
26 segments available
Virtual reality (VR) -- and augmented reality (AR) -- seem to be everywhere these days, showing up in demos and offerings from the world's biggest gadget makers to the Hollywood, gaming, and media crowds. But what's the difference between VR and AR? Is one better suited for work vs. play? What happens when you are building experiences -- and an entirely new visual grammar -- from scratch ... will we actually need standards next? a16z's Chris Dixon and Wired Entertainment's Peter Rubin discuss all this and more on this episode of the a16z Podcast.
Chris Dixon and Peter Rubin introduce the podcast, discussing the current landscape of virtual reality (VR) and augmented reality (AR). They highlight key players like Oculus, Microsoft, and Magic Leap, setting the stage for a deeper exploration of the differences between VR and AR technologies.
"hi it's Chris Dixon this is the a 16z podcast I'm here with Peter Rubin from Wired magazine who has spent a lot of time studying virtual reality and augmented reality so we're gonna talk about that to..."
Rubin explains how major tech companies are positioning themselves in the VR and AR markets. Facebook's commitment to VR with Oculus, Microsoft's focus on AR with HoloLens, and Google's evolving strategy illustrate the competitive landscape and the significant investments being made in these technologies.
"right now it seems like last year and continuing into this year it's what's interesting about it is there have always been kind of these tertiary players in the market and like smaller companies but w..."
The discussion shifts to the evolution of augmented reality, with Rubin referencing the Nintendo 3DS as an early example of AR technology. He emphasizes how AR has been perceived and its potential, contrasting it with the rapid advancements in VR, particularly since Oculus gained traction.
"Amazon is doing we know that Apple is filing some patents and hiring VR engineers so there's certainly a lot of motion in the space Sony Sony's got project Morpheus for kind of the console-specific pl..."
Rubin outlines the technical challenges facing augmented reality, particularly the need for advanced machine vision to create seamless interactions between the real and virtual worlds. He contrasts this with the more established capabilities of virtual reality, which has seen significant advancements in recent years.
"remember and and I think this is the case with a lot of what Nintendo does developers don't necessarily take advantage it's all right so they had these cool cards that came with a 3ds that that when y..."
The conversation delves into the complexities of developing AR experiences compared to VR. Rubin discusses the challenges of overlaying digital content onto the real world and the need for low-latency processing, highlighting the current limitations of AR technology.
"market already I mean with the Samsung gear VR that came out in December we have a consumer product for sale that is a big that's a big leap leap to make and then certainly I think that more of the te..."
Rubin shares insights on the future of VR development, particularly with Oculus's recent advancements and talent acquisitions. He discusses the potential for VR to transform entertainment and gaming, while also addressing the challenges that lie ahead in creating immersive experiences.
"do that my understanding for the technologists is that to do that in a very low latency kind of real-time way is far beyond the current capabilities right as VR it works basically if you've tried Cres..."
The segment explores the differing applications of VR and AR, with Rubin suggesting that VR will primarily cater to entertainment and gaming, while AR is more suited for work-related tasks. This divergence highlights the unique strengths and use cases of each technology.
"have kind of the luxury of being able to pre render everything that a person might see at least in a CGI scenario in a gaming scenario or something especially within that whole thing to I think is the..."
Dixon and Rubin discuss Microsoft's strategy with HoloLens and its potential integration into the Xbox ecosystem. They speculate on how the company's focus on enterprise applications may shape the future of AR gaming and its overall direction in the market.
"they do and they just keep poaching and keep poaching and keep adding new people and just today you know we're we're recording this on a Monday and at Sundance this morning they announced that oculus ..."
The conversation shifts to Google's approach to VR and AR, particularly its Cardboard initiative and the potential of Magic Leap. Rubin discusses how Google views Magic Leap as a transformative technology that could bridge the gap between VR and AR.
"if you think it's right my sort of framework for does VR will be more about play because it's a fully you know it's a fully invented world whether I I personally think it'll be less I think games will..."
Dixon and Rubin make predictions about the future of VR, particularly regarding Oculus's positioning as an entertainment device. They discuss the potential for VR to evolve beyond gaming into broader entertainment experiences, setting the stage for future developments in the industry.
"but I think you're right I think the enterprise applications for ARR the the kind of driving thing right now and certainly even players that aren't Google and aren't magic leap and aren't in our Micro..."
In this segment, Chris Dixon discusses the evolution of augmented reality (AR) and virtual reality (VR) technologies, particularly focusing on Microsoft's HoloLens and its integration with Windows 10. He highlights the shift in perception regarding AR devices and their potential beyond gaming, suggesting a future where a single device could seamlessly handle both VR and AR experiences.
"glasses and they they meant it to be part of the Xbox Entertainment Group I think that's changed we heard about it because when we invested in oculus whatever it was a year and a half ago we did you k..."
Dixon explores Google's approach to augmented reality through Magic Leap, contrasting it with the simpler Google Cardboard. He emphasizes the transformative potential of Magic Leap and speculates on the future of VR and AR devices, suggesting that they may converge into a single versatile platform that enhances both gaming and media consumption.
"handle both whether that's fully contained VR or switch you know on some continuum to to an air overlay but I think that the way I think that the two are different I mean cardboard came out of that tw..."
The conversation shifts to Oculus, where Dixon predicts its role as an entertainment device rather than just a gaming console. He discusses the robust developer community and the variety of experiences being created for Oculus, including streaming VR content and immersive media, indicating a broader application of VR technology in entertainment.
"device so you know there are all the the developer community working in oculus even outside the kind of triple-a houses that have their secret projects the development community has been so fanatical ..."
Dixon and Rubin delve into the challenges and design considerations for first-person VR experiences. They discuss the importance of pacing and stability in gameplay to prevent disorientation, highlighting the need for thoughtful design in creating engaging and immersive first-person VR games.
"played it on the screen it's just like a cars it's like you're watching cars from a third-person ground track first-person is is amazing like I literally played it for six hours as weekend like the th..."
In this segment, the hosts discuss the significance of game design in VR, referencing successful titles like Lucky's Tale. They emphasize how innovative camera control and gentle pacing can create a captivating experience for players, drawing parallels to classic gaming experiences and the potential for VR to revolutionize gameplay.
"Carmack has said in some tweets recently is he thinks it might be best if you just take control over yaw kind of left to right swivel away from the player not left writes with a left-to-right strafing..."
Dixon and Rubin reflect on the current state of VR as a new medium, comparing it to the early days of film. They discuss the challenges filmmakers face in developing a new visual grammar for VR experiences, highlighting the need for creativity and innovation as the industry evolves and explores the potential of immersive storytelling.
"all over this like they I don't know I mean they need something that you totally and this we've see Lucky's tale like this is how you know imagine like Super Smash Brothers and oh my god yeah I mean l..."
The speakers discuss the variety of virtual reality devices available, from low-end options like Google Cardboard to high-end standalone systems. They explore the implications of this spectrum on user experience and the potential need for industry standards to ensure quality and authenticity in VR experiences.
"even beyond that beyond the logic of like establishing shots and like you said how people's brains interpret signals if you're in a sphere of reality and you can look anywhere and action is going to u..."
In this segment, the conversation shifts to the necessity of establishing standards in the VR industry. The speakers reflect on the challenges of defining what constitutes a true VR experience, especially as many products merely place screens in front of users without delivering immersive content. They ponder the implications of varying quality levels on consumer acceptance and the future of VR.
"pursue directional audio was a really smart one to make it an integrated part of their consumer solution because we've got so used to putting on headphones just stereo headphones or maybe even surroun..."
The discussion addresses the phenomenon of simulator sickness in virtual reality. The speakers note that while technical issues like latency have improved, the emotional impact of VR experiences can still lead to discomfort. They explore how the immersive nature of VR can evoke strong reactions and the need for content creators to consider these effects in their designs.
"fascinating so I have a question for you actually you know I've been thinking a lot about this and you know there are a lot of players entering this space and I think that oculus is is happy about thi..."
This segment examines the tension between maintaining high technical standards in VR and allowing creative freedom for developers. The speakers discuss the varying perspectives within the industry, from maximalists who demand top-tier experiences to minimalists who believe that even basic VR can be engaging. They highlight the ongoing debate about what constitutes an acceptable VR experience.
"have to be to for people to embrace it right so I think if you talk to like Brendan and oculus he's got a very very high bar or thankfully to I like he doesn't think like to me Crescent Bay you know i..."
The conversation concludes with a focus on the evolution of game design best practices in virtual reality. The speakers emphasize the importance of understanding user experience in immersive environments and how partnerships between developers and hardware manufacturers can lead to innovative solutions. They suggest that as VR technology advances, new categories of experiences will emerge, shaping the future of interactive storytelling.
"top to your Pentium like it's not realistic right so it's that's a good question to me is like what we like how much of this is just that we grew up in the non VR era and and expect the standard to be..."
The discussion turns to the gaming industry and the current landscape of VR development. The speakers speculate on why major gaming studios like EA and Activision are hesitant to fully invest in VR. They suggest that the market risks and the evolving specifications of VR technology may be causing these companies to adopt a wait-and-see approach.
"where only the most reading battle-hardened you know Call of Duty heads will be able to handle something and you know I'm a big believer in the idea that those experiences should be available to those..."
In this segment, the speakers discuss the rise of indie games in the VR space. They note that while large studios may be cautious, there is a vibrant community of indie developers creating innovative VR experiences. The conversation touches on the potential for a resurgence of 'Double A' games that offer polished experiences without the high stakes of blockbuster titles.
"everyone and doing a 360 turn in between and it's dizzying to watch in YouTube imagine I'm playing there and that's how they're gonna want to do it terrifying it's gonna be awesome so on the on the de..."
The speakers reflect on the shifting dynamics of the gaming industry, particularly in relation to VR. They discuss how the traditional middle ground of game development has diminished, leading to a focus on either small indie projects or large-scale productions. This change presents unique opportunities for VR developers to create engaging content tailored to niche audiences.
"know we live in a different world where startups are like the game world is different than the venture capital startup world and it's funny because we we'd like for example Michael a brush we try I ac..."
This segment highlights Hollywood's growing interest in virtual reality. The speakers discuss how major filmmakers and studios are beginning to explore VR not just for marketing but for narrative storytelling. They mention various projects and collaborations that indicate a shift towards integrating VR into mainstream film production.
"think what we are gonna see quite possibly is obviously the proliferation of indie games that are made for it just because that's what's happening now but I think that we may see a slight return of th..."
The conversation concludes with a focus on the narrative potential of VR. The speakers express optimism about the future of storytelling in virtual reality, noting that studios are starting to address the unique challenges of creating compelling narratives in this medium. They emphasize the importance of innovation and experimentation in shaping the future of VR filmmaking.
"going to be uniquely well-suited I think to the are in general so Sunday's just happened yeah I think did you write no I'm editing stuff articles about I thought about about this and apparently VR was..."