Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

I think 6dof - that is spatial experiences and interactions are genuinely new.

I think any analysis that tries to lump this in with 3D TVs and View-Masters isn't terribly illuminating.



I don't think spatial experiences are particularly new.

Quake was the first game I recall playing that was intensely spatial. So much so that after a couple of hours playing I had trouble readjusting to meatspace; the positional part of my brain was still carrying enough of the virtual world that i was easily disoriented. The same thing happened to me with Minecraft. Years later, I still have vivid spatial recall of some of the bases and mines I built.

You could certainly argue that VR controllers are an exciting step forward in spatial interaction. But things like the Wii and the Switch's (less capable) motion control mean they're only a step forward, not a leap. And that also makes clear that motion control and VR are separable concepts. I look forward to seeing the fancier controllers migrate to other platforms to see how that goes.

So I think what makes facehugger VR unique is stereoscopy. And stereoscopic 3D is a thing with a long history of faddish excitement followed by a total crash. You could argue that's not relevant here, but an awful lot of VR advocates make their cases in terms of 3D.




Consider applying for YC's Summer 2026 batch! Applications are open till May 4

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: