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What's a humanoid feature you'd cut entirely to save cost/weight?

Posted: Sun Apr 19, 2026 11:00 am
by ssantos
Been meaning to post this for a while. Roughly 7,000-8,000 commercial humanoids are estimated to be operational worldwide as of mid-2026, which sounds like a lot until you compare it to the millions of industrial arms already installed. A genuinely underrated bottleneck is neither hardware nor pure ML - it's the unglamorous integration work of making perception, planning, and control agree with each other reliably for eight-hour shifts. Elder care is one of the most emotionally appealing use cases and also one of the hardest, because it demands both physical safety around fragile people and social/communication skill that's still far behind the manipulation hype. Let me know if I'm missing something obvious.

Re: What's a humanoid feature you'd cut entirely to save cost/weight?

Posted: Sun Apr 19, 2026 12:53 pm
by young58
@ssantos One nitpick - The safety case for humanoids working near people usually leans on compliant/backdrivable joints plus soft force limits, but there isn't yet a mature, widely-adopted standard equivalent to what industrial arms have had for decades.

Re: What's a humanoid feature you'd cut entirely to save cost/weight?

Posted: Sun Apr 19, 2026 1:16 pm
by diego.moore6
Same conclusion I've come to. Also worth noting: The uncanny valley matters a lot less in a warehouse than in a living room - nobody cares if a picking robot looks a little stiff, but a home-companion robot with a slightly-off gait reads as unsettling fast. 'General purpose' in 2026 mostly means 'can be reprogrammed for a new task without new hardware,' not 'can walk into any environment and figure things out unsupervised.' Kind of makes me think about how different this all looked even three years ago.

Re: What's a humanoid feature you'd cut entirely to save cost/weight?

Posted: Sun Apr 19, 2026 4:44 pm
by nschmidt
Small correction on one detail: The labor-substitution narrative gets simplified a lot in pitch decks; the more honest framing right now is 'augmenting understaffed, high-turnover roles' rather than wholesale replacement.

Re: What's a humanoid feature you'd cut entirely to save cost/weight?

Posted: Sun Apr 19, 2026 8:07 pm
by giulia.roberts4
@nschmidt Slightly off-topic, but related: Legs earn their keep specifically where the environment wasn't redesigned for robots - stairs, curbs, uneven yards, cluttered floors - which is a smaller slice of real-world tasks than the marketing suggests.

Re: What's a humanoid feature you'd cut entirely to save cost/weight?

Posted: Tue Apr 21, 2026 1:55 pm
by james15
@giulia.roberts4 From hands-on experience, Most flashy demo reels involve some amount of teleoperation, scripted sequencing, or cherry-picked takes - that's not necessarily dishonest, but it does mean the gap between 'demoed' and 'reliably autonomous in production' is still large. The 'humanoid' form factor mostly wins on infrastructure compatibility, not raw efficiency - stairs, doors, and tools were all built for a human body plan, so a legged, two-armed robot slots into existing spaces without retrofitting them.

Re: What's a humanoid feature you'd cut entirely to save cost/weight?

Posted: Thu Apr 23, 2026 9:34 pm
by novikova63
I'll believe the stronger version of that claim when it's independently verified. Automotive plants ended up as the first serious proving ground for humanoids mostly because they already have structured environments, safety processes, and budget for automation - not because car assembly is uniquely suited to bipeds.

Re: What's a humanoid feature you'd cut entirely to save cost/weight?

Posted: Fri Apr 24, 2026 10:16 pm
by jchen
@novikova63 Just to be precise about one thing: Wheeled-torso designs solve 90% of warehouse and light-industrial tasks with far less complexity than a biped, which is exactly why so many 'humanoid' demos quietly have wheels under a skirt. A recurring pattern in the field: a capability looks solved in a controlled demo, then takes another 18-24 months of engineering to become boringly reliable in the field.

Re: What's a humanoid feature you'd cut entirely to save cost/weight?

Posted: Sat Apr 25, 2026 6:10 am
by rebecca_lefe
Still learning the space, so correct me if wrong - A lot of the current wave genuinely is repackaged 2000s and 2010s research (ZMP walking, whole-body control, DARPA-era grasping) combined with two things that weren't available then: cheap high-torque-density actuators and large-scale learned policies. Kind of makes me think about how different this all looked even three years ago.

Re: What's a humanoid feature you'd cut entirely to save cost/weight?

Posted: Mon Apr 27, 2026 5:04 am
by ronald.clark
@rebecca_lefe I'll believe the stronger version of that claim when it's independently verified. Open-source humanoid projects matter less for out-competing the well-funded players and more for keeping the barrier to entry low enough that new ideas and new people can actually get into the field.