Your story also describes my personal disillusionment with technology more generally. Not with just VR, but with technology in general. All the time, I see ideas and technologies that have huge unrealized potential - they could be so much more - but they aren't, because they're being purposefully crippled by the companies who develop them, patent the shit out of them[0], and proceed to milk people for all they're worth using that tech. Everything is exploitative. And what about all that potential?
Companies see it, alright - they wax about it in their marketing materials. Then they make sure it doesn't happen. Shared 8 months ago root parent next [—]. This resonates with me, more than I'd like. I'm still trying to figure out what to do with my life, and the more I know about technology, the more apprehensive I am about working with it. However, I do also believe that those of us who feel this way have something of a responsibility to fight back a little, in whatever way we can.
Or at least a neutral ground, where we can be reasonably sure that there isn't any nonsense going on. I feel it too, the optimism has hit an organizational wall. I have the same worry about FANG and keep my fingers crossed that decentralization will replace them and they will go bankrupt from over-leveraging. Employee ownership in companies has to get better. Direction has become so opaque, hidden, and now quite frankly tasteless and borderline tacky.
Why would employees want something drastically different for the company? Employees in general like to get paid. OptionX 8 months ago prev next [—]. With 10k engineers you would think they could task a couple of guys the remove the forced Facebook account use to use the Oculus products.
From Facebook's perspective, why would they? They've got the VR market by the short hairs, no competitor comes close. I really hope Valve works on a mobile VR headset of their own. Valve isn't trying to probe your asshole to extract every last bit of value from you at your expense. They just want to make games.
And from that perspective, a non-desktop VR headset doesn't seem profitable. Their job isn't to kickstart the VR revolution, their job is to ensure Facebook owns it. They could have done that without the login.
Instagram and WhatsApp manage to exist and farm data without the login. It made no sense doing it this early. I have always been a VR skeptic. My sponsor was working on VR. The system was driven by an SGI Onyx, and before that a Skywriter, using custom serial port drivers[0]. The goal was to research people's ability to complete VR tasks under differing circumstances: latency, frame rate, and so forth. One of the most common tasks was a VR variant of the buzz ring game[1]. It was exciting, and the wonders of VR when it's working and you're not sick really can't be overstated.
Even that old primitive system had magic, and I always enjoyed imagining the games of the future. We had a bunch of people in and out of the lab to be experiment subjects. And as lab techs, we were always "volunteered" as well. What I observed from watching this for a few years was that some people just can't use VR. There was one person, I think a grad student, who had poor balance and underperformed at most tasks relative to the mean.
Nobody cared, as it was only data collection, and he was still a data point. Until one day he came in with a cold and congested sinuses. I'll never forget: the moment he put on the VR headset, he toppled backward like a chopped tree. First slowly, then all at once. No reflex or anything! He just started leaning over at the heels.
He would have come crashing down onto thinly-carpeted concrete at full speed had my neither young nor large boss jumped up and caught him. That was his last time in the helmet. We had a few more subjects through who performed similarly poorly. Obviously VR is fun, and extremely engaging. I'm sure it won't be going away as the tech gets smaller and cheaper. I'm quite tech savvy and spend a lot of time in front of screens, so it's odd that I react so poorly to VR.
But I simply can't balance while using a VR headset. Interestingly, I have a neuromuscular disease. A friend of mine has similar issues.
She has chronic sinusitis, so I wonder if that is the cause. Anyway, I have to agree with you here. The question is, how common is this really? And if it is common, would growing up with VR make the next generation less likely to have these issues?
Or is it an immutable problem for people with certain brain structures or health issues? I think back in the 90s the tech just wasn't there yet. Reducing latency, increasing framerate, and increasing resolution makes a huge difference to the VR experience. Valve has a lot of data on user comfort while in VR, you should look it up if you're interested. Definitely not just "locked out" of using VR entirely, as you suggest. Disagree—we had the input-to-view-update latency down to 16ms; in other words, a 60 FPS frame reflected the position and orientation of the user on the immediately previous frame.
This is lower latency than achievable nowadays with consumer hardware. Subject mis-performance and discomfort was still trending downward at this very low level, and several people still reported discomfort and nausea, albeit at a slightly lower rate than, say, ms. Regardless, it's disingenuous to say that the experience offered by HL Alyx on a Valve Index is comparable to what you're describing. Valve was pretty firm on their requirement for 90 FPS, for example, because they insisted that anything lower left users feeling nauseous.
Not to mention the rendering of virtual words is far better than what you could have offered in the 90s. Speaking from experience, even 90fps is too low. I get a lot more with my current setup, so consumer electronics are better than you think.
VR has come a long way, and has a long way to go. Compensation goes up as level goes up and can even accelerate in an exponential fashion, the website's founders said. Each level has a slightly different job title at each company, but they closely correlate. The companies do have slightly different nomenclature. Apple's levels, for example, are called ICT, for "individual contributor tech. The data on Levels. But the founders of levels. They also point out that the website enables people to drill down into each given estimate to see specific data points, including the submitter's speciality and location.
Engineers who have achieved a level at a big company wonder what level they might be at a smaller firm — and whether that comes with a pay bump. But companies aren't always transparent about what the range is for any given position, which makes negotiating for more money even harder, which is why Musa and Mohiuddin decided to crowdsource that information.
It's eye opening, and that's why we built this. Glassdoor or other pay sites don't make the connection between level and pay," he continued. I thought that too," Mohiuddin said. Frequently Asked Questions. Remote Work. Create Career Profile You can create a Career Profile to get job suggestions, prepare for the interview process, and more. Areas of Work Software Engineering. How Software Engineering managers motivate and lead their teams. Understand the individual, identify their passions, and leverage their talents so they can do their best.
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