{"id":174821,"date":"2016-12-27T17:59:52","date_gmt":"2016-12-27T22:59:52","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality-one-year-out-what-went-right-what-didn\/"},"modified":"2016-12-27T17:59:52","modified_gmt":"2016-12-27T22:59:52","slug":"virtual-reality-one-year-out-what-went-right-what-didn","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/virtual-reality-one-year-out-what-went-right-what-didn\/","title":{"rendered":"Virtual reality, one year out: What went right, what didn &#8230;"},"content":{"rendered":"<p><p>    After years of teases, tantalizing promises, and Kickstarter    campaigns, virtual reality finally became actual reality in    2016, with VRs mere existence thrusting the entire PC industry    into glorious, wonderful turmoil. Despite being around for just    a handful of months, virtual reality has already inspired    totally new genres of computers, wormed its way deep into    Windows, and sent the price of graphics cards plummeting.  <\/p>\n<p>    Not too shabby for VRs first real year on the streets, though    the implementations could still use some fine-tuning. Lets    look back at howthis wild new frontier blossomed in 2016.  <\/p>\n<p>    From the very start of 2016 it was clear that the dawn of    proper PC-powered VR had arrived. You could see evidence of    this fact all overCES    2016 in January, where EVGA introduced a specialized    graphics card designed to fit VR headset ergonomics; Nvidia    rolled out a     VR certification program;and seemingly every booth    boasted some sort of virtual-reality hook, from     VR treadmills toVR    pornandVR    Everest climbs(the latter two being mind-blowing in    their own ways).  <\/p>\n<p>    The PC world was ready. But virtual reality itself wasnt, at    least until the Oculus Rifts big consumer launch later that    spring.  <\/p>\n<p>    The Oculus Rift.  <\/p>\n<p>    Well, big in theory. While PCWorld praisedthe    Oculus Rift in its reviewvirtual reality was here, and it    was magical!the launch was far from perfect. The rumbling    began in the run-up to the headsets release, with Rifts $600    launch price far exceeding the $250 to $500 range that Oculus    higher-ups had teased repeatedly. Once it actually launched,    the headset was plagued by hardware shortages and significant    shipment delays, which didnt go over well at all.  <\/p>\n<p>    But the biggest problem for the Rift was that even at launch    its days already felt numberednot a vibe you want from $600    hardware. The Rift was designed primarily as a seated VR    experience, with a controller in your hands. By the time it    launched on March 28, enthusiasts and industry press had    already spent time playing with the SteamVR-powered HTC Vive,    which used made-for-VR controllers and dedicated tracking    stations to enable room-scale VR experiences that let you    wander around and actually touch things. After trying Vive,    going back to the Rifts sedentary experience felt far less    satisfying.  <\/p>\n<p>    The HTC Vive.  <\/p>\n<p>    And the HTC\/Valve duo didnt waste any time capitalizing on its    advantage. The     HTC Vive launched on April 5, roughly a week after the    Oculus Rift, and immediately seized the crown as PCWorlds    preferred VR solution.  <\/p>\n<p>    Despite that, we recommendpassing    on the Rift     and the Vive, and for very good reason. While VR    can be nothing short of awe-inspiring, these first-gen products    also have some obvious flaws.  <\/p>\n<p>    Man, virtual-reality headsets are expensive.  <\/p>\n<p>    Oculus Rift with its Touch controllers.  <\/p>\n<p>    Thats to be expected with bleeding-edge hardware, but $600 for    the Oculus Rift or $800 for the HTC Vive puts them firmly in    the one percent category. The recent release of     Oculuss $200 Touch controllers drove the cost of a full    Rift setup to the Vives level, or even more if you want    kinda-sorta room-scale experiences and need an extra sensor. VR    experiences tend to be high-priced and relatively short-lived    compared to traditional PC games. This is not a cheap hobby.  <\/p>\n<p>    That priciness was exacerbated by the need to connect these    headsets to a pretty powerful PCthat cost of which was roughly    $1,000 to $1,500 at the time of the headsets' launch.    Fortunately, while the Vive and Rift themselves have stayed at    the same lofty prices, the cost of a computer to run them    absolutely plunged as the year carried on.  <\/p>\n<p>    The plunge began with the launch of     AMDs Radeon RX 480, which revolutionized whats possible    with a $200 graphics card. Before its release, VR-capable    graphics cards cost nearly twice that amount. (Nvidia quickly    followed suit with the     $250 GeForce GTX 1060.) Jumping forward two full    technological generations paid major dividends for graphics    cards.  <\/p>\n<p>    The AMD Radeon RX 480.  <\/p>\n<p>    Software tricks helped democratize VR just as much. At the    Oculus Connect conference in October, the company revealed a    new feature dubbed Asynchronous Spacewarp that used technical    tricks to drive the barrier to entry for Rift VR way, way    downall the way to an AMD AM4 or Intel Core i3-6100 processor,    and a GeForce GTX 960 graphics card. In March, a Rift-ready PC    cost at least $1,000; after Oculus Connect,     Rift-ready PCs started at $500, and as I write this theres    a     Best Buy promotion offering a full PC and the Rift itself    for $999.  <\/p>\n<p>    Hot damn, prices plunged fast. And another pesky PC VR problem    is already in everybodys sights.  <\/p>\n<p>    The HTC Vive and Oculus Rift both drive very high-fidelity    gaming experiences, and headsets need to be physically tethered    to your PC in order to work. That kind of sucks. Its all too    easy to trip over the thick cables while youre wandering    around the room ensconced in a virtual world, or to twist and    turn so much that the cord eventually jerks your head back.  <\/p>\n<p>    HPs Omen X VR PC.  <\/p>\n<p>    That (sometimes literal) headache inspired the birth of a whole    new class of gaming PCsones that you wear on your back. Youre    still wired up, sure, but those wires travel with you instead    of getting tangled between your feet.     Zotac,     MSI,     Alienware, and     HP have all revealed backpack PCs of various designs,    though none have actually hit the street yet.  <\/p>\n<p>    The standalone Oculus Santa Cruz prototype.  <\/p>\n<p>    As nifty as they are, however, backpack PCs feel like a stopgap    solutiona fix to a problem that will disappear when more    robust wireless display technologies or more potent mobile    graphics arrive. And you can already see that wireless future    on the horizon, with Oculus testing a     fully self-contained mobile Rift prototype pictured above    and HTC backing a $220 add-on    kit that makes the Vive wireless.  <\/p>\n<p>    While powerful PC-based VR experiences may be tethered, the    more modest world of phone-driven mobile VR has already left    cords far behind.  <\/p>\n<p>    Googles Daydream View.  <\/p>\n<p>    Samsungs Gear VR headset (which only works with Samsung Galaxy    phones) blazed the Android VR trail, while     Googles low-cost Cardboard brought it to the masses. In    late 2016 Google stomped into the Gear VRs turf with Daydream    VR, an     Android-centric initiative that brings premium mobile VR to    the entire ecosystem rather than Samsungs phones alone.  <\/p>\n<p>    Daydream centers on a trio of pillars: powerful phones,    Daydream VR headsets, and Android Nougats new VR features.    While Googles own     Daydream View headset and     Pixel phone kicked off the program, Daydream isnt its    alone. HTC, LG, Xiaomi, Huawei, ZTE, Asus, Alcatel, Lenovo, and    yes, even Samsung have pledged to create Daydream mobile    devices.  <\/p>\n<p>    A Microsoft rendering shows simulated HoloLens apps.  <\/p>\n<p>        Microsofts HoloLens is kind of a mix of PC and mobile VR,    while also a different beast entirely. Its a portable, fully    self-contained system that doesnt need to connect to a PC, but    HoloLens utilizes augmented reality, not virtual    reality. Virtual reality plops you in fully realized virtual    worlds; augmented reality, as the name implies, augments the    real world with overlaid objects, such as a Minecraft    world sprouting from your coffee table or a Skype video chat    appearing on your wall.  <\/p>\n<p>    Microsoft still hasnt revealed details about when (or    if) HoloLens will be available to consumer users, or    how much it would cost, but deep-pocketed     developers and     enterprise users can already pick up the headset for a cool    $3,000.  <\/p>\n<p>    Pricey HoloLens headset arent Microsofts only foray into VR.    The     massive Windows 10 Creators Update next spring will bake    augmented reality features much, much more deeply into the    flagship PC operating system, and itll be accompanied by an    army of     new Windows 10 VR headsets at launchheadsets that will    start at just $300 and run on     surprisingly modest PCs. Meanwhile, Intel and Microsofts    Project Evo partnership aims to change how computers think,    see, and hear, with a specific goal of driving mixed reality    forward.  <\/p>\n<p>    Players enjoy a VR experience at HTCs Viveland arcade in    Taiwan.  <\/p>\n<p>    If 2016 was birth of a virtual-reality revolution, look for    2017 to be a year of VR refinement. Witness the new,     Oculus Touch-esque Vive controllers that Valve already    began to tease, and bookmark the holiday 2017 launch of        Microsofts powerful Xbox Scorpio consolewhich could very    possibly leverage the Windows 10 Creators Update to run the    Oculus Rift or Windows 10 VR headsets as a counter to Sonys    surprisingly okay PlayStation VR.  <\/p>\n<p>    Next year, VR games should only get better as developers gain    more experience... if they can navigate the     complicated world of consumer expectationsand    discover what people really want from the medium, that is. The    cost of VR-capable PCs will only keep going down. Expect    augmented reality to continue making inroads in car tech. The    Vive and Rift may even get price cuts! Heck, with enough    advances, 2017 may be the year PCWorld officially recommends    you buy a VR headset.  <\/p>\n<p>    Or it could all come crashing down like previous    virtual-reality attempts. (Remember Sega VR?) Living on    the bleeding edge may be expensive and exciting, but its not    always a sure betthough with so many of techs biggest names    spending billions on virtual reality, its hard to imagine this    latest push fizzling completely. Time will tell.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See the rest here:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.pcworld.com\/article\/3148754\/virtual-reality\/the-messy-magical-birth-of-virtual-reality.html\" title=\"Virtual reality, one year out: What went right, what didn ...\">Virtual reality, one year out: What went right, what didn ...<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> After years of teases, tantalizing promises, and Kickstarter campaigns, virtual reality finally became actual reality in 2016, with VRs mere existence thrusting the entire PC industry into glorious, wonderful turmoil. Despite being around for just a handful of months, virtual reality has already inspired totally new genres of computers, wormed its way deep into Windows, and sent the price of graphics cards plummeting <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/virtual-reality-one-year-out-what-went-right-what-didn\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-174821","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/174821"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=174821"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/174821\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=174821"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=174821"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=174821"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}