Ni igba akọkọ ti igbi ti VR awọn agbekọri flopped, sugbon laipe awọn Oculus Rift, HTC Live ati PLAYSTATION VR yoo lọ lori sale - ati awọn ti wọn ba ti lọ si wa ni Elo, Elo dara
Foju otito ti wa ni bọ. 2016 yoo ri awọn Tu ti akọkọ pataki olumulo VR awọn agbekọri fun 20 years.
Ni akọkọ mẹẹdogun ti awọn ọdún, VR aṣáájú Oculus (a oniranlọwọ ti Facebook, niwon si $ 2bn (£ 1.3bn) buyout ni Oṣù 2014) yoo lọlẹ awọn onibara version of wọn Rift agbekari si aye. Ni April, Taiwan ká Eshitisii yoo lọlẹ awọn Live, miran PC agbeegbe ni idagbasoke ni apapo pẹlu ere duro àtọwọdá. Ati ni diẹ ninu awọn ojuami ninu odun - seese lati wa ni akọkọ idaji - Sony yoo lọlẹ awọn oniwe-PLAYSTATION VR, ohun fi-lori fun awọn Playstation 4, eyi ti yoo mu VR sinu awọn alãye yara.
Awon awọn agbekọri ti wa ni ko ni akọkọ to oja, nipa a gun ona. Ni 1995, Nintendo tu awọn foju Boy, a monochromatic agbekari ti o se ileri lati pese otito 3D eya ni ere fun igba akọkọ. A clunky, Iduro-agesin ẹrọ ti o ti ta fun $180 ($280 ni 2015 dọla, tabi £ 189) o si fi awọn olumulo yapa efori, ti o ta awọ idamẹwa ohun ti Nintendo ti ni ireti ati awọn ti a discontinued kere ju odun kan nigbamii.
Awọn foju Boy wà ni julọ oguna ikuna ti awọn akọkọ igbi ti foju otito, ṣugbọn gbogbo awọn pín awọn kanna ayanmọ. Awọn ọna ti nìkan wà nibẹ ko: iboju wà ko ga-ga to lati wa ni gbe ti o sunmo si oju, nwọn ko le sọ sare to lati mu a dan image, ati awọn nse lẹhin wọn ko le Titari to awọn piksẹli to mu a ni idaniloju aye. Awọn ikuna ti awọn 90s igbi ti foju otito je ki pipe ti o pa awọn aaye fun a iran.
Elo ti awọn gbese fun awọn isoji ti VR ni o ni lati lọ si ọkan eniyan: Palmer Luckey, oludasile ti Oculus. Se igbekale si ita pẹlu kan Kickstarter ipolongo, rẹ Rift agbekari dide $ 2.5m ni 2012. O ṣeto si pa awọn igbi ti awọn anfani ni awọn aaye ti o tẹsiwaju lati oni yi. Ohun outsider si awọn ọna ti ile ise, Luckey a ti ko kẹta si gba ọgbọn ti VR je kan aṣiwère game. O si ro o je dara, ati ki ṣe diẹ ẹ sii ju 9,000 awọn miran.
Sugbon o kan bi pataki, ni a roundabout ona, wà ni foonuiyara. Biotilejepe ko si ọkan yoo ti kiye si o bi Steve Jobs duro lori ipele ati afihan akọkọ iPhone, awọn ọna ti a beere lati ṣe a oke-ipele foonuiyara ni a o lapẹẹrẹ ibajọra si awọn ọna ti a beere lati ṣe idaniloju VR. Ga-o ga iboju, deede išipopada sensosi ati iwapọ fọọmu okunfa wa ni gbogbo nla ni a igbalode foonuiyara, sugbon ti won ba tun Akobaratan ọkan ninu ṣiṣe foju otito, daradara, a otito.
Eleyi a ti akọkọ alaworan ni 2015 bi Google Paali ati awọn Samsung jia VR bootstrapped a poku-ati-cheerful fọọmu ti VR nipa lilo fonutologbolori. Nipa slotting a foonu sinu a ori-agesin àpapọ, nwọn nse wiwọle si o rọrun foju yeyin. Google Paali, fun apẹẹrẹ (gangan a lesa-ge nkan ti paali, lo fun dani a ibaramu foonuiyara ni ibi) a fun kuro fun free pẹlu awọn New York Times ni Kọkànlá Oṣù, so pọ pẹlu a VR app lati awọn iwe lo "lati ṣedasilẹ richly immersive sile lati kọja agbaiye".
Sugbon ibi ti awọn bọ irugbin na ti awọn agbekọri yato lati awọn wọnyi ni ni didara. nìkan fi: ti won ba gan, gan ti o dara.
A igbalode foonuiyara pese kan to lagbara mimọ lori eyi ti lati kọ kan foju otito agbekari, sugbon o ko ba le si mu a fitila to a ifiṣootọ ẹrọ. Ati VR awọn agbekọri ti a ti sunmọ ni dara kan bi sare bi fonutologbolori ti a ti imudarasi. Nigbati mo akọkọ ti o lo ohun Oculus Rift ni 2013 Mo ti wà underwhelmed. awọn kuro, ti o wà ni keji àkọsílẹ Afọwọkọ, je clunky ati ilosiwaju koda ki o to mo fi o lori. Wọ o ro bi nini korọrun siki goggles clamped to oju mi, ati awọn ti o ga ti iboju je kekere to ti o ro bi ranju mọ ni aye nipasẹ kan apapo enu. 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 …
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, whose iwọn didun: 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,"O wi.
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, sibẹsibẹ. 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) owo, is comparatively cheap.
Nitorina na, “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, sibẹsibẹ, 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”.
ani bayi, 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. Bayi, 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.
guardian.co.uk © Guardian News & Media to Lopin 2010