Four Factors That Will Push VR Forward in 2016 (technologyreview.com)
At MIT Technology Review, Rachel Metz lists four factors she believes will mean great advancements for virtual reality in the next year. More and better games; wider adoption of specialized cameras for capturing the deep imagery that immersive worlds require; specialized presentation techniques that supplement VR with physical cues like temperature or direction; and availability of better viewing hardware. That better hardware seems poised to take off. According to the article, Facebook-owned Oculus’s first consumer headset, Rift, is slated for release in the first quarter of the year, while the HTC Vive—a headset created by smartphone maker HTC and video-game company Valve—is set to be available to consumers in April. Sony, meanwhile, is building its own headset, called PlayStation VR, which the company says will be released in the first half of the year.
There was a real chance to garner interest in VR for the second time. Too bad it was overhyped without anything to show for it and now everybody is tired of hearing about it.
Maybe someone will get it right in another 10 or 15 years.
that's us,,, hand in hand we stand... truth + mercy = justice,, in the moms we trust...
All four of the factors are porn.
You are welcome on my lawn.
So I can use this along with the Kinect to play a hand full of games and demos after which it will sit gathering dust.
p0rn of course...
Because damn, did you try that? Even with only Cardboard its quite the experience. Not that i tried it ofc *cough**cough*
The problem with VR is physiological: the difference between what the eye sees and the inner ear senses causes motion sickness in almost all people (of course the special snowflakes on here aren't affected). This will prevent VR from ever being used widely. Now, AR has a real future, but VR doesn't.
2016 will be the year of the gaming crash. The bubble has distended enough, and this mad craze into VR research is going to leave a lot of companies broke and investors licking their wounds.
Once Apple "invents" VR with "iGlasses" after a year or 2 of commercial availability from other vendors, it'll make VR happen.
The one thing that makes VR headsets in development useless is the narrow (~ 100 degrees) viewing angle. To look behind, that means having to turn the head by >180-50/2 = 125 degrees. Instead of turning the head 90 degrees, in combination with an eye-movement of another 90 degrees.
Of all the many different types being developed, only StarVR seems to care. Likely, others will sell more, and rule the market. Like VHS and Video2000.
It'll be 5-10+ more years
Games aren't gimmicky and shallow enough without fully supporting a shallow and pointless gimmick that will just further reduce the development time of new and interesting gameplay?
I always assumed VR needed the absolute best hardware and software technology could make -- and I suppose it does, if re-creating insane framerate high end games is the goal.
But when I got a free cardboard viewer with my NY Times I was blown away with how good even the most ghetto VR setup could be. The NY Times' video content was meh, but the quickie Google Cardboard app museum tours were immersive and I can't tell you how much time I wasted on the streetview cardboard view.
I'm starting to think they could be doing decent if flawed VR *now*, and building up content, even if it is fairly tame still imagery. As a potential consumer, I could give a shit about gaming but I could easily see spending hours as a virtual tourist.
I worry basically that they're making the perfect the enemy of the good, which means it arrives late, with high cost and a ton of flaws because they've baked too much into it.
I received a new View Master VR for Xmas. It's impressed the hell out of everybody I've shown it to, a number of friends plan to pick one up soon.
It uses your smart phone for the display so it's rather inexpensive - while the starter pack (viewer and a demo disk) has a list price of $29.99, Amazon has it for $20.95. It's compatible with apps written for Google Cardboard.
I've written a blog entry about it for anyone interested in more detail.
The Samsung GearVR with it's additional IMUs is an order of magnitude better the Cardboard, the Rift and Vive with positional tracking and room scale is another order over that.
VR has a very bright future in 2016.
Paying taxes to buy civilization is like paying a hooker to buy love.
Everything is potentially better than the cardboard, but the point is, the cardboard works now and is pretty cool for what it is.
And I'm not saying it should be the focus of anything in terms of development, but it's an example of how crude and simple actually working (with wide hardware support) beats "orders of magnitude better" with limited hardware support and much higher costs.
I suspect that vr headsets, even if they are only so-so at vr, will be fantastic replacements for large screen TVs. Multiple people in the same room can watch different content at the same time without interfering with each other.
Hype, this VR wave is hype.
The problem with the current VR technology is lack of light field to go along with the stereoscopic view.
This can (and for most people will) cause serious eye/sight issues.
When the patents for basic light field technology have expired (~20 years from now), then there will be a new wave of VR.
And the light field VR wave will be the most awesome wave in mainstream display technology of the current century!
Light field VR will be as awesome as VR will ever be able to get!