will be forgotten about tomorrow? Sorry, I was checking my something or other on my phone.

    9. Re: In light of recent news coverage... by Anonymous Coward · · Score: 0

      Saving $2 off a price of a component saves the company $200,000 for a run of 100,000 units.

    10. Re: In light of recent news coverage... by geekmux · · Score: 1

      Saving $2 off a price of a component saves the company $200,000 for a run of 100,000 units.

      When speaking about a company that generates billions in revenue from these products, the dollar amounts you're nitpicking here amount to a rounding error in their financial system.

      Needless to say, cost is hardly a valid excuse for the company involved here.

  5. VR is the new 3D TV by Anonymous Coward · · Score: 0

    Give it few months/years and it will fade away. VR has been around since the 90's and it still hasn't really gained traction.

    1. Re: VR is the new 3D TV by Anonymous Coward · · Score: 0

      The fax machine idea was worked on for nearly 100 years before technology finally got to the point of making it practical for mass consumption. 3D TV will always be a fad because it's stupid -- 3D is only useful if you can move around the image. Once VR is like a smart phone (cheap, highly functional, unobtrusive), it will become ubiquitous and lasting, i.e., not a fad.

    2. Re: VR is the new 3D TV by Anonymous Coward · · Score: 0

      If you read the fucking article, you would see times haven't changed all that much in relation to VR. It still isn't where they want or need it to be. They estimate needing atleast $5 billion just to develop a 10K display.

      Go BACK to your moms basements, you might learn something.

    3. Re: VR is the new 3D TV by Junta · · Score: 1

      I disagree that a 10k display is required. It'd be nice and the GPU to drive it would be nice too. However even with a 1080 panel, things are really nice and substantial.

      Getting costs down is key. Also, Samsung may very well be right to give up on mobile. The GPU is so weak and the loss of situational awareness makes it not a very viable thing to enjoy on a bus ride or similar. This is going to be a desktop gaming accessory by and large.

      --
      XML is like violence. If it doesn't solve the problem, use more.
    4. Re: VR is the new 3D TV by Ranbot · · Score: 1

      Also, Samsung may very well be right to give up on mobile. The GPU is so weak...This is going to be a desktop gaming accessory by and large.

      If people are willing to go back to hauling around brick-style mobile phones I'm sure they could do something about those weak mobile GPUs!

    5. Re: VR is the new 3D TV by Anonymous Coward · · Score: 0

      You can move around scenes on 3D TV's, it merely depends on the content streaming to the TV. The TV is simply a display.

  6. WTF is the point of VR? by known_coward_69 · · Score: 1

    at this point other than porn?

    the only mass market adoption i can see is streaming live events to VR users so i don't have to pay $500 to some scalper to see a concert or a sports event. at this point it's a geek toy i wouldn't spend money on unless it came free with a phone

    1. Re:WTF is the point of VR? by JMZero · · Score: 4, Insightful

      The only reason that VR isn't already a huge mainstream success is price. I've shown Vive games to probably 50 people; a few have since bought one, and pretty much everyone else was blown away... but don't have $3000 sitting around to set one up. Even people who aren't into gaming are often hard to get out of creative stuff like Tilt Brush, or just the experience of being somewhere else. If anything, lots of these things are even more potent to non-geeks who haven't acclimatized to 3d graphics for 20 years. Shooting a zombie in VR is intense; it's even more intense if you haven't played 100 hours of Left 4 Dead and what not.

      One of the challenges VR will have over the next year or so is the proliferation of terrible pseudo-VR experiences. Like, I've talked to a few people online who write the whole thing off because they tried some GearVR plastic cell phone box, and those are pointlessly terrible. But eventually there'll be enough good stuff around that this conversation we're having now will disappear. A proper VR setup very quickly explains itself to anyone who tries it. And when such a setup is cheap (which it will be in a couple years), it'll be something that is very widespread, and will replace a good chunk of current TV, movie, and game content.

      --
      Let's not stir that bag of worms...
    2. Re:WTF is the point of VR? by kuzb · · Score: 2

      I think this is exactly right. The problem with VR right now isn't the technology - it's the fact that all the major players are trying to come out with a premium product that nobody can afford. This is why it will ultimately fail.

      It's sort of like games on Linux in this respect. Developers need to create the software, and if the sales of the software don't follow they'll feel burned and won't invest effort in to it the next time.

      --
      BeauHD. Worst editor since kdawson.
    3. Re:WTF is the point of VR? by The+Grim+Reefer · · Score: 1

      it'll be something that is very widespread, and will replace a good chunk of current TV, movie, and game content.

      I think once it becomes affordable, some of the usage will be to replace televisions as well as portable device viewing. Actually I think that is one of the things that will help adoption greatly. People have become used to watching video on phones an tablets now, rather than being tied to the television in the living room. This will enable them to essentially get the movie screen experience without needing to get out of bed.

    4. Re:WTF is the point of VR? by Anonymous Coward · · Score: 0

      No one gives a fuck, douche. It's just as DOA as 3D TV.

    5. Re:WTF is the point of VR? by The+Grim+Reefer · · Score: 1

      I think this is exactly right. The problem with VR right now isn't the technology - it's the fact that all the major players are trying to come out with a premium product that nobody can afford. This is why it will ultimately fail.

      That's simply how new tech works. The question is whether it will catch on and able to be sold in bulk at a low enough price and for a profit. Not long ago a 720P 50 inch television was around to $50K. You can probably buy a 1080P generic brand TV for $300 (give or take) now. A Motorola 8000 cell phone was $4K in 1985. You can get a "dumb phone" now for less than $100 that has better everything (except being used to bludgeon someone). GPS is another good example. In the last 15 years or so it went from $20K to $100 to being built into a cell phone.

    6. Re:WTF is the point of VR? by TechnoCore · · Score: 1

      The only reason that VR isn't already a huge mainstream success is price.

      ^--- Exactly this.
      We have 3 HTC-Vive at work, with which we develop a high end demo/game with. Everyone I've shown it too are basically blown away by it. It's so powerful.You _are_ someplace else. And it can be super fun or scary depending on...

      But since its crazy expensive, very few people will buy it at the moment. Also its a bit too clunky with the cords hanging and such.

    7. Re:WTF is the point of VR? by kuzb · · Score: 1

      None of these things require any sort of 3rd party developer support, and that's the major difference you're not accounting for. VR success relies on software sales, which is inexorably tied to VR headset sales. This produces a "chicken and the egg" problem.

      A TV, Cell phone, GPS, etc - all of these things when they came out didn't require multiple companies to write applications for them so it matters less if adoption is slow.

      --
      BeauHD. Worst editor since kdawson.
    8. Re:WTF is the point of VR? by gTsiros · · Score: 1

      a $3k computer is necessary only for really modern graphics.
      A https://www.youtube.com/watch?... at the resolution and refresh rate necessary for VR

      --
      Looking for people to chat about multicopters, coding, music. skype: gtsiros
    9. Re:WTF is the point of VR? by gTsiros · · Score: 1

      goddammit :|

      second line should read:
      a sub-$1k pc today would have no problem rendering a 10 year old game like shadow of chernobyl at the resolution and refresh rate necessary for VR. (the link was a gameplay video of the game)

      --
      Looking for people to chat about multicopters, coding, music. skype: gtsiros
    10. Re:WTF is the point of VR? by The+Grim+Reefer · · Score: 1

      Multiple companies were involved. Do you think Motorola also ran it's own cell network? Televisions had to deal with multiple standards, issues with broadcasters not wanting to provide OTA, various connectors depending on the brand, DRM, and a bunch of other issues due to different companies and industries. How about Blu-ray then. My first Bluray player listed for $1K (I bought it when the next years model was released for much less than that). I saw one at a store over the weekend for $35. Even worse than multiple companies, Bluray had multiple movie studios, sound companies, and an entire slew of other standards and crap to work through, including the HD-DVD format war.

    11. Re:WTF is the point of VR? by bigpat · · Score: 1

      One of the challenges VR will have over the next year or so is the proliferation of terrible pseudo-VR experiences.

      I don't think that is necessarily a problem. Plenty of cheap laggy poor quality smartphones out there and I don't think it is a problem for the "market" as a hole. It gives people options. The important thing is that there are quality options at a price point that people can reach.

    12. Re:WTF is the point of VR? by Anonymous Coward · · Score: 0

      I still think VR is over-hyped. It's the kind of tech that's really cool to experience and just sort of enjoy by going over to a friends house or something, but the actual long-term usage is so limited right now that it simply doesn't make sense for most people to buy into it. Price going down would help get more sets in homes, sure, but the Wii proved well enough that just because people are willing to buy a cheap novel tech item doesn't mean they'll actually use it reliably enough to support a thriving market. Just look at all the crappy 3rd-party Wii game studios that rose and fell.

      The much more likely end-game is for a resurgence of arcades or Dave and Buster's style places where people can go have some VR fun in a controlled environment (room to "walk" around, etc), possibly as a group activity in the style of bowling or billiards.

    13. Re:WTF is the point of VR? by Anonymous Coward · · Score: 0

      This. But it sure makes good circular argument fodder for autistic dorks.

    14. Re:WTF is the point of VR? by Anonymous Coward · · Score: 0

      I played the new Doom with VR (and many other games) and while it's fun and everything, I don't see myself playing video games like that. It works well for filthy casuals, but if I want to spend 16 hours gaming on a Saturday, I can't possibly do it with a VR headset. And the VR-only video games at this point are really gimmicky. Swim around and watch some marine life. Grab things that float by... For something as expensive as a VR headset I'd expect something better. Maybe it'll be a good addition to a business that caters to educating children (seeing the size and interactions of marine life would be great for kids, for example).

      And if I want to shoot people, I don't need a VR headset. Paintball and airsoft are far cheaper than a headset, the graphics are amazing, and aiming is as simple as point and shoot. No weird controllers.

    15. Re:WTF is the point of VR? by Wormsign · · Score: 1

      The first VCR cost over $3000 dollars. VCRs gave way to DVDs which gave way to Blu-ray which is giving way to streaming. The 3rd party is the content provider. There is no shortage of 3rd party content providers in the video game industry. In fact, it's one of the most profitable on the planet.

    16. Re:WTF is the point of VR? by 110010001000 · · Score: 1

      No. The reason VR will never take off is because it makes normal people sick within 15 minutes. You cannot fix that problem because it is human physiology.

    17. Re:WTF is the point of VR? by JMZero · · Score: 1

      It's easy to make people sick in VR - just spin their surroundings while they're not moving in real life. But your standard room scale experience doesn't do any of that; rather, as you walk around, the tracking is accurate enough that your vision stays synced with your real-life motion. I've had a lot of people use my Vive for longer than 15 minutes, and generally nobody gets sick until they decide they want to try feeling sick (currently I use "Fancy Skiing" for this purpose, it's kind of fun to get all woozified sometimes). This concern is part overblown, partly just a remnant from previous generations of technology and software that were pretty barfy (eg. the old NVidia 3d vision goggles with no head tracking, Oculus DK1s with ball-and-stick movement, etc..)

      There's certain kinds of experience (those that need interactive, artificial motion) that are indeed hard to do well - and definitely people who just tried to no-effort port FPS-run-with-your-controller games have ended up making barf-fests - but even if you just give up on artificial locomotion entirely, there's plenty of neat things to do and see in VR. And as VR gets more popular, people's tolerances will go up. It's hard to imagine now, but people used to get sick playing Doom. Similarly, even roller coaster type games with jerky artificial rotation don't bother me now (while they did bother me a lot in the DK2 era). People will get used to it, or they'll limit themselves to stuff that doesn't tend to make anyone sick.

      --
      Let's not stir that bag of worms...
    18. Re:WTF is the point of VR? by Anonymous Coward · · Score: 0

      ...have you actually followed the VR space at all?

      Roomscale doesn't make you sick, the game are designed to track your actual movements 1-1, or move you in ways that don't induce motion sickness.

    19. Re:WTF is the point of VR? by Anonymous Coward · · Score: 0

      I live in an apartment in a city where each square meter costs $10,000 - the bigger barrier for me is to find space to set up something like a Vive. It is not very conformable with my living space.

    20. Re:WTF is the point of VR? by MBGMorden · · Score: 1

      Like, I've talked to a few people online who write the whole thing off because they tried some GearVR plastic cell phone box, and those are pointlessly terrible.

      I think that's part of the problem for me. I've still not tried a "real" VR headset like an Occulus or Vive because I don't visit trade shows and I don't know anyone with one. I HAVE tried a Google Cardboard knockoff with a cellphone and the effect was a huge letdown. It FELT like looking at a little screen in front of my face in a box. I'd love to try a better one but at $500-$700 that's not a purchase I can make on a whim just in case I might like it.

      4K tv's have displays sitting in big box stores that you can walk by. Heck when I got my first Nintendo as a kid it was because I saw one at someone else's house and just HAD to have one. If HTC or Occulus wants to sell me a VR headset - there needs to be one sitting in Walmart or Best Buy for me to go try - even if for 30 seconds - just to gauge how immersive it is and if it's worth the price.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    21. Re:WTF is the point of VR? by kuzb · · Score: 1

      It's far easier to release that content than it is to release a VR game which requires substantially more effort and thought. Your comparison may seem logical, but it isn't.

      --
      BeauHD. Worst editor since kdawson.
  7. This sounds like more of an excuse than a plan. by JMZero · · Score: 1

    Having spent a bunch of time with VR, resolution is reasonably far down the list of what I'd fix with the current headsets, and even then I think you'd get most of the benefit out of much more modest increases than this guy seems to want (eg 4k or so). No - what I want is wireless connection to a computer, and more consistency on tracking, latency, and framerate. Also, tracking more objects/body parts/physical room features/etc.. would be great.

    But it's also really great right now, even though prime content is still just trickling out. This "oh VR can't be done yet" to me just says that his company wasn't really ready, and wants everyone to wait for them to catch up.

    --
    Let's not stir that bag of worms...
    1. Re:This sounds like more of an excuse than a plan. by Anonymous Coward · · Score: 0

      You need the higher resolutions to solve the uncanny valley problem so that CGI VR can look like real life and you not be able to tell the difference. Unfortunately for that to happen you need 10x the resolution of 4K. We are 15-20 years from that. That's what they are really talking about. Our computers, networks and displays are still way too primitive to solve the uncanny valley. In 2 decades we will look back at 4k the way we now look back at the 640x480 days of the 90's.

    2. Re:This sounds like more of an excuse than a plan. by iampiti · · Score: 1

      Well, I hate to be captain obvious here but wireless is the enemy of latency and jitter and in VR is extremely important to keep latency down. Not that I wouldn't like to see a headset that was wireless and good for VR...

    3. Re:This sounds like more of an excuse than a plan. by Junta · · Score: 1

      Higher resolution isn't going to overcome the uncanny valley.

      Also, the uncanny valley is not a requirement to be overcome with VR. Most games are not photorealistic. No one is going to mistake it. The key in VR is things seem to have *substance*. They may look more like toy figurines on a playset (e.g. Lucky's Tale) or life sized mannequins coming at you (Half Life VR felt like mannequins walking around to me), and that is compelling enough. Compare this to a monitor. No one mistakes a computer game graphics for real life, but it's still compelling.

      --
      XML is like violence. If it doesn't solve the problem, use more.
    4. Re:This sounds like more of an excuse than a plan. by MBGMorden · · Score: 1

      Resolution has nothing to do with the uncanny valley.

      A 50 year old television broadcast looks terrible quality wise compared to a scene from Halo 5 - but the human mind still understands that the video recording despite being much lower resolution is still "real".

      That's a rendering problem - not a display problem.

      Also, for many things, you don't necessarily need to render the world. VR needn't only be games - just as TV's aren't only games but also video content. VR can also be a mix of pre-recorded and live content that is simply experienced. How may people wouldn't mind being able to actually stand on the field and watch the Superbowl, and be on stage at a concert?

      Looks at the popularity of things like "haunted house" attractions this time of year when it's mostly a walk-through experience. Something like that that is based on real video but with special effects and post-processing could be MUCH more scary (and much higher quality - kinda like movies freed you from seeing the local theater troupe and let people start seeing performances from the best actors in the world).

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
  8. I agree by SuperKendall · · Score: 1

    The resolution is more than OK enough for most uses now.

    Wireless is really key for truly mass adoption...

    That in combination with your noted desire to better represent objects and room features, makes me think that in the end something like the Hololens will ultimately be the form the technology takes. Even though the current implementation is incredibly expensive and has a really narrow field of view... It just brings roomscale stuff from the Vive to a more practical place since you don't have to worry about totally clearing out a large space.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  9. Translation: economy is in the toliet by micahraleigh · · Score: 1

    Let their competitors sink a lot of money into expensive technology people don't have the money for.

  10. Test Market Data Suggests by Anonymous Coward · · Score: 0

    Customers do not react favorably to exploding VR headsets.

  11. As a consumer by Oswald+McWeany · · Score: 1

    As a consumer I'm doing the same thing. Will this take off (as smartphones did) or will this be a fad that- or will it sputter and start to fade after a few years like tablets did?

    Currently, the only VR I've tried out was pretty lame and didn't look worth me buying. Maybe if they get good and inexpensive enough I will jump on the bandwagon; or maybe they'll stay crap and I will avoid it. It's potentially exciting technology but I'm not getting overly excited yet.

    --
    "That's the way to do it" - Punch
  12. Re:Samsung is waiting by Oswald+McWeany · · Score: 2

    If it does, they've lost their niche.

    --
    "That's the way to do it" - Punch
  13. Limitations of VR by sjbe · · Score: 4, Interesting

    Disclosure: My day job some years ago used to be working with VR technologies. 3D environments, headsets, caves, 3D glasses, the works... I'm more familiar than most with the benefits and limitations of VR tech from first hand experience. While the technology has progressed since I worked with it daily, the basic structural limitations of it haven't changed at all.

    The problem with VR is that it lacks a killer app or even much in the way of practical use cases. The practical applications of it are rather narrow in scope and scale. Vehicle simulators, some marketing, some entertainment, a limited subset of games, and a few other things. There just isn't that much you can really do with it. Plus it has some physical usability restrictions that further limit its utility given the reasonably foreseeable state of the art for the next 10-20 years. The biggest market for it will probably be certain types of games. Simulators tend towards the expensive end of the spectrum and there will definitely be some utility there. Useful stuff but nothing that is going to be life altering for most of us. Lots of people have visions of a holodeck but VR is something quite different than that.

    A much, much, much larger market will be the market for Augmented Reality technology. The applications of AR are too numerous to mention and crude versions of it are already in widespread use. AR is going to be enormous though there is some overlap in the technology between AR and VR so developing for VR isn't necessarily a waste of time as long as one's market expectations for it are rational.

    1. Re:Limitations of VR by jeti · · Score: 1

      I disagree. VR lets you view objects and visit places whether they exist or don't. It lets you meet people there, allows you to create your own environments and play. You can preview your hotel room, visit Mars, sit in a car with custom configuration or walk in your restyled home. You can draw and animate intuitively or meet a friend for a round of Ping Pong, wherever he lives. The possibilities for entertainment, education, collaborative creative work and socializing are endless.

      The technology is only just getting good and affordable enough for a few enthusiasts. Applications like TiltBrush didn't even exist a few years ago. With the massive investments in VR, it will become attractive to more and more people in the coming years.

    2. Re:Limitations of VR by Anonymous Coward · · Score: 0

      The possibilities for entertainment, education, collaborative creative work and socializing are endless.

      That has always been true without VR. VR simply focuses on a subset of those possibilities that appeal to technophile couch-potatoes.

    3. Re:Limitations of VR by iampiti · · Score: 1

      what are your thoughts on castAR? Have you used it?

    4. Re:Limitations of VR by Anonymous Coward · · Score: 0

      The largest problem with your logic is that you assume only VR can do the things you mentioned and that VR does them better and more conveniently.

      You can argue what is "better", but I think I stand with large groups of people that think news articles are often "better" in text form even though video exists. This same dynamic will exist with VR. Just because it offers "more" and is more immersive does not make it better at accomplishing a goal. Cell phones are clearly inferior to a PC yet many people are using them as their sole computer.

      The question is: Would I rather check out a hotel room on my iPhone, iPad or PC with text, pictures, and video or would I like to boot up a VR simulation.

      Would I really buy a VR system with the main reason to view products before I buy them.

      Is my bonding experience with my friends online based on having an interaction or does the impressiveness of the interaction matter?

      Do companies really have the resources to create all these VR environments for the few people that use them?

      Sure, some businesses may use VR to sell something like interior design / architecture, but this is a business use case with the business investing in a few units to let customers use.

      At the end of the day VR has one major flaw: Being better at representing reality does not mean it is a better for what the user is trying to accomplish.

    5. Re:Limitations of VR by geekmux · · Score: 1

      ...The possibilities for entertainment, education, collaborative creative work and socializing are endless...

      I remember they used to describe the "World Wide Web" in that exact same way.

      You know, back before it turned into the cesspool of porn it is today.

      Given the history, I can't imagine how long it will take VR tech to get sales drunk and regret that late night of marketing...

    6. Re:Limitations of VR by Junta · · Score: 1

      I enjoy VR, but it's really only going to be a high end gaming accessory for now.

      There's a lot of possibilites, but many of those possibilities have had room for improvement for a long time even without VR, and those improvements have never materialized. VR increases the potential of what is possible, but if it were that compelling we'd have 3D environments of hotel rooms and cars to play with already, rather than generally photographs. Photographs seem to be 'good enough'. You may say photosphere type stuff could be nice, but those don't feel cool, they feel like sitting in a big room with what you want wallpapered on the walls.

      --
      XML is like violence. If it doesn't solve the problem, use more.
    7. Re:Limitations of VR by jeti · · Score: 1

      I do view objects and places on the WWW.
      I do meet people there and play.
      I check out hotel rooms and book them on the web.
      I do view images of Mars.
      I have configured my car online.
      I use the web to communicate with friends and to find real world meetings with people who share my interests.
      It has become the greatest resource for me to learn skills from cooking to advanced math.

      This "cesspool of porn" has also become the greatest tool for entertainment, education, collaborative work and, to some extent, socializing.
      The difference between the web and VR is the difference between viewing something on a screen and visually being there.

    8. Re:Limitations of VR by Howitzer86 · · Score: 1

      I agree with you completely, I'm also a former Cave jockey and current Oculus user. Tim Cook was right, AR is where it's at. My current place of work is keenly interested, and there's some others in my industry that are going all in. And that reality is making me very happy.

    9. Re:Limitations of VR by Blaskowicz · · Score: 1

      Actually I liked it better when it was a cesspool of porn. Now it's a cesspool of selfies, a cesspool of manipulation and a cesspool of propaganda in addition to a cesspool of porn.

    10. Re:Limitations of VR by janoc · · Score: 2

      I am working as both researcher and developer in this field for almost two decades.

      There certainly isn't a "lack of a killer app" there. However, there is one big difference - I am talking about professional market. Simulators & marketing are one thing (even though those rarely focus on HMDs but rather on projected displays - HMD is cumbersome).

      Then you have training applications - machine operators, surgery training, maintenance training, safety procedures, dangerous materials handling, you name it. Of course, military training too, even though that is a complete different market.

      Another category I have been involved with are various medical therapy applications - psychology and psychiatry - e.g. various phobias, even additiction therapies, PTSD is successfully being treated using VR, pain distraction applications (e.g. for severely burned people, dentists or some cancer sufferers).

      And those are just the domains I have been somehow involved with or seen around me. Retail/consumer market is a different story and there I see VR mostly as niche within the larger gaming/entertainment market. Things like 360 videos and watching TV using HMDs will likely fail as that is pretty much pointless and the novelty of it fades very quickly.

      Concerning AR - I am not that sure. For one, AR is very overrated. The AR applications are perhaps numerous in movies and Hollywood (everyone wants a Terminator-like HUD, right?!), but not in reality. Stupid stuff like superheroes jumping out of cereal boxes were interesting perhaps 5 years ago. There are also numerous problems that would have to be overcome first and not all of them are technical ones.

      * There is AR and "AR". Google Glass was not AR but a personal HUD - if there is no registration between the image overlay and the real world, *it is not AR*. Glass was incapable of that.

      * Contrast - optical see-through displays have inherently poor contrast and daylight visibility, digital see-through (using cameras) tend to suffer from lag, motion blur and poor dynamic range (big issue outdoors in sunlight, for ex.)

      * Fragility - most AR displays are very fragile pieces of glass and electronics, not robust to day to day abuse. Can be solved, but at the expense of aesthetics and price.

      * There is *no* robust tracking soluton for AR that would work both indoors and outdoors, have sufficient accuracy for registering overlays over objects beyond simplistic labels (think satnav instructions) and would not require enormous computational power. Projects like Tango are getting close, but still no cigar. This is actually *THE* problem we are fighting almost every week at work when clients ask for an AR application - nobody wants markers, but pretty much nothing else works with sufficient accuracy and low overhead.

      * Battery life - AR needs to be mobile to be really useful which means batteries. Something iike Tango running full tilt tracking and displaying of the 3D scene would likely run out of battery within an hour or two. Or shut off due to overheating because of the heavy computation going on (see the GearVR problems with that - and GearVR is not doing any tracking at all).

      And now the non-technical issues which could be the largest problem, in fact:
      * Most people don't want to look like Borgs from StarTrek wearing headsets. Not an issue in the pro market, but enormous problem for consumer market. Google has learned that firsthand with their Glass.

      * We are far from headsets being socially acceptable. Both the cameras and the lack of eye contact/apperance of being distracted are an issue. Perhaps this will change as these devices become pervasive (talking on a phone in public used to be a social no-no too), but until then it will be a major hurdle for adoption.

    11. Re:Limitations of VR by janoc · · Score: 2

      I did and I am following the project from the start.

      It is an interesting idea and innovative approach to how to produce 3D images. I wouldn't actually call it AR, it is more a general mixed reality setup, because it doesn't really attempt to overlay registered virtual image over the real world - it displays computer generated imagery over a specially prepared surface (the retroreflective foil).

      I think it will be interesting novelty item for the entertainment, but probably not all that big there. It depends a lot on what kind of content will be available. Also CastAR needs the multiplayer games to really shine - similar to what made Wii popular. The games were basic, but it was fun playing with friends in the same space. That is both a boon and a bane - how many gamers actually have someone to play together with next to them all the time?

      Where there is a much bigger potential for that technology is the professional market - it is one of the very few technologies that is capable of displaying proper multi-user stereo in the same shared space. E.g. CAVEs that are able to do so can typically handle 2 simultaneous users max and cost millions. CastAR can handle 4 simultaneous users in the same space at least and costs a few orders of magnitude less ... This is huge for collaborative applications, such as planning, design review, training, etc. I think that is where it will be flying off the shelves because there simply isn't a system with comparable capability for a similar price on the market.

    12. Re:Limitations of VR by Anonymous Coward · · Score: 0

      . . .meet a friend for a round of Ping Pong, wherever he lives.

      I don't think that *pong is the hardware-sales-driving killer app that it used to be.

      Few of the other supposed uses seem better enough than current methods to warrant the cost and hassles. Especially without tactile feedback.

    13. Re:Limitations of VR by Anonymous Coward · · Score: 0

      I largely agree with you, having worked with many of those same technologies in university and national labs over the last 20 years. One thing keeps me from outright dismissing the obvious return of the VR hype cycle: while we know the limitations of the technology and have seen the advanced R&D and wacky experiments done in the lab, we cannot really account for the change that has been happening in society since then. A new wave of kids have a different relationship to technology than we did, and may well react to and incorporate the tech into their activities in ways we cannot predict nor appreciate.

      Somewhere between their different background, their more plastic minds, and the ever increasing ability to brute-force something pretty and engaging, we may see a qualitative shift in what regular people will find worthwhile. The same thing happened with mobile computing in general. My smart phone has a compromised interface in many ways, but the portability has made it ubiquitous nonetheless. We've learned different ways of communicating and of managing little bits of personal data to make this pocket computer complement our lifestyles more than it would if we demanded it to just fit our old selves.

    14. Re:Limitations of VR by iampiti · · Score: 1

      Thanks for the informative comment

  14. Alternate reason: Waiting for election results by SuperKendall · · Score: 0

    Samsung is simply waiting to see if Hillary is elected; if so it's time to bunker down and stock up on iodine tablets as nuclear exchanges are inevitable...

    After all she is the one who wanted to Drone Assange. After Hillary you all will be crying to Bush to come back.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re: Alternate reason: Waiting for election results by Anonymous Coward · · Score: 1

      "Sources say"

      Yet no one puts their name on it. Therefore it is a complete lie and total shit.

      Nice try.

      In other news, sources say you are a sheep. Sheep go bahhhhhh.

    2. Re:Alternate reason: Waiting for election results by Anonymous Coward · · Score: 0

      This is the year of the trifecta:

      1) Linux on the desktop
      2) Cubs win the World Series
      3) President Trump!

  15. Re:Samsung is waiting by Desler · · Score: 1

    If the whole market explodes then how would they differentiate their products?

  16. you are an idiot by Anonymous Coward · · Score: 0

    what I want is wireless connection to a computer, and more consistency on tracking, latency, and framerate.

    apparently the latency can be many seconds as long as it's "consistent"

    tell us more about your magic wireless technology with "consistent" latency

    Also, tracking more objects/body parts/physical room features/etc.. would be great.

    yeah, that will do WONDERS for frame rate and latency.

  17. They're right to wait by ThatsNotPudding · · Score: 1

    Getting fire to look right in VR is tough.

    1. Re:They're right to wait by Jason1729 · · Score: 1

      True, but Samsung's proprietary technique has it perfected.

    2. Re:They're right to wait by Anonymous Coward · · Score: 0

      thats because you dont work in 3d modelling

  18. Also... by wonkey_monkey · · Score: 1

    ...they've got some exploding washing machines to sort out.

    --
    systemd is Roko's Basilisk.
  19. There is no magic by SuperKendall · · Score: 1

    tell us more about your magic wireless technology with "consistent" latency

    How does the Hololens do such a good job tracking if wireless is such a problem? Hmm???

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:There is no magic by Junta · · Score: 1

      Hololens can impose a relatively tiny field of view on the surroundings, mitigating challenges that exist with headaches in a low quality VR context (enough of the real world is always visible to anchor you). When there are interactions with real life structures, there is noticable stutter as it tries to keep up.

      --
      XML is like violence. If it doesn't solve the problem, use more.
  20. I'm sure their lawyers are working on it now by kenj123 · · Score: 1

    I suspect they have their lawyers working first to figure out how to get in without stepping on someone else patents and how they could construct their own so they can protect their market.

  21. Finally by backslashdot · · Score: 0

    I am glad Samsung read my slashdot post in April of last year when I announced that a 10K display was required. At the time you guys laughed at it and my calculations. Proof: http://m.slashdot.org/thread/4... I hope this is enough vindication.

    You slashdotters did the same in 2005 (nearly two years before the iPhone was released, and 5 years before the first phablet) when I announced that we needed large screen touchscreen phones that too was pooh poohed the same way. http://slashdot.org/comments.p...

    Anyway back to VR, the other thing needed to be fixed is the refresh rate. 120 Hz is the minimum non-nauseating resolution.

    1. Re:Finally by Anonymous Coward · · Score: 0

      You are insane and egotistical. Every single person at all familiar with VR knows that it would benefit from higher resolution. Companies aren't raiding your Slashdot posts for ideas. However, of course it takes time and money to develop higher-resolution screens.

      It's not "required" though. Personally, I think even cell-phone VR is pretty cool. But it definitely would be better.

  22. VR will remain a (cool) niche by sjbe · · Score: 1

    VR... I'm leaning towards this being a non-sustainable flop for now, but it's got more chance of succeeding than 3D TV ever did.

    VR will always be something of a niche. There are some genuine use cases for it but they are rather narrow in scope. Primarily they will be in the entertainment industry but even there there are some rather severe limitations. There will be some people who like VR games. Some will perhaps watch sporting events via VR. And there is a market for training simulators. But all these use cases are pretty narrow vertical industries without widespread mass market appeal most likely. I've worked with VR for a living in years past and the reaction was and is always that it is neat stuff but people have a hard time finding space for it in their everyday lives.

    A much more important industry will be Augmented Reality (AR) which has orders of magnitude more utility for most people's lives. People use AR already today in many cases albeit in relatively crude forms.

    1. Re:VR will remain a (cool) niche by Junta · · Score: 1

      I'd say for gaming it makes for a logical evolution of displays. Hell I'd love it for working in cubeland (so long as putting it on and taking it off is as easy as headphones).

      The fixation on things like mobility, real or fake (omni directional treadmills) only hurts the chances for general adoption, perpetuating the notion that there's no value until you do some very intrusive things that most folks don't have the patience for. In reality, it need not be significantly more intrusive than a pair of headphones. For those of us who do not need to see our keyboards or controllers, it's no big deal now.

      However, the prospect of having the world surround you instead of just on a desktop monitor is really nice. Of course, getting into it costs twice as much as a 27" 4k monitor, and current display density means you are making a tradeoff of high resolution for immersion.

      AR in theory would be a strict superset. In practice either the virtual or the real portion is going to suffer horribly as the technology stands, and not a lot of reason to be optimistic for that changing. Wearable AR is just not in the cards yet.

      --
      XML is like violence. If it doesn't solve the problem, use more.
    2. Re:VR will remain a (cool) niche by Anonymous Coward · · Score: 0

      Immersion is about more than graphics. I'd argue it's less of an immersion breaker to be looking at a 2D monitor than to be constantly fussing with clunky controls or worrying about what you're about to knock over IRL.

      My personal rule of good game design - developed from 25+ years as a gamer - is that responsive, intuitive, effortless controls are the absolute number one thing that makes a game good; fancy graphics are way down the list. Nothing is more important than the ease and speed and accuracy of translating your mental decisions into in-game action, and so far from what I've seen VR fails horribly on this front.

      That said, VR as it stands is probably good enough for porn or movies or other minimally-interactive things. (not that I'd ever spend $1000+ on a headset and new graphics card on something to help me beat off...)

  23. The current 'VR' is not real VR by Anonymous Coward · · Score: 0

    Real VR will only be possible after medical science learns to safely hack and program the human brain.

    Having to move around is not virtual reality. Virtual reality will be when input is completely neural. You will sit/lie down and plug yourself into some sort of a device that will display images on an unobtrusive wearable screen or contact lenses, or possibly somehow directly telling your brain what you are seeing if technology advances to such point, while also stimulating areas of your brain to give you sensory feeling thus tricking you into having the sensation of moving and interacting with objects despite the fact that you are completely immobile.

    Imagine how crazy it will be when you are about to touch a smooth hard stone surface and thus you expect it to feel a certain way, but instead it will feel like a liquid or foam or have the properties of a completely different thing. VR will be a completely new realm of possibilities and a total mind rape. :)

    Of course, that is still a long way off.

  24. Worth wait, next gen will literally melt your face by Anonymous Coward · · Score: 0

    boom

  25. Eradicate them!!!! by nanospook · · Score: 1

    kim jong-un: Fire all missles, all nukes!!! Oh Boy! We have the BEST VR in the world! Officer: Ummm Most Honored Leader *wide eyed* This is not real VR, we just cut a window in a box! kim jong-un: Hmmm time for lunch, bring me a peasant, I'm hungry!

    --
    Have you fscked your local propeller head today?
    1. Re:Eradicate them!!!! by Howitzer86 · · Score: 1

      Your joke is horrible, but I wouldn't put it past the North Korean scientists. I'm sure they've developed their own VR solutions at this point. Hell, they've built viable nukes with scotch tape and rubber bands; it's relatively easy to roll your own VR solution these days.

    2. Re:Eradicate them!!!! by Anonymous Coward · · Score: 0

      North Korean VR consists of beating someone with a rifle butt until they say that they can see what the State wants them to see.

  26. That statement makes no sense by SuperKendall · · Score: 1

    When there are interactions with real life structures, there is noticable stutter

    Not that I saw, the tracking of virtual objects on tables (for instance) was excellent, as was tracking within a wholly 3D scene. It was as good as the Vive.

    Yes it has a more limited field of view (at the moment) but the fundamental tech shows that wireless can work.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  27. Agree. by JMZero · · Score: 1

    I agree. The question I'm usually answering is "how much did all this cost?" (and I'm in Canada) - but you could certainly go lower budget and still have something cool.

    --
    Let's not stir that bag of worms...
  28. Waiting like for OLED TVs to become popular? by ffkom · · Score: 1

    Remember how Samsung chickened out of the OLED TV market, claiming that those would just be "too expensive" to become a market success? Well, turned out that LG was capable of building and selling OLED TVs at reasonable prices.

    So now they are using the same kind of argument to stop their VR ambitions. Their competitors will love it.

    Seems that Samsung's company strategy today is "Innovation just cost us money!"

    1. Re:Waiting like for OLED TVs to become popular? by Anonymous Coward · · Score: 0

      Samsung still dominates TV sales precisely because they didn't run to OLED. LG dominates an expensive niche and has ceded the majority of the market to Samsung. When OLED becomes cheaper Samsung will sell OLED and crush LG on scale because LG cant hope to compete with Samsung on economies of scale. In fact, the only hope LG has of surviving long term is in some other technology coming along to replace OLED that's equally expensive and hope Samsung leaves that niche to them again.

  29. Translation: Abandoning product line by Anonymous Coward · · Score: 0

    Hey Samsung, thanks for giving the finger to everyone who bought in to the GearVR.. that's what this really means.

    When will your phones not be compatible with the original GearVR headsets? the S9? Or the S8?

    You need to integrate your smartwatch as a VR interaction device and really take the lead, instead you're just going to "watch" ??

    1. Re:Translation: Abandoning product line by Anonymous Coward · · Score: 0

      Tell that to the Samsung fanbois trolling on the #Apple thread above

  30. Makes sense by Hognoxious · · Score: 1

    If I kept making shit that blows up or catches fire[1] I'd probably take a timeout too.

    [1] Unless I owned a match factory or on armaments company, of course.

    --
    Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    1. Re:Makes sense by Anonymous Coward · · Score: 0

      samsung does own armaments companies, look into
      SAMSUNG TECHWIN (STW), DEFENSE PROGRAM DIVISION , I've noticed lately the people on slashdot are really clueless about alot of things, like ALOT more so then the usual, like i have a feeling the 20-25 yr olds (im 31) really dont learn a thing , maybe this is why the SJW phenomenon has taken hold, the univsersities after years of catering to be more inclusive, or is it just the internet echo chamber stuff or are the smart people just leaving slashdot? the quality of comments is really down ;( (capcha: confusing)

    2. Re:Makes sense by Hognoxious · · Score: 1

      Great, you can use google.

      What was your point?

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
  31. Translation: by Anonymous Coward · · Score: 0

    We are going to wait and copy what Apple does.

    1. Re: Translation: by Anonymous Coward · · Score: 0

      I sure hope they don't. They tend to do everything terribly and delayed 5 years.

  32. This is how VR dies... by XSportSeeker · · Score: 1

    Being overly negative here, but this might just be how VR dies...

    Honestly, I think VR was overestimated by too many companies, but this was the chance of it going big.
    It's a hard concept to sell, and I still consider it a highly niche thing, but I wouldn't mind having games and content produced for it, and the concept getting successful to a point that I could actually afford it. :P
    The problem is that if big companies starts hitting the brakes now, waiting to see how the market will react to VR, it's just too soon and underdeveloped.

    VR seems to be a slow moving thing that would take a lot of time reaching all the people it could potentially sell to. Big companies should be looking at this as a long term investment that might give results in the long run, not a year from launch date.
    I'd imagine it would take at least a couple of years or more after the first units were released for the potential market to even get in contact with it, let alone for worthwhile exclusive content to be released for it.

    I gotta admit that I was never a huge VR proponent... AR just looks more attractive to me as an idea.
    But I was hoping that with these many companies involved, we'd perhaps have more push and attempts on digging hard on the idea. If Samsung is taking a step back, other companies might follow suit, we'd end up in a standstill, and then there will be no more VR for a very long time because of that burn.

    Let's see of what Google has to show tomorrow reverses things.

  33. Joe 6 pack best 3D experience = TV + couch by fredness · · Score: 1

    Putting a 'bag' over your to pretend you are in a different world doesn't really make a game or entertainment more enjoyable.

    IMAX and HD theaters do a very good job bring you into other worlds - yet increasingly people are preferring the convenience of watching stuff on their smart phones - with augmented reality like Pokemon Go sort of mixing things up a bit, but still its and app on your phone that happens to be mobile x connected x GPU enabled.

    A good FPS on an XBOX / Playstation / Steam PC sitting on couch with chat headset is incredibly immersive and no 3D goggles are needed.

  34. FPS by fatp · · Score: 1

    According to recent advances in Samsung technology, its VR headset should give super realistic experience when being shot in FPS games

  35. Practical limitations by sjbe · · Score: 1

    I disagree. VR lets you view objects and visit places whether they exist or don't. It lets you meet people there, allows you to create your own environments and play.

    I'm well aware of what it does. I'm also (unlike many) well aware of what it does not do. What it does not do is actually put people in the location as if they were actually there. VR is in reality a form of a fancy monitor. It allows you to look around rather than having a fixed viewpoint. Useful at times but not nearly as often as VR enthusiasts imagine.

    You know what else lets you view objects and visit places whether they exist or don't? A television. Sure you cannot look around but it does a good enough job for most practical use cases. Picture something like Google Streetmaps. I can look around in the monitor to get the information I need. Strapping into an immersive headset would provide minimal additional information but considerably add to the cost and complexity. The ability to look a different direction just by moving my head versus pushing a few buttons does not add a lot of value for most use cases.

    The ONLY people who are going to "create their own environment and play" will be the same people who find making 3D shooter game levels fun. You know, the sort people who spend ludicrous amounts of time building something outrageously impractical in Minecraft. The rest of us won't bother.

    You can preview your hotel room, visit Mars, sit in a car with custom configuration or walk in your restyled home. You can draw and animate intuitively or meet a friend for a round of Ping Pong, wherever he lives.

    You are making the same mistake most enthusiasts do when musing on the potential of VR. You think about all these cool ideas without considering the the reality of how to apply VR to the actual task and whether people would find any actual real world benefit in doing so. VR will be used for things like what you describe but what you are missing is that it won't be used much for any of them. The marginal benefit of the ability to look around versus having a fixed view point in most cases is incredibly small. You could make the headset and computer running it darn near free and the use cases STILL won't make much economic or practical sense for all but a hand full of rare and usually expensive corner cases.

    The amount of added benefit from looking at some well rendered drawings versus doing a VR walkthrough is smaller than you imagine. I know because I've done that exact thing in an industrial setting. My department at a former job used to do 3D mockups of proposed factories and offices and allow people to walk through them using VR headsets and 3D projections. I built the models and the 3D environments. At the end of the day it cost a substantial amount of money for something that, while impressive, didn't have any real world benefit over just some 2D paper drawings and a few renderings. It simply added cost and ended up being nothing more than an overly expensive gee-wiz marketing toy.

    Nobody is going to bother looking at a hotel room with a VR headset because it's just not that important of a decision. The number of people who buy heavily customized cars where a VR headset would actually provide added utility is a vanishingly small number. Most people buy standardized cars with a few options that they don't need a virtual environment to visualize and that isn't going to change. Visit "Mars"? Sure, at the museum but most people are going to get bored by "walking" around a desert planet faster than you will believe. Think about walking around an empty online multiplayer game and picture how long that will hold the attention of most people. "Meet a friend for a round of ping pong"? This isn't a holodeck my friend. It doesn't work like that.

    I'm not saying VR has no utility but rather that the promise of VR has been overblown literally for decades now. It's not going to change the world. It will be a very useful and relatively cool niche technology. Augmented Reality however WILL change the world and has immediate and widespread applications in almost everyone's lives.

  36. Killer apps and niche use cases by sjbe · · Score: 1

    I am working as both researcher and developer in this field for almost two decades. There certainly isn't a "lack of a killer app" there.

    A killer app is one that drives mass adoption of a technology. Something that makes people who previously never were interested in the technology to need to have it. VR has no killer app or at least no one has come up with one to date. Spreadsheets were what drove people to adopt personal computers in the workplace. That was a killer app. VR has nothing like that that is going to put it in the hands of the every day person.

    However, there is one big difference - I am talking about professional market. Simulators & marketing are one thing

    We've had those for years and they are the very definition of niche uses. Simulators are expensive and only make senses when damaging the real world object you are simulating is orders of magnitude more expensive. Most simulators don't in actuality require VR either nor would they be improved by having it.

    Then you have training applications - machine operators, surgery training, maintenance training, safety procedures, dangerous materials handling, you name it. Of course, military training too, even though that is a complete different market.

    Have you actually tried to train people using VR? I have. With a few rare exceptions there almost always is a more cost effective and practical way to train people than with VR. It's really hard and expensive to make adequately realistic and more importantly adequately useful VR training environments. Probably the best use case is for high risk surgeries and I've seen doctors using it for that exact purpose. For stuff like machine operators VR is in general a terrible way to train them outside of some rare corner cases.

    Concerning AR - I am not that sure. For one, AR is very overrated.

    You think AR is overrated but VR isn't? I think you aren't seeing the forest for the trees. The use cases for AR are incredibly obvious and plentiful. Far more so than for VR. You discuss a host of practical obstacles to AR headsets which are all very real engineering challenges but you seem to be limiting yourself to a version of AR that requires some sort of portable head set. No head set is required. AR for example could be integrated into a car. Imagine your car projecting your intended route as an overlay on your windshield with annotations. That is AR and none of your engineering concerns (fragility, tracking, battery life...) apply because the environment is the car around you. You can do very practical versions of AR in a smartphone. For a simple example Pokemon Go is a crude form of AR. This notion that you have to engineer some ridiculously complicated version of a portable headset to make practical use of AR technology is misguided. The mass market applications of it will start with smartphones and automobiles and go from there.

    * There is AR and "AR". Google Glass was not AR but a personal HUD - if there is no registration between the image overlay and the real world, *it is not AR*. Glass was incapable of that.

    I didn't bring up Google Glass nor did I describe it as AR. I could see AR applications for something like Google Glass but the device isn't AR any more than an immersive headset is VR. AR and VR are systems of technology.

  37. It's not you... by obscuro · · Score: 1

    The company is quoted as saying, "It's not you. It's me."

    --
    Every rule has more than one consequence.