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The Largest Unsolved Problem in VR.

1.6M views · Jun 2, 2024 · Science & Technology

Comments · 4.1K

  • @ThrillSeekerVR · 2 years ago · pinned

    I hope you enjoyed this one. I spent a lot of time on this video and had a ton of fun hand animating everything. Feels so good to evolve my content to talk about VR on a deeper level. I have no clue how this video will &quot;do&quot;, but I felt it was an important video to make and I want to make more stuff like this. We&apos;re in this together! <br><br>Lemme know what you thought!<br>Also, the STL for my Controller holsters are in my discord server: <a href="https://discord.gg/Thrill">https://discord.gg/Thrill</a><br>It&apos;s also a great place to talk deeply about VR stuff like this!

    2K

  • @RavenTaleLive · 2 years ago

    More people should be saying this out loud. It has been many years and it almost feels like we haven&apos;t made any steps towards figuring out a proper method of interfacing with VR.

    8.9K

  • @ragnarok7976 · 2 years ago

    You know how we invented computers so we wouldn&apos;t have to physically walk to a filing cabinet and look through it? What if we went backwards...

    2.4K

  • @Demmrir · 2 years ago

    Ironically, the biggest problem for VR interfaces is &quot;infinite affordances&quot;. It isn&apos;t just that you CAN do anything, it&apos;s that there is no way to prevent the user from doing anything. In real life, a table is easy to use. You can rest your elbows on it, you can place objects on it, you can sit on it. It won&apos;t allow you to accidentally pick it up by pushing your hand through it, and objects won&apos;t fall through it if placed a bit too low. Same with walls, and doors, steering wheels, flight sticks, and all physical objects. VR introduces a fundamental, physical disconnect between the conceptual objects you&apos;re interacting with and any affordances the application is attempting to force on them for practical reasons and the actual physical affordances provided you, ie infinite ability to manipulate your hands around the objects. It also dramatically reduces the reliability of feedback for these operations since there is no physical response, no resistance, no click, nothing but visuals and sound, which are in fairness poor feedback for physical interactions. It&apos;s why good car design promotes buttons and knobs over touchscreens--the former is just dramatically better to use than the latter since the latter necessarily occupies more attention, lacking several forms of physical feedback (while STILL having more than VR, because at least you know if you touched the surface in the first place, or passed through it).

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  • @wumwum42 · 2 years ago (edited)

    The best example of VR &quot;menu&quot; design IMO: Superhot.<br><br>No flat menu, no button (outside settings + pause menu).<br>Just a room with disks u plug in a pc and a virtual vr headset to start the game. Very simple but extremely effective!

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  • @airplanes_aren.t_real · 2 years ago

    Personally I still feel like the biggest thing holding the industry back is that 90% of the companies producing this only see it as a side venture if that, if vr is just a throwaway product these companies will randomly throw money at then I can&apos;t see it improving considerably in the next few years

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  • @monopoly2170 · 2 years ago

    We’ve finally found it: the first video on YouTube that knows the difference between the words subjective and objective

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  • @bananabread3360 · 2 years ago

    It feels like a lot of people overlook vr ui, when in reality it’s a large portion of what makes the experience immersive or not. <br>If an interface is intuitive, you don’t think about it, but if it gets in the way, you do think about it and that takes you out of the experience.<br>It would be like going on a Disney world attraction only to see a staff member desperately try to reconnect a wire to one of the anamatronics.

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  • @flyingfool5215 · 1 year ago

    The difference between the visceral reaction of 2D vs VR is Freddy fazbear jumping at you from your phone won’t cause you to physically run away from him!

    11

  • @nickof-time8777 · 2 years ago

    One of the most striking events of VR done right is the locks in Half-Life: Alyx. Puzzle-solving in a 3-dimensional space where interaction doesn&apos;t inhibit movement was mind-blowing. It gave a good impression of what a holographic UI could be.

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  • @C3darCr33k · 2 years ago

    My biggest problem with a lot of tech is how much of it is built to serve the company rather than the customer. They often start by deciding how they want the user to interact with the product so the product does things the company wants it to do. They don&apos;t start by solving a problem for a customer in a way that understands what the customer wants the product to do.

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  • @MyStickWorld · 2 years ago (edited)

    I believe in &quot;Time Friction&quot; which is that for every issue, every one thing big or small that a user bumps into outside their control, each collective minute or second of discomfort or frustration is more and more abrasive until the user is left sensitive and raw, wanting less and less to interact with the experience. <br><br>It&apos;s why being able to tailor menus and layouts can help give back a little of that control and give the user more agency in a personalized interface that speaks to them. Nothing&apos;s more frustrating to me than having to see whatever Meta wants me to see from the moment the OS UI pops up, or not having shortcut options unique to the user. <br><br>Boggles the mind that years upon years later they can&apos;t even entertain the notion &quot;Hey maybe someone doesn&apos;t want some of our widgets they&apos;ll never use on the main bar!&quot; or &quot;Maybe letting people make custom folders or changing the UI color to a whole rainbow of choices might help them feel like this is their system.&quot; The little things and the lack thereof all accumulate. And little things add to longevity or demise of a thing.

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