Jem Alexander over at Develop has published a two part look at Virtual Reality, where we are now and where we go next. These posts are excellent in terms of the reality they bring to the discussion of virtual reality. Part 2 also features a few quotes from Linden Lab CEO Ebbe Altberg, I’ll come to that later.
Part 1 : VR Check-In Where are we now focuses on developers. The article starts by pointing out that the hype cycle has cooled somewhat, although developers are still very excited, we’re not there yet and it’s a slow ride.
Part of the issue is that there are different headsets and hardware requirements, this is a challenge, but not a showstopper for developers. An arguably larger issue is that hardware remains expensive and then there’s the issue of room space.
Lukas Roper, a freelance games developer seems to think the choice of hardware is good as it will improve the quality of VR experiences, but he is also quoted as saying :
“However, as much as engine developers and headset manufacturers present supporting a headset as a simple task, it isn’t, and for each platform you support, you have separate issues to consider.”
Eventually we will need standards regarding hardware so that developers and users can get similar experiences, but early competition to set those standards can definitely be good.
In terms of room space, developers seem to be keen on the idea of seated and room scale experiences, they will of course be different experiences and this is summed up well by Owen O’Brien, CCP Newcastle’s Executive Producer on EVE: Valkyrie when he says :
“I don’t think large audience size and bespoke VR experience have to be mutually exclusive. Not everyone has enough space for room scale of course, but equally you can create a bespoke VR experience that is seated. It totally depends on the market you are going after. At CCP we are pushing forward on both fronts, with EVE: Valkyrie being the seated experience and Sparc our standing experience.“
I agree and a one size fits all solution would be limiting for VR.
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