Will 2016 izan du urteko errealitate birtuala jolas hartzen off?

Will 2016 be the year virtual reality gaming takes off?

VR entzungailu lehen olatua flopped, baina laster Eye Rift du, HTC Vive eta PlayStation VR jarriko dira salgai - eta askoz izan ari dira, askoz hobeto


Powered by Guardian.co.ukIzeneko artikulu hau “Will 2016 izan du urteko errealitate birtuala jolas hartzen off?” zen Alex Hern ek idatzitako, The Guardian astelehenean 28an Abendua 2015 11.00 UTC

Errealitate birtuala da datozen. 2016 Lehenengo larriak kontsumo VR entzungailu oharra ikusiko da 20 urte.

Urteko lehen hiruhilekoan, VR aintzindariak Eye (Facebook filiala, geroztik $ 2bn (1.3bn £) Martxoan buyout 2014) kontsumitzaileak bere Rift entzungailu bertsio abian jarriko den mundua. Apirilean, Taiwan-en HTC Vive abian jarriko, PC beste periferiko batera garatu jolas irmoa Balbula. Eta urteko uneren - Litekeena da lehen erdia izan - Sony bere PlayStation VR abian jarriko, Gehigarrien Playstation egiteko 4, horrek ekarriko du VR egongela sartu.

headsets horiek ez dira merkatura lehena, bide luzea by. In 1995, Nintendo kaleratu du Boy Virtual, monokromatikoak entzungailu bat dagoela egia 3D bideojokoak grafikoak eskaintzeko lehenengo aldiz agindu. clunky A, mahaian-muntatutako gailuak hori saldu $180 ($280 in 2015 dolar, edo 189 £) eta eman erabiltzaile splitting buruko, apenas zer Nintendo espero zuen hamarren bat saldu eta etenda zen urtebete geroago baino gutxiago.

Boy Virtual errealitate birtuala olatu lehen porrota nabarmenena izan zen, baina guztiak partekatutako gauza bera gertatu. Teknologia da, besterik gabe, ez zen han: pantailak ez ziren bereizmen handiko nahikoa begiak itxi jarriko, ezin izan zuten freskatu bezain azkar leuna irudi bat aurkeztea, eta horien atzean prozesadoreak ezin bultza nahikoa pixel konbentzitzen mundu bat errendatu. 90eko errealitate birtuala olatu porrota hain osoa eremuan hil dela belaunaldi batentzat.

VR berpiztea kreditua zati handi bat pertsona joan du: Palmer Luckey, Eye sortzailea. jendaurrean jarri zen martxan Kickstarter kanpaina, Bere Rift entzungailu planteatu $ 2.5m hasi 2012. Martxan jarri da eremu horretan interes olatu egun jarraitzen du. teknologia industria kanpotar, Luckey ez zen jaso jakinduria festa VR ergel baten joko zen. cool zela pentsatu zuen, Eta hitz egin baino gehiago 9,000 beste batzuk.

Palmer Luckey, Eye sortzailekidea.
Palmer Luckey, Eye sortzailekidea. Argazkia: Bloomberg Getty Images bidez

Baina hori bezain garrantzitsua, modu biribilgune batean, smartphone zen. inork ez zuen igarri zukeen arren Steve Jobs agertokian zutik jarri eta lehen iPhone frogatu, goi-mailako smartphone bat egiteko beharrezko teknologia konbentzitzen VR egiteko beharrezko teknologia antzekotasun nabarmenak ditu. Bereizmen handiko pantailak, zehatzak motion sentsoreak eta forma trinkoa faktore guztiak smartphone moderno bat handia dira, baina, aldi berean ari zapaldu dute bat errealitate birtuala egiteko, ondo, errealitate bat.

Hau lehen ilustratua zen 2015 Google Kartoia eta Samsung Gear VR bootstrapped VR forma merkea eta alaia smartphones erabiliz. Telefono bat MORTASATZEKO buru-muntai pantaila batean By, mundu birtualak simple sarbidea eskaintzen dute. Google Kartoia, adibidez (literalki laser-ebaki kartoi zati bat, smartphone bateragarri bat eskuan leku egiteko erabiltzen) eman zitzaion urruntzen doan New York Times azaroan, parekatuta paper batetik VR app bat erabili "dotorea immersive eszenak simulatzeko, mundu osoko".

Baina non datozen entzungailu laborantza horiek berdinak ez da kalidadeko. Besterik gabe jarri: benetan ari dira, benetan ona.

smartphone moderno bat oinarri sendo bat zein errealitate birtual entzungailu bat eraikitzeko ematen du, baina ezin du eduki kandela bat gailu dedikatu bat. Eta VR headsets dute lortzean bada hobeto bezain azkar smartphones gisa izan hobetzen dira. Aurreneko erabiltzen dut Eye Rift batean 2013 underwhelmed izan dut. unitatea, bigarren prototipoa publikoa izan zen, zen tramankulu eta itsusia da jarri dut aurretik ere. jantzita nire aurpegia clamped deseroso ski betaurrekoak izatea bezala sentitu, eta pantailaren bereizmen nahikoa baxua izan zen sentitu duten sare ate baten bidez munduari begira geratzea bezala da. The demo – which featured me strapped into a roller-coaster – did little to help, with its comparison to a fairground ride serving only to emphasise the gimmicky aspect of the whole thing.

Two years later, using the final pre-release version of the Rift at an event organised by Facebook, and I finally saw what the fuss was about. Wearing the device that will hit shelves in less than six months, I sat in a spaceship, gazing around at the cavernous hanger within which it sat. A string of lights turned on in front of my ship, which began accelerating faster and faster until, suddenly, it emerged from the side of an enormous capital ship (which I could see if I craned my neck behind me), and I was left floating in the calmness of space. That was when the enemies ported in …

A gamer with the PlayStation VR headset.
A gamer with the PlayStation VR headset. Argazkia: Chesnot/Getty Images

The game, Eve Valkyrie, has been in development for two years, beginning as a tech demo for the platform in 2013. It’s now set to be a launch game for the Rift and for Sony’s PlayStation VR, and for anyone who’s harboured secret dreams of dogfighting in space (a group surely larger than ever following the release of Star Wars).

But there’s a problem: you will have to take me on my word. VR is notoriously hard to actually sell. A video of Eve Valkyrie, watched on your screen, will look like nothing special – just another space game. Because, without the VR, that’s all it is. A video of me playing Eve Valkyrie would be even worse: a technology reporter sitting in a chair, gurning and writhing, with a bizarre black box strapped to his face. Even if I look like I’m having fun, it’s not the best way of selling the hardware.

Game developer Mike Bithell, zeinen Bolumen: Coda will be one of the launch titles for the Playstation VR, agrees with the concern, but thinks that the wow factor will be enough to overcome that initial hurdle. “You undoubtedly look very silly wearing these things, but if they can get folks trying them on in shopping malls, or party games that demand to be played with friends, I can see it going big,", Dio.

Because of that, the early penetration provided by cheaper versions of VR such as Google Cardboard could counterintuitively spoil VR’s chances of taking off. Many who were unimpressed by the smartphone-strapped-to-your-face approach will be unwilling to give VR a second chance, even if future versions are considerably better.

Not everyone is concerned about an initial hurdle, ordea. Brian Blau of analyst firm Gartner dismisses the worry: “I believe that once people get a basic understanding of the device they instantly understand its power, even without trying one on. The notion of a wearable computer isn’t science fiction these days and people have a good understanding of what VR could do for them.”

For Blau, the real difficulty comes in the next step: “The VR experience is completely dependent on the device and the quality of the content. I’m convinced that the initial devices being released in 2016 are good enough, but it’s the content that must keep users coming back. Is there enough good VR content in the pipeline to keep users engaged with the devices over time? From early indications there are some great VR games and video experiences so I’m not worried, but ultimately this is a question that we can’t answer until we see how the general public reacts to these new types of personal computing devices and content.”

Even if it overcomes those hurdles, there’s another one waiting around the corner: cost. Both the Rift and the Vive require a top-flight gaming PC, which costs about £1,000, to power the devices – which themselves are likely to start around £300. Against that, the PlayStation VR, which only requires a £300 PlayStation 4 on top of its own (unannounced) prezioa, is comparatively cheap.

Hori dela eta, “it’ll remain a super exciting early adopter tech until the price comes down”, says Bithell. “It’s important to remember though that, while the price will be high, we’re not talking ‘buying the first 3D TVs to hit the market’ prices here.” The prices will be probably high enough, ordea, to prevent an immediate repeat of the last great crossover hit from gaming, Nintendo’s Wii.

That’s a shame, because some of the most interesting uses of VR are a long way from traditional gaming. As well as the burgeoning field of 360˚ cinema, which places viewers in the centre of the shot and allows them to look around as they see fit, there’s the looming presence of Facebook in the field. The social network is not the first thing that comes to mind when one thinks of gaming – but that’s not what Mark Zuckerberg cares about either.

“Imagine enjoying a courtside seat at a game, studying in a classroom of students and teachers all over the world or consulting with a doctor face-to-face – just by putting on goggles in your home,” he wrote when he announced Facebook’s acquisition of the company. “Virtual reality was once the dream of science fiction. But the internet was also once a dream, and so were computers and smartphones.”

But that’s further down the line. For the next year, the question will be whether a virtual reality headset can take its place on the gaming stage – and if so, which one. Bithell thinks so. “As products, all three are solid and ready for that audience. While I’m not expecting to be throwing my TV in the tip next Christmas, I think they’ll have a strong start, then it becomes about sustaining that success with software and further iterations on the tech.”

Gartner’s Blau thinks that “a single year isn’t enough time to get an overall picture of the future of VR”, but that it is “certainly enough time to fully understand how the first few years of VR technologies will do in the hands of consumers”.

Nahiz eta orain, with months to go until release, the state of virtual reality tech impresses me. I’ve written it off before, worried that over-promising and under-delivering would combine with the “dork factor” to produce something dead on arrival. Orain, I’m only sure of one thing: I want one. If you want me, I’ll be the one in the corner, gurning and writhing with a smile on my face.

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