State of play of Virtual Reality
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[January 22, 2016]
LAS VEGAS, NEVADA (Reuters) -
Valkyrie, a new action-packed space adventure developed by game company
CCP, was designed to harness the latest in virtual reality technology. A
VR headset is the best way to appreciate the truly immersive nature of
the game. Two dimensional renderings do little justice to the 3D version
- or the hardware used to play it.
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That sums up the problem with virtual reality - it's hard to sell
3D in a 2D world.
"Today we use devices like smartphones and tablets. Tomorrow we want
to change the dynamic around immersive, advanced, virtual reality,"
said JP Nauseef, the founder of Krush technologies, a company
starting to develop virtual reality hardware.
Major advances in virtual reality are starting to take shape. Tech
giants like Google, Facebook and Samsung are just some of the
players heavily investing in VR. Cheaper, more sophisticated,
headsets are coming to market every year.
At the same time, futuristic hardware like Moveo, a concept
simulator developed by Krush, are expanding the scope of
possibilities for virtual reality.
But according to Halsey Minor, founder of CNET networks and several
other tech enterprises, accelerating growth in VR must be content
driven.
"I think the biggest opportunities in VR are around the biggest
opportunities in television and that requires the ability to do live
streaming VR, which today has been a very difficult thing because of
the technology involved," said Minor, who is heading up Reality Lab,
a start-up focused on bringing VR into the mainstream.
Minor recently unveiled the Quantum Leap VR system, a device that
starts paving the way towards a future where people will be able to
experience live sporting events and concerts in virtual reality.
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"It's 16 HD cameras all running at the same time and out of those 50
gigabytes of information, a huge amount of information, we have to
craft to perfect 360 degree spheres for each eye and then transport
that over the Internet," Minor added.
He predicts that just like the Internet is supplanting newspapers,
VR will have the same effect on television.
"The most interesting thing that we are going to find out in 2016 is
how fertile is the market right now. Are we going to sell 10 million
of these? Are we going to send a million of these? But I think that
is going to tell us what our trajectory is because where you start
is going to determine how fast you grow," he said.
No matter the pace, Minor says immersive technology will
increasingly turn the virtual world into our everyday reality.
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