How Virtual Reality Became Reality
An anonymous reader writes "Wired has an in-depth report on the development of the Oculus Rift, telling the story of the tech and its creators from conception to present. Quoting: 'That's because Oculus has found a way to make a headset that does more than just hang a big screen in front of your face. By combining stereoscopic 3-D, 360-degree visuals, and a wide field of view—along with a supersize dose of engineering and software magic—it hacks your visual cortex. As far as your brain is concerned, there's no difference between experiencing something on the Rift and experiencing it in the real world. "This is the first time that we've succeeded in stimulating parts of the human visual system directly," says Abrash, the Valve engineer. "I don't get vertigo when I watch a video of the Grand Canyon on TV, but I do when I stand on a ledge in VR." ... The hardware problems have been solved, the production lines are almost open, and the Rift will be here soon. After that it's anybody's guess. "I've written 2 million lines of code over the past 20 years, and now I'm starting from a blank page," Carmack says. "But the sense that I'm helping build the future right now is palpable."'"
Here's how it happened:
2 decades passed since the last time they tried this shit and failed. Now they're trying this shit again, and they'll fail again. People don't want to wear headgear for their media consumption. "VR" (stereoscopic 3D on a head-mounted display) will be a massive flop in the mass consumer market, as always.
VR will continue to be marginally useful for specific uses such as 3D imaging for medical, military, or industrial applications, as it always has been. It will continue to get marginally better, extremely expensive upgrades that take it from HUDs to glasses to headgear to actual VR. It will do this outside of the 20 year abortion cycle that the mass consumer market sees.
The Oculus Rift and Sony's Project Morpheus are abortions in progress.
Have you worn an Oculus? No, you haven't. Which is why you think it is an 'abortion'. I have spent the better part of a year with an early development kit and I can tell you it's already a highly entertaining experience that will only get better over time.
> People don't want to wear headgear for their media consumption.
People don't want to watch a wall-mounted rectangle for their media consumption. Both are asinine statements. Anyway, VR isn't so much about consuming media. It's about being part of an interactive experience that can't be replicated any other way.
> 2 decades passed since the last time they tried this shit and failed.
Yes, it was super expensive back then, there was next to no content and the overall experience was absolutely horrible by anyone's standards.
So what's different this time? Technology has improved immensely. Field of view is much larger, latency is way down, resolution is way up, and weight is a small fraction of the early headsets. Oh, also most households already have the computers necessary to drive a decent VR experience. And content? It's coming. There are thousands of 3d games that can benefit from VR with only a few months of additional development effort and hundreds of new titles already being built. Furthermore, VR headsets will be in the same price range as a typical game console or high end video card. It is now right in the cross-hairs of the mainstream digital consumer.