Technical problems such as the health of virtual reality devices need to be urgently solved
Just a year ago, virtual reality seemed to be a strange concept, and now it has begun to enter its own "era."
At this year's annual Game Developers Conference, game makers, developers and tech giants will attend the conference to discuss the latest hardware and software they have designed for virtual environments.
Hollywood has been using virtual reality technology for more than 10 years, and even the technology industry has developed prototypes to showcase virtual reality. Now, we are looking forward to some "high-profile" virtual reality devices that can be turned into real consumer products.
At last year's conference, Sony released its first virtual reality device for video games. Since then, virtual reality seems to have opened a $77 billion market opening. Soon, Facebook spent $2.3 billion to buy Oculus VR, a maker of virtual reality devices. The deal marks that virtual reality will not lose its brilliance after gaining billions of dollars in investment.
"After Facebook became the owner of Oculus VR, I don't think the latter will be eager to succeed until they build great products," said Wedbush Securities analyst Michael Pachter.
After Facebook, other technology giants have also stepped into the virtual reality market. Samsung has launched a virtual reality glasses for use with Galaxy smartphones for $250 (about RMB 1,564). Google launched a weird cardboard DIY headset project and partnered with LG and toy maker Mattel in the virtual implementation space.
Even Microsoft has introduced an augmented reality device called Hololens. Launched in January this year, the device is capable of detecting 3D scenes from all angles, and it successfully demonstrates the possibility of letting 3D images float in the real world.
In addition, applications for virtual reality have also broken through the field of games, entering movies, sports, education, and health care. "Virtual reality is only a game, this is too naive," Pachter said.
Not only are well-known big-name companies such as Facebook's Oculus entering the virtual reality market, but some lesser-known companies are entering the field for the first time. For example, video game development company Valve is preparing to showcase its name as SteamVR headset. PC maker Razer will also showcase an open source headset called OSVR that will allow any developer to add 3D programs and use them for free.
In addition, some other small startups have joined the game, and they have taken a different approach, using different virtual reality technologies to create new applications.
As with last year, all eyes are now on Sony, and the company plans to hold a press conference to discuss the future of its Morpheus headset.
"They may show us some information about the final product," Pachter said. "This device will be released next year."
Virtual reality wants to become a mainstream market, and it is not yet full. Before consumers buy such products, they still have some problems to solve. For example, Lewis Ward, an analyst at IDC, a market research firm, believes that virtual reality will go the same way as 3D TV if it fails to address the growing "worries."
For example, there are currently not enough games that can show the value of virtual reality devices. Instead, developers are now only showing us those eye-catching, but very short demo videos, and some even a concept.
“No one will pay for a piece of gaming hardware because they look cool.†Wade said, “Only to give users a great experience, hardware products will be accepted by consumers. In addition, the cost is also our purchase. The second major factor to consider when considering such products is the chicken or egg problem."
Another concern is whether virtual reality devices will have a negative impact on our brains and bodies. Although there have not been a lot of scientific reports on the neurological and physical effects of using virtual reality devices for a long time, the virtual reality system does present a dizzy feeling to the user.
To this end, the US military refused to use equipment such as the Oculus Rift in its simulation training, and they chose higher-end equipment to prevent discomfort to the soldiers. Even EA, one of the world's largest game developers, has yet to apply virtual reality technology.
"When you want to use virtual reality to see our games or feel the speed of our sports games, the possibility of motion sickness will increase dramatically," said EA's chief financial officer Blake Jorgensen. Of course, he also pointed out that members of the virtual reality community want to let EA adopt this technology, but they think it is too early.
However, this also prevents consumers from looking at virtual reality technology with a skeptical eye. To dispel this concern, at least let them try it for themselves. This is the driving force behind the development of the virtual reality market, not Commercial acquisitions and the emergence of new products.
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