Rise of Virtual Reality
Gone are the days of false promises and over hyped virtual reality machines. The day is finally upon society where the predecessors to fully immersive reality is beginning to take hold. The past couple years have seen numerous announcements from companies both large and small touting their newest Augmented reality or virtual reality headsets. Though they may just encompass visual and auditory aspects right now, they are the future building blocks for new virtual worlds and they are here to stay.
The Oculus Rift is on its way to releasing a consumer version. Samsung has announced their own gear as well as Microsoft, Google, Sony and countless others all vying for a place in the marketplace. Rather than this being a bad sign it is an excellent one because competition will breed better systems. There are already gaming consoles out there and other systems that will help spearhead this virtual reality technology into the mainstream
Currently there is around 45 million Galaxy phones sold worldwide by Samsung. This allows them to have many VR compatible machines out there for use. Meanwhile, Sony is out there and has sold around 30 million Playstation 4s. They have their Move controllers which will be paired with their Virtual Reality. Not to mention Sony also has its entertainment wing that allows them to access their vast area of media which includes a lot of movies. Sony will be a big player in the upcoming Virtual Reality revolution. Don’t think that virtual reality will be just confined to gaming though. Many may have initially thought it was strange that a company like Facebook was the one to acquire the Oculus Rift. But they have bigger plans than just playing some games on the machines. There is an unprecedented need and want for social in the VR scape.
Virtual Reality Company Shift
Phillip Rosedale the creator of Second Life was on the forefront for using the internet and gaming to transcend just playing a game but start making connections with other people through the use of created virtual worlds. Instead of just looking at a 2D screen now, there’s a lot more potential out there. Even without VR capabilities Second Life is a thriving community and a precedent for what could be achieved in the Social Virtual Reality space. Aside from new social VR companies popping up and others trying to get in the game, there will be existing companies that need to scale their products to meet the expectations of virtual reality. Some of these companies include game engine companies like Unity and Crytek. Some of these companies spoke at VRX about how they would need to scale their game engines to be able to work on games compatible with these VR systems.
At this time developers are using their tools to build VR spaces on 2D surfaces. Once developers can begin working in a 3D space as they create it will open up all types of possibilities. With barriers to entry lowered then the VR industry will take off in unimaginable ways. It’s akin to the start of the internet.