VR is dead or alive? Arguments for and against the decline of the industry

Yesterday, we told our readers about why the majority of VR users believe that this technology has died and not “shot”. But today we decided to dispel this minor note with arguments in favor of VR technology. So, VRcue offers you a look at the main reasons why virtual reality is still breathing and, more say, thriving.

VR ALIVE?

The main arguments are: amazing new virtual reality headsets solve some of the most common technology problems.

We often give one meaningful argument. It lies in the fact that Oculus Rift, PlayStation VR, HTC Vive, and other devices are not headsets that will bring VR technology to the mainstream pedestal, but they are made by companies that will do it. These headsets are the basis for building a more robust and reliable ecosystem, solving ever more serious problems of virtual reality technology with each iteration.

Take, for example, the Oculus Quest. This is a standalone VR headset with integrated 6DOF tracking. Let’s reveal this definition. Standalone means that everything you need to go to VR is already in the headset. You no longer need a PC, phone or console, you take a helmet and you can begin to dive into your favorite universes. 6DOF tracking means that you can move your head and hands through the virtual space just like you do on the classic Rift. The built-in tracking system means that the sensors needed to track your movements are placed on the headset, rather than the area of ​​your room. In addition, the Quest display has a higher resolution than the Rift. This headset has solved a lot of major VR problems. And all this will cost you $ 399, just $ 50 more than the current Rift. Many people believe that Oculus Quest has a real chance to make VR mainstream.

But even if we talk not only about Quest. The next generation of PC and console headsets will also make VR better and more accessible with simplified connections, optimized software development kits, and improved tracking systems. The main problems associated with VR entry barriers are gradually eliminated.

Developers see the success of technology right now.

Despite the fact that you can often hear about the death of virtual reality, everything is not so bad. In fact, there are quite a few developers with encouraging success stories.

The most recent and obvious, of course, is the phenomenal success of the Beat Games, which created the popular rhythm of the Beat Saber VR game. This unknown indie studio began the year 2018 with an unassuming trailer for its Guitar Hero-style game that changed plastic controllers for virtual lightsaber swords. Within a month after the launch of early access to the PC, Beat Saber sold over 100,000 copies. Despite the fact that it was not launched on PS4 until next November, the project became one of the most downloaded PSVR games for the whole year.

And this is not the only case. Job Simulator, Arizona Sunshine, Raw Data and other VR games were ‘successful’ to varying degrees. Publishers such as Sony and Oculus support some teams, but others are a group of 1-5 people, and they still make a profit from their projects.

The young student released his first game in virtual reality and achieved success overnight. The developer of Windlands Psytec Games started exactly this way, later he was able to gather a whole staff.

There are many developers who will tell you about their problems with VR, but do not forget about others who have been successful in this particular industry.

Content gets better

Does VR have a killer app? No, but the industry is beginning to understand what virtual reality is. There is still a long way to go, but Astro Bot, Superhot, Beat Saber, Spheres, A Fisherman’s Tale and many other games and applications prove that VR is capable of amazing things. Sony’s Shawn Leyden recently said that we are starting to see the formation of “VR 2.0 games and software”.

In other words: the best is yet to come.

As VR headsets get better, so the content we dive into is developing at a rapid pace. In fact, the existing library of games and applications on Steam, Oculus and PlayStation Store will surpass all these new headsets. As VR continues to search for the killer application, technology also accumulates a huge content portfolio.

Businesses and businesses are already using VR

It is important to remember that games are not the only key audience for VR. Companies like Walmart are buying thousands of headsets to create VR training plans. Hospitals are finding new effective treatments with the help of virtual worlds. Schools are just starting to scratch the surface of what VR means for education.

True, this does not really help VR in the consumer arena, but it proves that markets can be built, and business models can work on this technology.

To stay up to date with the latest virtual reality news, keep reading VRcue.

VR is dead or alive? Arguments for and against the decline of the industry

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