10,575 karma · joined April 30, 2011
HN users tend to think deeper/more complex simulation is directly correlated to better gameplay (see the sword conversation above), but one of the interesting things about games is abstraction.
That said more simulation focused games with larger maps (some Battlefield games, ARMA) have bullets with travel velocities and bullet drop.
The biggest adoption problem is quality VR games (Beat saber is really the only true stand out hit), followed by comfort and form factor of the hardware, followed by marketing a perception of VR. I don't think VR will ever be a smartphone or PC sized market but assuming current growth is maintained it will be a small game console sized market (10-20 million units) in a few years. This could be seen as a failure or a future that never arrived because VR won't be truly mainstream, but for all major players except Facebook (Sony, Valve) I think it will be viewed as a success.
AR hardware should be separated out as well because I think the challenges there are also applications but also technical difficulty. The mythical always on high resolution glasses or contact form factor display that could be a smartphone replacement is a lot longer away than advertised I think. If and onc technical and design challenges are reasonably solved AR hardware could take off.
The author seems to forget that the internet existed in the 70's and 80's, and smartphones existed before 2009. Back then they were experimental and many people thought they might go away, and they might have gone away if they weren't then refined into technologies that average consumers could more easily use.
Now that "tech" is so important and lucrative I'm sure this is changing to some extent, but this is a recent trend that's probably 5 years old at most. Tech wasn't viewed the same as it was now in 2012-2014 and felt like a much more risky and inaccessible field. Now it looks a lot more like any other high paying corporate job.
Complex physics with high object counts can be difficult because synchronizing a lot of state is bandwidth intensive. Most games with lots of moving objects (RTS for example) use deterministic lockstep so only inputs need to be transferred, even if there is an authoritative server.
Valve has also released DOTA Underlords and Artifact in the two years. With HLA and Underlords Valve is actually releasing two games this year.
I worked on a game called Luna (https://store.steampowered.com/app/605770/Luna/) and many of the people who play tested it said it was the first VR game they played that didn't make them sick, previously they thought "VR makes me sick". It was optimized for player comfort and is a pretty slow paced relaxing game so I think that helped.
Paul Graham Rust VC IPO growth Bad: 0.0026 - Good: 0.9976
So far adding any kind of grammatical structure to the random list of keywords that turns it into a title that makes sense completely ruins the score...