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a16z Podcast | Truce for Mobile, Battle for VR

a16z Podcast | Truce for Mobile, Battle for VR

29 segments available

The most recent Oculus Connect event (the third and largest yet) has been lauded as bringing us closer than ever to the future promised for virtual reality or VR. There have been many hardware moves by many players, both recently and over the past year. Who's in it to win it? How far are we from the "holy grail" of headsets that will truly mainstream VR? Will the killer app -- or layer -- for VR be social? And is there enough enthusiasm and activity to get us past the "trough of disillusionment" that inevitably follows the "peak of inflated expectations" in the hype cycle for new technologies like VR?

Segments Timeline

1
0:00 - 0:14
0:14 duration48 words

Welcome to the VR Discussion

In this opening segment, the hosts introduce the podcast episode featuring Chris Dixon, Kyle Russell, and Benedict Evans. They outline the focus on recent developments in virtual reality, including key players in the ecosystem and the implications of the latest announcements from Oculus Connect and other events.

"hi everyone welcome to the a 6 & Z podcast this episode featuring Chris Dixon Kyle Russell and Benedict Evans is one of our hallway conversations about all things VR given recent announcements and eve..."

2
0:14 - 0:46
0:32 duration112 words

High-Level Takeaways from Oculus Connect

Kyle Russell shares his insights from the recent Oculus Connect event, highlighting Google's Daydream and its approach to VR. He discusses how Google is taking control of the VR ecosystem, aiming to create a mobile-friendly VR experience that competes with Oculus and Samsung's offerings.

"deep dive into the players in the ecosystem the second third focuses on content and applications beyond gaming and finally thoughts on we're history the hype cycle for new tech and Moore's law tell us..."

3
0:46 - 1:34
0:47 duration167 words

Google's Daydream Strategy

The hosts delve into Google's Daydream initiative, comparing it to Oculus Rift and Gear VR. They discuss the potential of Daydream to bring VR to a wider audience through Android devices, while also addressing the limitations of current offerings, such as the lack of positional tracking.

"high-level takeaways from last week so with the Google announcement they were showing off a lot of hardware that you know Google is trying to spin as they're doing it in-house taking more control over..."

4
1:34 - 2:44
1:10 duration267 words

Fragmentation in the Android Ecosystem

The conversation shifts to the challenges of fragmentation within the Android ecosystem. The hosts discuss how the multitude of devices and configurations complicates the VR experience for developers and users alike, emphasizing the need for a standardized approach to ensure compatibility.

"seen yet the rumor cycle says like oh they've got the standalone headset oh they're gonna announce at i/o they cancelled it actually next year they might announce it we'll see where that goes yes ever..."

5
2:44 - 3:50
1:06 duration275 words

The Future of Daydream and VR

The hosts speculate on the future of Daydream and its potential impact on the VR landscape. They consider two scenarios: one where Daydream succeeds in creating a unified platform, and another where fragmentation persists, affecting the development of VR applications.

"clear the point is it's kind of light mark it's all exactly what Microsoft was doing sort of 10 or 15 years ago with PCs it's you don't have to know what processor and what screen and everything it's ..."

6
3:50 - 4:55
1:04 duration244 words

Positional Tracking and VR Advancements

Discussion turns to the importance of positional tracking in VR. The hosts highlight recent advancements, including the Santa Cruz prototype from Oculus, which promises a high-end, standalone VR experience. They emphasize the significance of these developments in achieving the 'holy grail' of VR technology.

"within Google everyone maybe we should sort of subordinate and talk about the Google event cuz Google and now it's basically a generic high-end Android phone they will have their logo on it it's the f..."

7
4:55 - 6:00
1:05 duration281 words

The Santa Cruz Prototype Unveiled

The hosts express excitement over the Santa Cruz prototype, a self-contained VR headset that aims to eliminate the need for tethering to a PC. They discuss its potential to revolutionize user experience in VR, making it more accessible and user-friendly.

"other own services by putting Google Play services on top of everything and say basically every Google Android phone out there has got Google Play services on it and that's updated every week or two s..."

8
6:00 - 7:10
1:09 duration274 words

Challenges Ahead for VR Developers

The conversation highlights the challenges VR developers face due to hardware fragmentation and varying user experiences. The hosts discuss how the success of VR technology hinges on creating a consistent and reliable platform for developers to build upon.

"rather than it just being on the website but it's not very much distribution it's like one Operator in America one operator in the UK one in Germany and so on so it's like if they get equipped go behi..."

9
7:10 - 8:15
1:05 duration248 words

Inside-Out Positional Tracking Innovations

The hosts explore innovations in inside-out positional tracking, referencing Google's Project Tango. They discuss how these advancements could enhance the VR experience by allowing users to interact with their environment more naturally.

"an option two is there is the Apple device the Facebook device the Facebook Occulus device and then there is a hundred daydream devices and so if there's a hundred day two devices then the Facebook pr..."

10
8:15 - 9:34
1:19 duration287 words

John Carmack's Insights on VR

The segment focuses on insights from John Carmack regarding the Santa Cruz prototype and its implications for VR technology. The hosts discuss the potential for improved performance and user experience through advancements in rendering techniques.

"that to mean field loss or to other option till last week the the examples of positional tracking that I had seen working were the hololens does a very good positional tracking like shockingly good go..."

11
9:34 - 10:00
0:25 duration81 words

The Future of Oculus and VR

In the closing segment, the hosts reflect on the future of Oculus and the broader VR landscape. They consider the implications of recent announcements and the ongoing evolution of VR technology, emphasizing the excitement and challenges that lie ahead.

"with a synchronous Space Warp yeah they just released a technology they released last week dramatically cuts down the minimum so there's a couple things also so which means also probably worth with a ..."

12
10:06 - 10:44
0:38 duration132 words

Multi-View Rendering Explained

The segment explains multi-view rendering, a technique that allows VR to render images for both eyes simultaneously, improving performance. Carmack's insights suggest that this could lead to a 50% performance boost for devices like the Gear VR, highlighting the importance of software control in VR development.

"Android plus mobile hardware so hardware that Frankie looks like what's in the galaxy phones the power of the gear vr and so John Carmack talked about a couple of other things besides asynchronous spa..."

13
10:44 - 12:16
1:31 duration313 words

The Future of VR Performance

This segment discusses the potential for VR headsets to achieve up to 4x the performance of current models through advancements in rendering technology and software control. The conversation touches on the competitive landscape, including Apple's secretive VR developments and the implications for the market.

"funny because like the oculus reddit was like kind of you know they were kind of bummed out for last four months because if I've got the controllers and they didn't it's like the you know it's the mos..."

14
12:16 - 13:34
1:17 duration320 words

The Battle for Standalone VR Headsets

The discussion highlights the strategic importance of standalone VR headsets, emphasizing that companies like Oculus want to avoid dependency on hardware partners like Samsung. The segment reflects on past failures in the mobile market and the need for companies to control their own hardware and software ecosystems.

"have the stands in the market and it's a full stack and we know apple's working on something around this I mean yeah we know if just from the companies they bought and the people they've hired but of ..."

15
13:34 - 14:53
1:19 duration313 words

Apple's Mysterious VR Plans

This segment speculates on Apple's VR ambitions post-Steve Jobs, discussing their history in the VR space and the challenges they face in releasing successful products. The conversation contrasts Apple's potential high-end offerings with the broader ecosystem of VR devices and the implications for market competition.

"own the whole thing but it's hard not to see this playing out something like the way that Android slash pcs played out which is that there is the people who are there is a company that has a full stac..."

16
14:53 - 16:30
1:36 duration352 words

Sony's VR Legacy

The segment reflects on Sony's long-standing involvement in VR development, tracing their efforts back to the PlayStation Move. It discusses the recent release of PlayStation VR and its competitive pricing, highlighting the advantages of a large install base compared to PC-based VR systems.

"how they do on VR haven't talked about Sony you know back when we were involved with oculus in 2013 really only it was sony and oculus building headsets and Sony's credit they've been in this since th..."

17
16:30 - 18:12
1:41 duration382 words

The Economics of VR Content

This segment delves into the economic challenges of developing VR content, comparing pricing strategies between VR and mobile apps. It emphasizes the willingness of gamers to invest in immersive VR experiences, contrasting it with the lower price expectations in mobile gaming.

"attached to today you know a couple of years from now as oculus continues to push the requirements down and Moore's law makes the PCs just better automatically just if you look at the entire ecosystem..."

18
18:12 - 19:00
0:48 duration197 words

PlayStation VR vs. Other Headsets

The discussion compares PlayStation VR to other headsets like Oculus and Vive, noting its strengths in positional tracking and hand tracking capabilities. The segment highlights the potential for PlayStation VR to attract gamers seeking immersive experiences, despite not being the highest-end option available.

"and you can't necessarily you're not operating at the scale of something like mobile and so you can't do like advertising based business model that's because all the things so far at least on Steam ha..."

19
19:00 - 20:24
1:23 duration337 words

PlayStation VR: A Step Forward

The discussion shifts to the PlayStation VR, noting its advancements in positional tracking and hand tracking capabilities. The speakers reflect on the initial impressions of VR experiences and the importance of creating engaging content that meets gamers' expectations. They also address potential environmental challenges that could affect gameplay.

"than daydream and gear vr yeah it's got positional tracking it's got hand track controllers if you're willing to opt for them it's somewhere between what oculus had in 2014 with the Developer Kit 2 an..."

20
20:24 - 22:20
1:55 duration433 words

The Challenge of VR Game Development

This segment explores the challenges faced by developers in creating VR games that resonate with traditional gaming audiences. The speakers discuss the importance of funding high-quality titles and the risks associated with poorly executed VR adaptations of popular franchises, which could deter players from exploring new VR experiences.

"what about Marquis games so that's what's exciting and I think Sony also isn't getting enough credit for is like oculus they are funding the development of games that are kind of of the sufficient qua..."

21
22:20 - 24:05
1:45 duration374 words

The Holy Grail of VR Headsets

The conversation delves into the future of VR headsets, speculating on the timeline for achieving the 'holy grail' of VR technology. The speakers discuss the impact of economic principles on technological advancement and the potential for breakthroughs that could accelerate the development of affordable, high-quality VR devices.

"PlayStation VR in terms of its impact on convincing gamers that VR is interesting or not but Sony's funded a big enough slate of titles over the next year that it might think that most people would ev..."

22
24:05 - 28:03
3:58 duration909 words

Beyond Gaming: The Future of VR

In this segment, the speakers contemplate the broader applications of VR technology beyond gaming. They discuss the potential for VR to become a major computing platform, emphasizing the importance of social interaction as a key driver for user engagement. The segment concludes with reflections on the evolving landscape of VR and its implications for future content creation.

"experience and it feel there's an interesting thing for the PlayStation 4 is it you could almost argue that it's going to be they're gonna they're gonna release this thing now and like in 18 months to..."

23
28:01 - 29:01
0:59 duration245 words

The Social Layer of VR

The segment delves into the social potential of virtual reality, emphasizing that the true 'killer app' for VR may be its ability to connect people. It discusses Mark Zuckerberg's vision for social interactions in VR, where users can engage in virtual calls as avatars, highlighting the importance of building a social computing system within VR environments.

"they're done with every other competing platform which is interact with the people right like that seems to be the killer app of all of all Internet connected devices right and I mean this is what Mar..."

24
29:01 - 30:06
1:05 duration234 words

Valve's Innovations in VR

This segment focuses on Valve's contributions to the VR landscape, particularly with the Vive headset and room-scale technology. It discusses the anticipation surrounding Valve's upcoming announcements and the potential for untethered VR experiences, emphasizing the technical challenges and innovations that could redefine user interaction in virtual environments.

"like very unvalued all right at the beginning one company we haven't talked about yet is valve and vive you know they did a phenomenal job with the five and the room scale the fact you can walk around..."

25
30:06 - 31:02
0:55 duration213 words

The Future of Wireless VR

The conversation shifts to the technical aspects of wireless VR, discussing the challenges of achieving low latency and high-quality visuals without cables. It highlights Valve's capabilities and the potential for future advancements that could enhance the VR experience, making it more accessible and immersive for users.

"you're sending greater than 1080p how do you get the motion to photon latency you have to run it for your head moves then you have to connect back to the GPU wirelessly and then send send a rendered i..."

26
31:02 - 32:19
1:17 duration295 words

User-Generated Content in VR

This segment discusses the rise of user-generated content in VR, particularly through Valve's Destinations platform. It explains how users can create and share photorealistic virtual environments, enhancing social interactions and experiences within VR. The segment emphasizes the importance of community-driven content in expanding the VR ecosystem.

"smart companies ya know and their lien dollar company who can hire the people they have so everyone's saying that gabe newell the founder of valve who used to be a microsoft defunded the entire busine..."

27
32:19 - 33:06
0:47 duration193 words

Photogrammetry and Realism in VR

The discussion highlights the use of photogrammetry in creating realistic VR environments. It explains how capturing real-world locations through photography can lead to immersive experiences, showcasing examples like a virtual church and Mars. The segment emphasizes the potential for realism in VR to enhance user engagement and interaction.

"that looks exactly like your apartment or you know wherever you were with that camera and so they basically let you upload these environments and share them to anyone meet up in public lobbies and go ..."

28
33:06 - 34:44
1:37 duration366 words

The Future of Horror in VR

This segment speculates on the future of horror experiences in VR, suggesting that immersive environments could blend reality with virtual elements. It discusses the potential for users to experience fear in familiar settings, creating a unique and terrifying experience. The conversation touches on the implications of integrating VR with real-world environments.

"section of Mars that you can teleport around and walk around and read random facts see a Mars rover next to you for scale turning that into your social experience again it's one of these things where ..."

29
34:44 - 35:32
0:48 duration204 words

Looking Ahead: High-End VR Developments

The final segment reflects on the future of high-end VR technology, particularly Valve's upcoming innovations. It discusses the potential for advancements to trickle down to consumer-level devices, predicting a growth in user numbers and quality experiences. The segment concludes with optimism about the future of VR and its evolving landscape.

"like you sit down I'm on my couch and all of a sudden the shadow twitches over there and like wait am I in my headset or not if this is a joke that you know if you if you're your internet-of-things if..."