Virtual Reality

Virtual Reality – The Future

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Virtual Reality – The Future

The future is coming quickly, but how quick do we need it to be?

Virtual Reality has progressed throughout the ages since 1957, when the first device was created. However, it wasn’t until 2012, when the Oculus Rift was announced, that we began to see big change fast, very fast. So far Virtual Reality has mostly been orientated around Gaming. However, what is the future of gaming? As well as the future of Virtual Reality as a whole? In this article I’ll be talking about a few of the current available headsets and where they’ll go in the future of Virtual Reality.

HTC Vive

The HTC Vive is a soon-to-be released Virtual Reality device which seems to be headed towards mainly Gaming, being developed in co-production of HTC and Valve Corp. With an Oled 2160×1200 display (1080x1200p per eye), 90Hz refresh rate, and a Field of View of 110* or higher. It also has a lighthouse tracking, with 2 base stations on opposite sides of the room which allows you to walk around the room and be fully tracked. It also comes with 2 SteamVR Controllers. It’s been announced that they’ll be releasing the consumer version of the Vive around Christmas, 2015.
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How will the HTC Vive use Virtual Reality?

The HTC Vive can change Virtual Reality in many ways, Gaming being a big one. Being able to walk around your environment can create amazing immersion in games, as well as having the ability to create art and galaxies from your very own fingertips. Personally, I feel the HTC Vive can do more than what it’s currently being used for, with many potential ways of using it. Imagine, being able to be in a virtual room, where you can create testing facilities and create the world’s you’ve always wanted to be in, that you could never reach, until now. I personally currently feel that the HTC Vive works better from a sandbox / artistic point of view.

The Oculus Rift

The Oculus Rift, Successfully Kickstarted in 2012 with 2,437,429 million dollars, with the goal of 250,000. The Oculus has currently gone through two development kits, and is about to release the consumer version within the next 6 months. The headset in the Consumer version has a resolution of 2160×1200 over 2 OLED displays, working at 233 million pixels per second. Compared to the other headsets it also has built-in headphones, which can also be removed for those that wish to use their own headset. It’s said to be “Plug & Play”. Which would be great, considering it takes ages to get the Development Kits to work. It also has a tracking system for seated and standing experiences. They expect to release in the first third of 2016.
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How will the Oculus Rift use Virtual Reality?

The Oculus Rift, as an owner of the Development Kit 2 I personally believe the Oculus will use Virtual Reality mostly for seating social experiences, such as watching movies either by yourself or other people online, or even Roller Coasters and theme park rides. The standing experience sounds interesting as you could easily trip over the wires. (But then again, same issue for the Vive,) I feel the Rift will be used for Gaming to begin with, but will eventually be used for other Social experiences, allowing the HTC Vive to take the PC Gaming Market, as well as Playstation VR taking the Console VR market. But this is just my opinion, and could change prior to the release of the devices.

Playstation VR

PlaystationVR (Formerly known as Project Morpheus), is a VR device exclusive to the Playstation 4. PSVR has a 100* FOV, 1920x1080p OLED display (960x1080p per eye), and runs at 120FPS. Sony also recently announced that the refresh rate has gone from 120hz to 90hz. PlaystationVR is said to be released mid year 2016. It uses two playstation move controllers to help immersion by showing hands.
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How will PlaystationVR use Virtual Reality?

As you might expect. Games. Currently PlaystationVR seems to be the more game oriented Virtual Reality device. Although the HTC Vive will also be for games, it seems it’ll have much more of a variety of content unlike the one category PlaystationVR will fall into. PSVR of course, like the others so far are wired. That’s a true downside to being immersed, being restricted due to wires. PlaystationVR (Formerly known as Project Morpheus), is a VR device exclusive to the Playstation 4. PSVR has a 100* FOV, 1920x1080p OLED display (960x1080p per eye), and runs at 120FPS. Sony also recently announced that the refresh rate has gone from 120hz to 90hz. PlaystationVR is said to be released mid year 2016. It uses two playstation move controllers to help immersion by showing hands.

Google Cardboard

Google Cardboard, a cheap VR platform developed by Google was made for mobile phones which many users have, it was intended to be low cost for everyone to try and works with many Samsung, Apple, and many others devices. The phone held can be a maximum of 5.7 inches. In one of VRRelated’s previous articles we talk about Google Cardboard and The Benefits of Mobile VR for more, click here.

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How will Google Cardboard use Virtual Reality?

I personally believe, looking at how many companies such as Volvo and Kelloggs have been using this, that Google Cardboard will become the “advertisement” device. It’s cheap material makes it possible for the companies (such as Kelloggs for example) to make it possible to make the cardboard out of the cereal box with a template and include the lenses. It’s a cheap way to do things considering it doesn’t really cost anymore than what the cereal box itself does. It also gets advertising across for their products. There are games for the Google Cardboard, however obviously due to not having lots of power in the phones, they’re more like quick experiences to get you to understand the basics of Virtual Reality. Also if you’re reading this and haven’t tried a device, or have only tried the cardboard. Don’t completely base your experiences off the cardboard. it’s a very cheap product. You won’t truly know how good Virtual Reality is until you look at the professional stuff.

Samsung GearVR

GearVR was developed by Samsung Electronics in collaboration with Oculus VR. A compatible Samsung Galaxy Device (Galaxy Note 4 or Samsung S6/S6 Edge) is used as the headset’s display and self processing. The GearVR headset also has a touchpad and a back button on the device. as well as a proximity processor to know when the headset is on. There have been two versions, one for Galaxy Note 4 and another for Samsung S6/S6 Edge. The new ones have come with an implemented fan to cool down the phone, as an issue with the first version for the Galaxy Note 4 was that it tends to overheat after thirty minutes or so.
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How will GearVR use Virtual Reality?

Darknet Game Play for GearVR, coming to Oculus CV1 in 2016.
Personally, GearVR currently seems like my all time favorite. This is mainly because it’s wireless and has a lot of great content already available for it. I can sort’ve see it being used for educational purposes, but mostly for mobile gaming. The current downside is that it still seems to overheat and stop working after an hour or so. Which in due time will hopefully stop happening. If you have a compatible phone and don’t want to get a high powered PC I recommend getting this, mainly because it will only cost you $200 and it nearly is plug-and-play. I do however first highly recommend trying out Google Cardboard and looking at a few demos to make sure you want to purchase a real Virtual Reality device.
Virtual Reality has come a very long way within the past five years, from 3D headtracking to being able to move around on omni-treadmills, as well as having products in development which allow you to touch and smell. The future of Virtual Reality is rolling straight ahead, if you haven’t already tried Virtual Reality, then try find a way to get access to a product. Believe me, once you’ve seen the Virtual Side, there’s no going back.
Darknet Game Play for GearVR, coming to Oculus CV1 in 2016.


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Jomas McCormick

Jomas is an Intern at VRRelated, In the VR scene he also taught kids aged predominantly between 9-15 how to create Virtual Reality content. Jomas also used to host Virtual Reality events to show his community the future that is just around the corner. Now, he's focusing on his goals on making a difference in the world by doing the small things that make a difference in peoples lives, an example being his 0 dollar budget 24hr VRCharity Stream in 2016 which raised over 7000 dollars for the Blind Foundation!

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