Category Archives: VR vs.

VR vs. The Perfect VR HMD

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Standardisation is a distant dream for the virtual reality (VR) industry in its current state. A set of expected features for any head-mounted display (HMD) is hard to form with no real consumer hardware to base them off. As a result, the first generation of devices, set to release over the next 10 months, will form an immensely varied landscape, for both better and worse. Weighing up the pros and cons of each HMD (sometimes literally) is something that every VR fan is going to have to do in the near future, unless they’re fortunate enough to be able to splash out on more than one. READ MORE

VR vs. Taste

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Sight is on its way to being solved, as is sound. There’s promising progress being made when it comes to feeling and even some rather surprising experiments with smell. Virtual reality (VR) technology, then, is beginning to grasp the first 4 of the 5 major senses. But what about taste? It’s the missing part of the puzzle, even if it can be hard to picture the kind of virtual experience in which someone would utilise it. This is arguably far more complex than tricking any of our other senses, requiring a deep understanding of the human systems that allow us to tell the difference between foods rather than simply tricking us into seeing or hearing something. READ MORE

VR vs. Exclusives

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Exclusives have changed dramatically over the past decade. In the PlayStation 2-dominated landscape of 10 years ago companies like Square Enix were happily bringing anticipated RPGs and sequels to just one platform. But that’s clearly no longer the case, as the same publisher’s announcement last year that Rise of the Tomb Raider would be a holiday 2015 exclusive on Xbox One was met with such negativity that it was practically forced to admit a PlayStation 4 version would also be arriving later on. Unless you’re owned by a platform holder or having your content published by one, the chances are that you’ll want your videogame to reach as many platforms as possible. How is that going to translate to VR? READ MORE

VR vs. Comfort

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In the ever-expanding pursuit for the absolute best virtual reality (VR) technology it’s easy to forget about some of the very basic physical requirements expected of head-mounted displays (HMDs). Every time Oculus VR adds a new component to the consumer Oculus Rift (CV1), for example, it has to take some essential factors into consideration; namely how it affects the size, shape and weight of its device. Resolution, frame rate and latency are all key pillars of the VR experience, but the simple act of putting a piece of hardware on your head and feeling comfortable doing so is just as important no matter how less technically demanding. READ MORE

VR vs: Project Morpheus’ First Titles Are Already Out, You Just Don’t Know it Yet

Even looking from within the ever-expanding VR bubble, it’s easy to understand why the tech has so many sceptics. There are of course the more common concerns about pricing and accessibility but more worrying are the string of disappointments in the console peripheral market, the bitter memories of which still linger in many minds. Sony Computer Entertainment’s (SCE’s) efforts with the PlayStation Move controller on PlayStation 3 came up lacking and it’s hard not to remember the aggressive push the company made for 3D TVs without biting your tongue. READ MORE

VR vs. Marketing Reality

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Through the VRFocus social accounts we often see as much negativity as positivity towards virtual reality (VR). Whilst the technology has its advocates: big name company representatives, influential fans, creative groups and organisations relating to science, medicine and education – not to mention specialist media outlets such as ourselves. It still has, let’s face it, just as many people dead against it. The arguments are fairly standard and not all of them invalid; it’s expensive. It’ll require too much space. It’s a fad. Two we’ve been seeing a lot in the past few weeks are the combination of ‘the technology hasn’t changed’ (it has) and ‘it failed in the 90s’. READ MORE

VR vs. The Press Conference Problem

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If there were ever a technology that truly had to be seen to be believed, it’s virtual reality (VR). Once confined to outlandish sci-fi stories and having failed to deliver on its hugely exciting potential in the past, the promise of consumer VR is finally nearly here for real. The tech still faces a lot of commercial obstacles in its quest for customer’s money, however. Arguably one of the biggest issues is how to show VR to the masses. It’s difficult to picture exactly what the likes of the Oculus Rift and other head-mounted displays (HMDs) offer without actually trying them for yourself, and that presents a major problem for one of the most popular ways to advertise new products, the press conference. READ MORE

VR vs. E3 2015 – Varied Show Floor Makes up for Underwhelming Conferences

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“From our PlayStation community of engineers, creators and developers, PS4 became the start of a new reality in computer entertainment. A reality where games and gamers come first. A reality where games and developers matter. A reality where games drive innovation, where games are filled with intelligence, insight, and emotional narrative. A reality where games are the hubs of local connections and collaboration. Indeed a reality where games are the cultural zeitgeist. This new reality of gaming is expansive, inclusive and boundless, and we can’t wait to show you what we mean.” READ MORE

VR vs. E3 2015

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Virtual reality (VR) has already had a big year. Valve has announced the HTC Vive, Oculus VR has revealed a release window for the Oculus Rift and Sony Computer Entertainment (SCE) has announced a new prototype of Project Morpheus. But 2015 is far from over and we’re still hoping to learn much more about these head-mounted displays (HMDs), and even see a few release, before years’ end. Much of that news will likely come next week at the 2015 Electronic Entertainment Expo (E3) gets underway in Los Angeles, California. READ MORE