
21 segments available
Virtual reality is coming fast, and everyone seems to assume that it will be gamers who get to have all the fun first. But there are other applications for VR that could also bring it into the mainstream. “It could very well be business users,” says 16z’s Chris Dixon. “It’s anything where you would want time travel or teleportation.” Dixon is joined on this segment of the podcast by Saku Panditharatne and Kyle Russell, both on the firm’s deal team, to offer their perspective on how virtual reality is likely to enter all of our lives. This year promises to be the moment when more than a very small number of people will get their first taste of VR. What that looks and feels like, and what that shared experience sets in motion on this segment of the a16z podcast. Chris Dixon starts the conversation.
In this segment, Chris Dixon introduces the rapid emergence of virtual reality (VR) and challenges the notion that only gamers will benefit from it. He highlights potential applications for business users and discusses how VR could revolutionize experiences that require time travel or teleportation. The conversation sets the stage for understanding the broader implications of VR in everyday life.
"welcome to the a 16c podcast I'm Michael Copeland virtual-reality is coming fast and everyone seems to assume that it will be gamers who get to have all the fun first but there are other applications ..."
Kyle Russell provides insights into the current VR landscape, discussing the launch of various headsets like the Gear VR, Oculus Rift, and HTC Vive. He explains the differences between high-end and low-end VR experiences, emphasizing the importance of positional tracking and immersive experiences. This segment outlines the technological advancements that are shaping the future of VR.
"conversation the first question is kind of where are we in terms of VR you know like oculus and and valve are launching this year there's gear in cardboard maybe Kyle you know can you kind of talk abo..."
The discussion shifts to the concept of 'presence' in virtual reality, where users feel truly immersed in a virtual environment. The segment contrasts high-end VR experiences that achieve this sense of presence with lower-end mobile VR, which often feels gimmicky. The speakers share their excitement about upcoming demos and the potential for VR to transform user interactions.
"things where leaks are kind of slowly but surely making their way out of Apple and Google you'll see lots of great scoops coming from for instance the Financial Times that done one for Apple and Googl..."
This segment delves into the advancements in room-scale VR, where users can physically move around in a defined space. The conversation highlights the differences between basic positional tracking and true room-scale experiences offered by devices like the HTC Vive. The ability to walk around and interact with virtual objects is emphasized as a key feature that enhances immersion.
"it's kind of so you say presents that's a that's a term of art and VR which refers to just kind of what people have found through empirical testing is just that once you get sort of there's a threshol..."
The speakers discuss the challenges of creating VR content, including the need for high-performance tools and the complexities of rendering immersive experiences. They explore the debate over whether VR content should be captured or rendered, and the importance of developing effective tools for content creators. This segment highlights the ongoing efforts to build a robust ecosystem for VR.
"to you know what we would call I guess true room scale which is what you have from day one on the HTC vive which is it has sensors that you place in the corners of the room and you can have up to 15 b..."
In this segment, the conversation turns to innovations in streaming VR content and managing the vast amounts of data involved. The speakers discuss techniques for capturing and stitching together 360-degree video, as well as the challenges of streaming high-quality VR experiences. They highlight the importance of efficient data management solutions to ensure smooth user experiences in VR.
"threshold to get presents so let's talk about that the unsolved problems in VR because that so the big companies are working primarily it seems on headsets but there's a whole kind of chain of things ..."
The conversation shifts to innovative methods of creating 3D content in virtual reality. The speakers explore the idea of using VR to design in a 3D space rather than relying on traditional 2D screens. They discuss the potential for VR tools to revolutionize industries like CAD, making it easier for users to visualize and manipulate designs in a more intuitive way.
"30 of those different views and then have a system that can switch between them quick enough that your connection can keep up and that's you know Facebook has recently open sourced their efforts on it..."
The speakers speculate on the future of virtual reality, suggesting that business users may be the first to adopt VR technologies rather than gamers. They discuss the need for specialized tools and the potential for VR to enhance productivity and creativity in various professional fields.
"no-brainer is gonna move to VR the next so so to help visualize what this looks like for people again who haven't seen these videos or tried these experiences imagine you know you're building a replic..."
This segment delves into the engineering challenges faced in the development of virtual reality technologies. The speakers discuss the importance of improving GPU performance and the need for advancements in haptic feedback to create a more immersive experience. They highlight the ongoing efforts in the industry to solve these technical issues.
"like this at first so one question is are the problems need to be solved by they are we on a clear trajectory to solving them or they're like is there fundamental science to be done or is it just kind..."
The discussion turns to the potential applications of virtual reality beyond gaming. The speakers highlight the possibilities for live streaming events, such as sports and concerts, in a VR format. They envision a future where audiences can experience events from unique perspectives, enhancing viewer engagement.
"what we're expecting today that's true but I think those things are kind of outside the really important problems that need to be solved I think you know if you just had VR in a very high quality head..."
In this segment, the speakers explore the future of user-generated content in virtual reality. They discuss how advancements in VR technology could enable users to share experiences and skills in a more immersive way. The conversation reflects on the evolution of content creation and sharing in the context of VR, drawing parallels to the early days of personal computing.
"where you'll talk to people in the NBA or NFL and you see on TV when you watch broadcasts I'll do every hour - you'll see they'll take a really impressive play that happened and zoom in really close a..."
In this segment, Dixon argues that virtual reality can transform education by making learning experiences more engaging. He suggests that instead of reading about historical events, students could virtually experience them, making education more interactive and memorable.
"as that capture becomes more available it's funny you know if you go back and you read about like when early pcs everyone was trying to figure what would you do with them and they always talked about ..."
Dixon addresses the social implications of VR technology, noting how it may appear antisocial from the outside while providing rich interpersonal experiences inside. He discusses the potential for VR to enhance social interactions, making remote meetings feel more personal and effective.
"more interesting hey instead of talking on the phone or whatever you know texting is your friend like let's go virtually sit together and watch I mean that's actually one of the problems of VR right i..."
Dixon shares insights on how VR could revolutionize virtual meetings by creating immersive environments where participants feel present together. He emphasizes the importance of non-verbal communication and eye contact in business interactions, which VR could facilitate more effectively than current technologies.
"that they would share with each other and payment real money for and it's just not even a step change it's a huge exponential change compared in terms of experience with what you could get even with t..."
In this segment, Dixon discusses the potential of social VR experiences, drawing parallels to past virtual worlds like Second Life. He highlights the need for robust back-end infrastructure to support large-scale social interactions in VR, envisioning a future where users can engage in shared virtual spaces seamlessly.
"interesting because yeah the internet supposedly was gonna make distributed teams work so well yet you know still so many teams are not distributed and find that doesn't work and one hypothesis is tha..."
Dixon delves into the technical challenges of creating a metaverse, referencing the need for advanced back-end systems to support immersive experiences. He discusses the importance of infrastructure in enabling large numbers of users to interact in a shared virtual environment, drawing inspiration from popular culture.
"someone's butt so like I remember seeing one oculus know it was cool like night club or something it was really just your cube your friend was a cube and like you could just move your head and then th..."
Dixon contrasts augmented reality (AR) and virtual reality (VR), discussing the technical challenges of AR and the need for compelling consumer applications. He emphasizes the importance of understanding the physical environment for AR to work effectively, highlighting the ongoing developments in both fields.
"there are other facets that are maybe less pressing but will also lead to really interesting possibilities for instance IBM just announced that they're going to try to use Watson to provide basically ..."
Dixon and his co-hosts delve into the technical challenges of augmented reality, particularly the need for precise machine vision to overlay virtual objects in the real world. They discuss the complexities of simultaneous localization and mapping (SLAM) and the potential enterprise applications of AR, such as training and real-time data visualization, which could pave the way for broader consumer acceptance.
"of the rest of the space and that it doesn't quite feel like there's any applications today for regular people where it makes sense there are some things that feel compelling it's a harder technical p..."
The segment explores the anticipated surge in VR adoption, particularly with Samsung's Gear VR initiative. Dixon expresses excitement about millions of consumers potentially experiencing VR for the first time, discussing how this exposure could shift perceptions and generate interest in high-end VR systems like Oculus Rift and HTC Vive. The conversation emphasizes the importance of demos in driving excitement and understanding of VR technology.
"interesting about a RF is VR is if you know PR is you can only spend like a small fraction of your day in VR perhaps so but I guess for they are the potential is you can have it on all the time and pe..."
Dixon and his co-hosts reflect on the pivotal role gaming will play in the success of VR technology. They discuss the types of games that could captivate audiences and the significance of creating engaging content that resonates with both hardcore gamers and casual users. The segment underscores the importance of user experience and the potential for VR to revolutionize gaming.
"comfortable that's exciting just because people will understand oh this is possible I would say at the higher end we're really excited for is to see both how oculus rift and vive do they're watching a..."
In this closing segment, the discussion shifts to the creative aspects of VR, focusing on how filmmakers and game developers are beginning to explore storytelling in this new medium. Dixon highlights the progress being made in crafting immersive experiences and the potential for VR to transform narrative forms. The conversation concludes with optimism about the future of VR content creation and its impact on the industry.
"converted and so the third paragraph is generally an apology for all the things they've said I made fun of everybody I thought it was so dumb it was 3d TV and I just tried it oh my god yes that will b..."