Virtual reality is evidently the next revolutionary step for
computer interaction and entertainment. Video
games have gradually presented more immersive experiences since their
conception. It is probably ideal to a game developer to have their players feel
comfortably situated in the game’s world, in that way they are better capable
of understanding scenarios in the game with less guidance and responding to the
game’s stimuli quickly. As the technology used to support video games became
more sophisticated, so did too the levels of detail and realism that developers
could create in their game worlds. It would seem natural that video games are
edging ever closer to what should be considered a virtual reality experience.
Primitive
forms of virtual reality have existed for quite a long time. Nintendo had an
early vision for virtual reality with their infamous Virtual Boy console, which
was a large headset that players could peer into to play their games and block
out the rest of the world, rather than staring at a distanced screen. More
recent video gaming consoles, including Microsoft’s Xbox, Sony’s Playstation, and
Nintendo’s Wii have employed motion-control features to give players a more
tangible and “realistic feeling” approach to interaction with games as an
alternative to sitting down and pressing buttons on a controller. Although
these features were innovative, they were still far from what might be
considered true virtual reality. A device that may just be capable of creating
the most advanced virtual reality experience today is the Oculus Rift.
The
Oculus Rift is currently a prototype virtual reality headset that is designed
to track a player’s head position and orientation, deliver 3D content to both
direct and peripheral vision, and be lightweight and comfortable to wear. Oculus
is one of the modern companies trying to truly create a consumer solution to
virtual reality. They’ve developed several prototypes of their Rift as strides
towards a fully-featured consumer version. These prototypes are intended to be
used by developers as “dev kits” to get a head-start in producing Rift-compatible
games and technology, although they are available to anyone who is curious about
the future of virtual reality.
However,
Oculus was recently acquired by Facebook. This ignited a lot of skepticism in consumers,
as Facebook is known more for its massive social network and advertising
platform than any virtual reality innovation. Since the announcement of the
deal, followers of Oculus lost hope and joked about things such as ads
appearing directly in your face, breaking you from immersion in your favorite
game, or perhaps the new Facebook-branded Oculus Rift will ask you to share
your in-game perspective to other friends on your account. Realistically,
Facebook could simply be looking to expand its market and the acquisition of
Oculus could be mutually beneficial. Facebook will claim ownership of Oculus and
receive the credit of the Rift’s continued innovation, now fueled by a supreme
budget.
Other
companies have already developed prototype virtual reality headsets of their
own. Sony has its Project Morpheus and Samsung has its Samsung Gear. Both aim
to provide a truly immersive experience for consumers, and now that Facebook
owns Oculus, may appear to be a more viable option despite the iconic appeal that
the Oculus Rift may have once had.
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