I find it interesting that mobile VR games netted as much money as the movie industry netted from box offices. Mobile VR accounted for half the global market in digital games. I think that is rather impressive and shifts my thinking on where gaming and VR are going.
I suppose it is not that surprising. I plan to buy my next phone based on its VR abilities. I have to have a phone. My existing telecom contracts have expired. I can change carriers, renew or not a contract… I’m sort of a telecom free agent. But, buying a dedicated VR headset, like an Oculus, would be a total splurge and unlikely. An upgrade for the desktop I built in 2016 is more likely. i5 to i7 or 1060 to 1080 or even a 2080 (NVIDIA will likely have the 20 series out in early 2017).
With information coming out about how VR is going mobile way more than I ever expected, I am almost certain to consider Samsung’s coming (end of March, may be April) S8 for my VR. Especially since it is Samsung that is out selling other VR mobile makers. (4.5 million out of 6.4 million sold in 2016 – 69.2% market share.)
Google is releasing a $79 headset named Daydream. Road to VR has an article on the headset.
The headset uses a phone, not included. But, the phone has to be Daydream Certified. I’m not sure exactly what that means and I didn’t dee anyone explaining it. The most they say in the way of an explanation is: the Daydream headset works exclusively with Android’s integrated VR support. Continue reading →
Road to VR has an article and video up on how to fake an infinitely long corridor in VR. Some people have found a way to give the impression of walking in a straight line while actually walking in a circle.
This is pretty awesome. But, it also shows that VR developers have realized there is a space problem for VR. What they have requires a room bigger than 7m (20ft) x 5m (15ft). This is typical ‘small’ master bedroom size in America. Continue reading →
The Second Life™ blogosphere is mostly silent on the state of VR in SL. A few blogs are covering the release of a sort of updated CtrlAltStudio viewer, version 126.96.36.199412. This is a viewer based on the Firestorm viewer version 4.6.9 from December 2014.
The viewer does support Oculus Rift CV1… the commercial retail consumer product. Continue reading →
Just tried LL’s Rift viewer and, well, it’s surprisingly un-good. It’s like the graphics are being fed from the wrong framebuffer object or the pipeline is being misconfigured when you switch into HMD view. Intentional or bugs? I suppose time will tell. The graphics should be able to be so much better (even if understandably the FPS isn’t so good)!
Note Jo Yardley’s comment about being able to use Vorpx with a regular viewer (i,e., like Firestorm, Alchemy, or LL’s regular viewer) to view Second Life in your Rift. I haven’t tried it myself but am told it can be used.