Saku Panditaratne, member of the a16z deal team, explains the technical bar required for hardware and software to trick the brain into experiencing 'presence' in VR.
“I think one thing that's interesting is that in VR, because of the threshold is so binary, a lot of the technical problems are about getting over the threshold. So whether that's in capture or rendering or any of the, or even the headset technology it's really key to have, like, be over that threshold to get presence.”
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More from Saku Panditaratne
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Panditaratne: Near-term VR adoption will be limited to gamers and prosumers
“The next couple of years will be the years of VR for gamers and for prosumers. So people who are really enthusiastic about VR are the ones who have the high-end version. And like the mobile's just like a teaser for the general popular.”
Saku PanditaratneJan 2, 2019▶ 3:32a16z Podcast | Mapping the Future of Virtual Reality
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