Virtual reality is not a dream, the first to enter the game industry

Source: Internet
Author: User
Keywords Mobile games Internet games game consoles

This week, at the annual Games Developers ' conference in San Francisco, game publishers, developers and some technology giants gathered to discuss how to use the latest software and hardware technologies to present virtual worlds to players ' eyes.

How is it different this year? Hollywood has been using similar ideas in movies for decades. The technology industry is also trying to create different prototypes for these purposes. Now, we will finally usher in the emergence of consumer virtual reality equipment. On the GDC, the devices that will eventually come out of the home are set to debut.

On last year's GDC, Sony unveiled virtual reality devices designed for video games. At that time, the 77 billion-dollar industry was only in a pile of slides. Sony's products--code-named the Dream God (Morpheus) Project--became the focus of the Conference.

Shortly thereafter, Facebook bought--oculusvr, the virtual reality industry, at a cost of 2.3 billion dollars. The amount of sky-high acquisitions is a voice to the industry: Unlike the last century's 90-era tumultuous but ultimately dismal ending, this time, virtual reality technology will be rooted in the marketplace.

"This time there's Facebook backing, and I think they're going to stick it out," Wedbush Securities analyst Michael Pachet Michaelpachter said.

Other companies flocked in. Samsung released its 250-dollar VR glasses; Google, in collaboration with LG and toy maker Mattel, launched a bizarre DIY cardboard-wearing device; Even Microsoft joined the fray by introducing holographic glasses HoloLens (a augmented reality device that superimposed 3D images in the real world).

The application of virtual reality technology is expected to break the limits of games and movies, and expand to sports, education and medical industry.

On the GDC, the debut is not only the Oculus of such high-profile products as Facebook, some smaller companies are lonely to debut. Valve, the maker of the steam and the online store, unveiled its own head-and-wear device--STEAMVR. PC maker Razer has also launched a head-and-wear device called OSVR. Some small start-ups have also been exploring new ways to develop innovative applications on well-known equipment to gain a foothold in the industry.

Sony's products, like last year, are still being watched. The company plans to hold a press conference to discuss the future of the Dream God Project.

"They may release the final form of the product," Pachter said, but he also said the product might not be officially available until next year.

The maturity of the virtual reality market will not be smooth, let people wear such equipment in the face still need to solve many problems. Louise Wade, IDC analyst Lewisward, is one of those sceptical, who said that if such products did not succeed in reassuring users, they would repeat the same mistakes of 3D television.

For example, some short demos show us the potential of virtual reality. But "users don't pay for a technology that looks cool, they need to get a really perfect experience, and the hardware just opens a door for us," says Wade.

Another concern is how virtual reality affects our brains and bodies. At present, there is no sufficient research and argumentation in neurology and medicine for the above problems. Products that are still in development are clearly causing discomfort-including nausea and dizziness.

For the above reasons, the U.S. military refused to use similar oculusrift equipment as a simulation exercise, but instead opted for a high-end system that would not cause similar discomfort. The American Art Electric Company plays a pivotal role in the gaming industry, and they have yet to identify with virtual reality technology.

"Our sports games have vast scenes and intense rhythms, and the application of virtual reality technology will lead to severe motion disorders," said Breck Jorgensen, chief financial officer of the art Blakejorgensen. Although the virtual reality community hopes to join the arts, the company feels it is too early, but they say they will closely monitor the development of the technology.

Doubts cannot be dispelled until people try such products themselves. However, the progress of virtual reality technology can not be stopped.

"The idea of virtual reality lasts a long time," says Wade. "This is rooted in human nature and we love to explore different realities." ”

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