HN user

dshankar

6,337 karma

Darshan Shankar

Now:

  Bigscreen, a new Virtual Reality startup building collaboration software. Backed by Andreessen Horowitz. Read more: https://blog.bigscreenvr.com/bigscreen-raises-11-million-in-series-a-financing-led-by-true-ventures-a2d49da40e
Previously:
  Founder & CEO of Flotype
  Y Combinator alum (Winter 2011)
  UC Berkeley EECS (dropped out 2010)
Contact:
  Twitter: @dshankar
  Email: dnshankar at gmail
[ my public key: https://keybase.io/dshankar; my proof: https://keybase.io/dshankar/sigs/6BBDn3dqhR8fzQYzooUS229YQ8dqKLhYhxNavgZ27-8 ]
Posts129
Comments252
View on HN
www.youtube.com 2y ago

Tested reviews the Bigscreen Beyond, the smallest VR headset [video]

dshankar
2pts3
blog.bigscreenvr.com 8y ago

Virtual reality startup Bigscreen raises $11M Series A

dshankar
2pts0
blog.bigscreenvr.com 9y ago

Virtual reality startup Bigscreen raises $3M led by Andreessen Horowitz

dshankar
2pts0
medium.com 9y ago

What pro computing could be

dshankar
3pts0
blog.ycombinator.com 10y ago

Investor Day

dshankar
257pts88
www.youtube.com 10y ago

LIVE: Solar Impulse Airplane – Landing in Mountain View, CA

dshankar
4pts0
aws.amazon.com 10y ago

Amazon Lumberyard: free AAA game engine with Oculus and AWS integration

dshankar
441pts177
news.ycombinator.com 10y ago

Unreal Engine in VR – Early Preview Announcement

dshankar
2pts0
news.softpedia.com 10y ago

Ant Simulator cancelled after team spends crowdfunded money on booze and strippers

dshankar
4pts0
blog.ycombinator.com 10y ago

YC Open Office Hours

dshankar
200pts86
www.wired.com 10y ago

Google Buys Enough Clean Energy to Power Two San Franciscos

dshankar
2pts0
medium.com 10y ago

Bridging the “Reality Gap”

dshankar
1pts0
vrfocus.com 10y ago

CCP Games, creators of EVE Valkyrie, raise $30M to build more VR games

dshankar
1pts0
blog.ycombinator.com 10y ago

YC Continuity

dshankar
316pts70
citeseerx.ist.psu.edu 10y ago

Interstellar radio links enhanced by exploiting the Sun as a Gravitational Lens

dshankar
3pts0
syrah.co 10y ago

How We Uncovered the Real Identity Behind “Startup L. Jackson”

dshankar
238pts98
a16z.com 10y ago

More Startup Metrics

dshankar
96pts2
a16z.com 10y ago

More Startup Metrics

dshankar
6pts1
blogs.uw.edu 10y ago

John Carmack discusses the art and science of software engineering (2012)

dshankar
145pts25
medium.com 10y ago

An AI that writes your autobiography

dshankar
1pts0
bits.blogs.nytimes.com 10y ago

ZeniMax lawsuit against Oculus moves forward

dshankar
1pts0
kunststube.net 11y ago

What to know about encodings and character sets

dshankar
83pts30
lgg.epfl.ch 11y ago

Dynamic 3D Avatar Creation from Hand-Held Video Input

dshankar
1pts0
physicsworld.com 11y ago

Quantum Random Number Generator using a smartphone camera

dshankar
2pts0
monumentvalleygame.squarespace.com 11y ago

Monument Valley was released one year ago today

dshankar
2pts0
techcrunch.com 11y ago

Improbable Lands $20M from Andreessen Horowitz for Distributed Simulation Tech

dshankar
3pts0
boxxblogs.blogspot.com 11y ago

Blinn’s Law and the paradox of increasing performance

dshankar
1pts0
www.youtube.com 11y ago

Father uses virtual reality to watch live birth of his child from 4000km away

dshankar
2pts0
atomicdelights.com 11y ago

How Apple Makes the Watch

dshankar
274pts116
rauchg.com 11y ago

ECMAScript 6

dshankar
205pts69
Oculus Go 8 years ago

Speaking of Bigscreen...it was released for mobile today :-D

Oculus Go launch title and also Samsung GearVR support

"almost no current laptops have the GPU performance for the recommended spec, though upcoming mobile GPUs may be able to support this level of performance."

This WAS true in 2015 but is NOT TRUE today. All the Nvidia Pascal-generation desktop GPUs (2016) run extremely well on laptops. Since 2016, there is no more "mobile class" Nvidia GPU designation.

The "VR Ready" laptops are popular, and they have a 1050, 1060, 1070, and even an Nvidia 1080 GPU. These are very powerful gaming laptops, and some are still in slim form factors like the Razor Blade, and relatively affordable for a laptop ($1400-2000)

Salary & equity depends on experience, location, and the role.

We expect to be hiring much more senior management roles in the next 6-12 months as well, an engineering manager and a product manager.

Therefore, it's a very wide range from $50k to $150k in salary, and 0.1% to 2% in equity.

Fullstack: https://jobs.lever.co/bigscreenvr/284548b4-7876-4bb2-97fc-36...

Front-end: https://jobs.lever.co/bigscreenvr/2a268771-b32e-42b0-bc6d-98...

Back-end: https://jobs.lever.co/bigscreenvr/ade2408f-20ee-42d7-bfd8-3f...

Remote | Full Time

Bigscreen is a VR/AR company building an immersive, social computing platform. Think "VR Operating System"

We have over 250,000 users on the Rift & Vive. Our power users spend 20-30 hours each week using the product, and tens of thousands of people use Bigscreen every single weekend, making Bigscreen a "killer app" of VR.

We're a tiny team (3 developers) building one of the most successful VR startups with product-market fit and $3 million in funding from top VCs like Andreessen Horowitz. Previously, I was the founder of a Y Combinator startup (YC W11), and before that I studied EECS at UC Berkeley.

We're hiring experienced senior engineers, designers, and artists that enjoy working remotely. Most roles do not require any prior VR experience.

Our VR app is built in C++ and C# (Unity3D), our backend infra is WebRTC & Node.js, and our VR UI front-end is actually HTML/CSS/Javascript.

  - Frontend developer (HTML/CSS/Javascript)
  - Fullstack developer (Javascript)
  - Backend developer (Node.js, Firebase)
  - Interaction / UI designer
  - Unity3D developer
http://bigscreenvr.com/jobs/

darshan@bigscreenvr.com

You are absolutely correct. I think there's a massive opportunity for "3D programs" (Blender, Maya, AutoCAD, etc.) to become native VR applications.

Bigscreen is instead about the other 99% content that's completely 2D. I wrote a blog post[1] about our founding mission and one example in there is Microsoft Word. Even in VR/AR, the words won't be flying around you in 3D space. Movies and videogames won't disappear and be replaced by 360 and VR games anytime soon.

The question that Bigscreen is tackling is instead: how can VR/AR improve our 2D computing experience?

[1] https://blog.bigscreenvr.com/3-million-financing-round-led-b...

There is no such thing as a `foveated display`

There is foveated rendering: a rendering optimization technique where you render at higher resolutions where the eye is looking at due to higher visual acuity in a small ~5-degree circle thanks to a large concentration of cones in the fovea of the eye.

This has nothing to do with the actual pixel density of HMDs. Physical pixel density remains an issue, and foveated rendering does not solve that.

edit: Perhaps I misunderstood, are you talking about retinal laser projected displays and concentrating the beam on the fovea?

HUDs (i.e. face-locked user interface elements, as opposed to world-space UI like on the cockpit surfaces) can cause discomfort in VR. One reason is the vergence accommodation conflict. Focusing on objects inches away from your face is also difficult and painful with the current generation of VR headsets due to the fixed focal plane (1.5m in DK2, infinity in others).

I've played EVE:Valkyrie for a few hours in the Rift, and the cockpit-based UI is extremely comfortable.

No desktop VR headset is wireless today, and won't be for the foreseeable future due to latency and bandwidth requirements.

Wires are suboptimal but tracked wires (just like the headset is tracked. i.e. you'll see the wire in VR) should alleviate this problem until wireless technologies mature.

Mobile VR will provide room-scale tracking without wires in 2016. Watch this space.

FYI, it doesn't require a $2,500 gaming machine. The recommended specifications require a PC that costs roughly $1,000. "Oculus Ready" certified PCs start at $950.

Not sure where you'd get the idea that Oculus isn't working on non-sexy problems, considering how many people Oculus has working on controls (Oculus Touch), motion sickness, and yes eye tracking too. Obviously Oculus is working on "head tracking" - that's been around since 2012.

Either way, you are correct: waiting to hear about the Vive is a good idea. VR in general (Vive, Rift, etc.) is very much an early adopter technology for the next couple years.

Minor note: AR is far from maturity. The FoV and resolution pales in comparison to VR. 30-degrees (like looking through a pinhole) versus 110-degrees is a massive difference that's hard to explain. AR and VR are like sister technologies that will one day converge.

AR approaching VR by improving FoV and resolution over the next decade, and VR approaching AR by improving real-world capture & scene reconstruction.

"3rd to market"?

The first consumer VR hardware on the market was the GearVR, made by Samsung AND Oculus.

The second consumer VR hardware on the market is likely to be the Oculus Rift (Q1 Jan-Mar shipping) and the Vive is likely to be the third to market (est. April shipping)

This is nothing like the developer previews from years ago. You should read up on the major differences from the DK1->DK2->CV1. Each was a massive leap forward in capability.

Note: I've been developing VR for 1+ years and own every VR headset.

Both the Vive and the Rift have head tracking. Positional head tracking has been around since 2014.

The Vive has "room-scale" tracking that lets you walk around a large room-sized space, and includes hand controllers that are also tracked in the world.

The Rift should support "room-scale" with more cameras, but is not a main focus/supported use case yet for Oculus. The Oculus Touch is like the Vive's tracked hand controllers.

They are far more similar to each other than most people realize.

It is unlikely to be obsolete in 1 year. The update/release cycle for VR headsets (at least for Oculus) is expected to be somewhere between consoles (6-8 years) and smartphones (1 year).

Pricing will be announced on Jan 6 morning and should help you decide.

Note: I work full-time developing VR software and own every VR headset.

Those are really the only three outcomes for a venture-backed startup

Once you raise venture capital, you have to go big or go home, in the span of a decade. You don't have the "grow slow and stay private" option after raising a Series A.

That being said, this is just the current, common state in VC-backed companies. With the weak IPO market and hostile public environment that forces short-term quarterly thinking, we may see alternatives like formalized secondary markets. Perhaps companies like Uber will be able to avoid going public and still provide liquidity options for their early investors & employees.

This was a fascinating read. Surprised that painters have seemingly good working conditions, set their own hours, and work from home!

Just a random idea: when targeting mid-market customers, have you considered going "Watsi" style? Instead of an Instapainting storefront, what about commissioning artwork directly from painters? Display the painter's name, their photo, number of previous paintings painted, and their affordable price to commission a painting.

Effectively, you could become the Internet-version of those studios themselves.

YC Continuity 11 years ago

Instead, I wonder if YC can formalize & self-regulate a secondary market as an intermediate step before IPOs. This is already happening, but with undesirable side effects.

Explanation for why this is occurring:

Slack's desktop apps are HTML5 webapps wrapped inside native desktop wrappers. Specifically, Slack uses Github's Electron (formerly, Atom Shell) which is basically Chromium. The desktop app is a webpage inside Chromium.

Commenters have seemed to miss that this phone isn't designed for the "90%" that don't have WiFi. This isn't designed for African villages where electricity is spotty and LTE is non-existent.

This is designed for tech-savvy parts of the world that care about having cloud-connected phones with "infinite" storage. Anyone that takes thousands of photos on their 15MP phone cameras & 1080p/4K video knows the pain of phones with limited storage.

It makes no sense to say a product sucks because it sucks for groups of people that it wasn't designed for in the first place.

If you're having difficulty loading this webpage, it's because the author decrypted Facebook's iOS binary and listed all 18,000 header files.

Yes, this webpage is merely a list of 18,000 headers.

On a freighter? I'd love to know more.

Or one of those Caribbean leisure cruises? Those are cheap upfront - to get you in the door - relying on in-ship purchases (like alcohol & restaurants) to make the majority of their money.

I've been wanting to do this for years, but it's hardly "extremely affordable" – on average, it's anywhere from $3,000 to $10,000 per person for a 2-4 week trip.

Change Your Name 11 years ago

PG is recommending you get the X.com, but that doesn't mean you need to pay $50,000 for X.com on Day 1 of your startup. I see people making this mistake all the time, buying expensive domains before validating their startup in the first place.

Think about what Dropbox, Stripe, and AirBnB did!

  getdropbox.com          -> dropbox.com
  devpayments.com         -> stripe.com
  airbedandbreakfast.com  -> airbnb.com

That's because you treat VR vs AR vs reality as three different extremes.

They're not.

Think of them as a spectrum. VR + stereoscopic image passthrough gets you an AR-like view of the real world around you. These overlays allow you to pick up coffee cups, see when your kid is poking you, etc.