mapenzi 2016 kuwa mwaka virtual ukweli michezo ya kubahatisha inachukua mbali?

Will 2016 be the year virtual reality gaming takes off?

wimbi la kwanza la VR headsets flopped, lakini hivi karibuni Oculus Rift, HTC Vive na PlayStation VR kwenda kuuzwa - na wao wanaenda kuwa kiasi, nzuri zaidi


Powered by Guardian.co.ukMakala hii yenye jina “mapenzi 2016 kuwa mwaka virtual ukweli michezo ya kubahatisha inachukua mbali?” iliandikwa na Alex Hern, kwa Guardian Jumatatu Desemba 28 2015 11.00 UTC

Virtual ukweli unakuja. 2016 utaona kutolewa kwa kubwa headsets kwanza matumizi VR kwa 20 miaka.

Katika robo ya kwanza ya mwaka, VR waanzilishi Oculus (tanzu ya Facebook, tangu kwa $ 2bn (£ 1.3bn) buyout Machi 2014) itazindua matumizi toleo la headset zao Rift kwa dunia. Mwezi Aprili, HTC Taiwan itazindua Vive, PC mwingine pembeni maendeleo kwa kushirikiana na michezo ya kubahatisha kampuni Valve. Na wakati fulani katika mwaka - uwezekano wa kuwa na nusu ya kwanza - Sony itazindua wake PlayStation VR, kuongeza kwa Playstation 4, ambayo kuleta VR katika chumba cha maisha.

headsets wale si wa kwanza soko, na njia ya muda mrefu. Katika 1995, Nintendo iliyotolewa Virtual Boy, monochromatic headset kwamba aliahidi kutoa kweli 3D graphics katika michezo ya kubahatisha kwa mara ya kwanza. clunky, dawati-lililotoka kifaa kwamba kuuzwa kwa $180 ($280 katika 2015 dola, au £ 189) na alitoa watumiaji kugawanyika maumivu ya kichwa, ni kuuzwa vigumu kumi ya kile Nintendo alikuwa na matumaini na ulisitishwa chini ya mwaka mmoja baadaye.

Virtual Boy ilikuwa ni kushindwa maarufu zaidi ya wimbi la kwanza la ukweli virtual, lakini wote pamoja hatma sawa. teknolojia tu hakuwa huko: skrini hawakuwa high-azimio kutosha na kuwekwa kuwa karibu na macho, hawakuweza kupata mahitaji kwa kasi ya kutosha kuwasilisha picha laini, na wasindikaji nyuma yao hakuweza kushinikiza saizi ya kutosha atatoa dunia kushawishi. kushindwa kwa 90 wimbi la ukweli virtual ilikuwa hivyo kamili kwamba kuuawa shamba kwa kizazi.

Mengi ya mikopo kwa ajili ya uamsho wa VR ina kwenda kwa mtu mmoja: Palmer Luckey, mwanzilishi wa Oculus. Ilizindua kwa umma na kampeni Kickstarter, headset yake Rift kukulia $ 2.5m katika 2012. Ni kuweka mbali na wimbi la maslahi katika shamba hilo inaendelea leo. outsider katika sekta ya teknolojia, Luckey alikuwa siyo sehemu ya hekima kupokea kwamba VR ilikuwa ni mchezo mpumbavu. Yeye alidhani ni baridi, na hivyo, zaidi ya 9,000 wengine.

Palmer Luckey, mwanzilishi wa Oculus.
Palmer Luckey, mwanzilishi wa Oculus. Picha: Bloomberg kupitia Getty Images

Lakini tu kama muhimu, katika njia ya kuzunguka, ilikuwa smartphone. Ingawa hakuna mtu ingekuwa guessed it kama Steve Jobs alisimama juu ya hatua na alionyesha kwanza iPhone, teknolojia wanatakiwa kufanya juu-tier smartphone ina kufanana ajabu kwa teknolojia wanatakiwa kufanya kushawishi VR. skrini high-azimio, sahihi mwendo sensorer na aina ya mambo Compact wote ni kubwa katika smartphone kisasa, lakini wao ni pia hatua moja katika kufanya ukweli virtual, vizuri, ukweli.

Hii ilikuwa ya kwanza mfano katika 2015 kama Google Cardboard na Samsung Gear VR Bootstrapped nafuu-na-moyo mkunjufu fomu ya VR kwa kutumia smartphones. By slotting simu katika kuonyesha kichwa-lililotoka, wao kutoa upatikanaji wa walimwengu rahisi virtual. Google Cardboard, kwa mfano (literally laser-kukatwa kipande cha kadibodi, kutumika kwa ajili ya kufanya smartphone sambamba katika mahali) Alipewa mbali kwa bure kwa Times New York mwezi Novemba, paired na VR programu kutoka karatasi kutumika "kuiga scenes utajiri wake immersive kutoka duniani kote".

Lakini pale ambapo mazao ya ujio wa headsets kutofautiana na haya ni katika ubora. kuweka tu: wao ni kweli, mzuri sana.

smartphone kisasa hutoa msingi imara ambayo kujenga virtual ukweli headset, lakini haiwezi kushikilia mshumaa kwa kifaa maalum. Na VR headsets wamekuwa kupata bora tu kwa haraka kama smartphones wamekuwa kuboresha. Wakati mimi kwanza kutumika Oculus Rift katika 2013 Nilikuwa underwhelmed. kitengo, ambayo ilikuwa ya pili ya umma mfano, Ilikuwa clunky na mbaya hata kabla ya mimi kuiweka juu. Amevaa hilo waliona kama kuwa usalama wasiwasi ski clamped kwa uso wangu, na utatuzi wa screen alikuwa chini ya kutosha kwamba waliona kama staring katika ulimwengu kupitia mlango matundu. demo - ambayo featured me wenye matatizo ya ndani roller-coaster - alifanya kidogo ili kusaidia, na kulinganisha wake wa safari fairground kuwahudumia tu kusisitiza nyanja ujanja wa jambo zima.

Miaka miwili baadaye, kutumia mwisho kabla ya kutolewa toleo la Rift katika tukio iliyoandaliwa na Picha, na mimi hatimaye akaona nini fuss ilikuwa kuhusu. Amevaa kifaa kwamba hit rafu katika chini ya miezi sita, Mimi ameketi katika spaceship, wakiangalia karibu katika hanger cavernous ndani ambayo kutua. kamba ya taa akageuka juu mbele ya meli yangu, ambayo ilianza kuongeza kasi ya kasi zaidi na zaidi mpaka, ghafla, aliibuka kutoka upande wa meli kubwa mji mkuu (ambayo mimi naweza kuona kama mimi craned shingo yangu nyuma yangu), na mimi nilikuwa kushoto yaliyo katika utulivu wa nafasi. Hiyo ilikuwa wakati maadui ported katika ...

gamer na PlayStation VR headset.
gamer na PlayStation VR headset. Picha: Chesnot / Getty Images

Mchezo, Hawa Valkyrie, imekuwa katika maendeleo kwa miaka miwili, mwanzo kama tech demo kwa ajili ya jukwaa katika 2013. Ni sasa kuweka kuwa mchezo uzinduzi kwa Rift na kwa PlayStation Sony VR, na kwa mtu yeyote ambaye tia ndoto siri ya dogfighting katika nafasi (Kundi hakika kubwa kuliko milele kufuatia kutolewa kwa Star Wars).

Lakini kuna tatizo: utakuwa na kuchukua yangu juu ya kauli yangu. VR ni notoriously vigumu kweli kuuza. video ya Hawa Valkyrie, kuangalia juu ya screen yako, itakuwa kuangalia kama kitu maalum - tu mchezo mwingine nafasi. Kwa sababu, bila VR, hiyo yote ni. video ya mimi kucheza Hawa Valkyrie itakuwa mbaya zaidi: teknolojia mwandishi ameketi katika kiti, gurning na kutapatapa, na ajabu nyeusi sanduku amefungiwa uso wake. Hata kama mimi kuangalia kama mimi nina kuwa na furaha, siyo njia bora ya kuuza vifaa.

Mchezo developer Mike Bithell, ambao Volume: Coda itakuwa moja ya vyeo uzinduzi kwa Playstation VR, anakubaliana na wasiwasi, lakini anadhani kwamba sababu wow itakuwa ya kutosha ili kuondokana na kwamba tatizo awali. "Wewe bila shaka kuangalia silly sana amevaa mambo haya, lakini kama wanaweza kupata folks kujaribu yao juu ya katika maduka makubwa, au chama michezo kwamba mahitaji ya kuchezwa kwa rafiki, Mimi naona ni kwenda kubwa,"Anasema.

Kwa sababu ya kwamba, 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, Hata hivyo. 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) bei, is comparatively cheap.

Matokeo yake, “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, Hata hivyo, 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”.

Even now, 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. Sasa, 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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