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Virtual Reality and Unity Programming
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<blockquote data-quote="MODAT7" data-source="post: 254106" data-attributes="member: 13649"><p>Congrats to him. VR has been slow to adoption because of the costs and having to wear the goggles. The goggles tend to cause eye strain headaches because they're rarely set up correctly. This is like going to the eye doctor and getting fitted for glasses, but it really isn't and "shouldn't" be that bad. If he wants to start his career early, he can start making videos about pupil distance measurements along with lens type and eye distance from the screens. That would look good to his future professors.</p><p></p><p>Costs have been coming down a lot over the past decade as technology improves and gets more powerful. The goggles have also become lighter, but still have a ways to go. We still haven't hit the "singularity point" yet for this technology.</p><p></p><p>Fakebook (Meta) tried to make something like "The Oasis" (see "Ready Player One") and failed, but eventually that will come back around for consumers. VR is popular in complex design manufacturing along with 3D printing for the product visualization and testing aspects. Programming for those jobs should be very decent pay and probably less hectic than the entertainment industry. Hollywood keeps trying to push for 3D movies longer than I've been alive. They probably won't really suceed until fakebook does. Some games have limited support for VR and that is popular with the hardcore crowd.</p><p></p><p>Even if VR doesn't work out in the near "long term" outlook, learning about and using a straight screen 3D environment is good to know and still has very good paying jobs. If you think about it, VR isn't much more than adding a second camera to an existing 3D environment, at least in layman's terms. If I can ever get my health problems turned around and start playing with 3D again, I've considered this possibility for some animation ideas.</p></blockquote><p></p>
[QUOTE="MODAT7, post: 254106, member: 13649"] Congrats to him. VR has been slow to adoption because of the costs and having to wear the goggles. The goggles tend to cause eye strain headaches because they're rarely set up correctly. This is like going to the eye doctor and getting fitted for glasses, but it really isn't and "shouldn't" be that bad. If he wants to start his career early, he can start making videos about pupil distance measurements along with lens type and eye distance from the screens. That would look good to his future professors. Costs have been coming down a lot over the past decade as technology improves and gets more powerful. The goggles have also become lighter, but still have a ways to go. We still haven't hit the "singularity point" yet for this technology. Fakebook (Meta) tried to make something like "The Oasis" (see "Ready Player One") and failed, but eventually that will come back around for consumers. VR is popular in complex design manufacturing along with 3D printing for the product visualization and testing aspects. Programming for those jobs should be very decent pay and probably less hectic than the entertainment industry. Hollywood keeps trying to push for 3D movies longer than I've been alive. They probably won't really suceed until fakebook does. Some games have limited support for VR and that is popular with the hardcore crowd. Even if VR doesn't work out in the near "long term" outlook, learning about and using a straight screen 3D environment is good to know and still has very good paying jobs. If you think about it, VR isn't much more than adding a second camera to an existing 3D environment, at least in layman's terms. If I can ever get my health problems turned around and start playing with 3D again, I've considered this possibility for some animation ideas. [/QUOTE]
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