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Showing posts with label Virtual Reality. Show all posts
Showing posts with label Virtual Reality. Show all posts

Saturday, 27 June 2015

'Mario' creator doesn't think VR is a good fit for Nintendo

'Mario' creator doesn't think VR is a good fit for Nintendo
(Credit: AP Photo/Jae C. Hong, File)

VR might be the hottest new technology in gamimg, but the man who made Mario isn't particularly impressed with what he's seen so far.
Game design legend Shigeru Miyamoto, speaking with Yahoo Games at last week's E3 conference, said that while the technology behind VR is certainly interesting, he hasn't seen anything done with it so far that fits with the style of play he — and Nintendo — prefers.
"The current types of virtual reality aren't really a good fit for Nintendo's philosophy of trying to create entertainment that people can play together in the living room," said Miyamoto. "We're constantly looking at different technology and experimenting with different elements of it, but we're not feeling virtual reality is currently in a place where it's ready to be released - as a product that fits with our philosophy of fitting in the living room."
In true Miyamoto style, though, he doesn't dismiss the tech altogether. In fact, the creator of franchises like Mario Bros.Donkey Kong, and The Legend of Zelda's cryptic follow-up comments are sure to get conspiracy theorists speculating about whether the company has its own version of VR in the works.
"We're here at E3 this year to really focus on the games that are launching within the next year or so," he said. "We're not showing off or showcasing anything that's further down the road, and that's why you don't see us here with any samples of potential virtual reality type experiences."
Nintendo declined to comment when asked it it's doing anything with VR.
Miyamoto’s comments largely mirror those of Nintendo of America president Reggie Fils-Aime, who told Polygon that he too was unimpressed with the current state of VR.
“I haven't walked the floor, so I can't say in terms of what's on the floor today, but at least based on what I've seen to date, it's not fun, and it's not social,” he said. “It's just tech."

Nintendo has a history of bucking trends. The company has been slow to embrace online multiplayer gaming, which helped turn robust networks built by Microsoft and Sony into lucrative pipelines. For years they wrote off smartphone gaming, though they’ve since changed their tune. Waving off VR could be another case of the company missing a huge gaming movement, though their caution is understandable. After all, they tried VR before, and it didn’t exactly pan out.

Sunday, 1 March 2015

Virtual reality is taking over the video game industry

From CNET
Sony's Project Morpheus VR headset is slated to shine again at this year's Game Developers Conference. The company is planning to hold a nearly four-hour press conference dedicated to the technology on Tuesday.Josh Miller/CNET
Just one year ago, the idea of virtual reality -- or simulated 3D worlds we view through special goggles strapped to our face -- seemed like an outlandish concept. Today, it's starting to come into its own.
At the annual Game Developers Conference in San Francisco this week, game makers, developers and some of the tech industry's largest companies will be in attendance to discuss their latest hardware and software designed to transport players to virtual environments.
What makes this year different? Hollywood has used the idea in its movies for decades. Even the technology industry has created prototypes to show from time to time. Now, we're finally expecting to see high-profile VR devices move closer to consumer products. GDC marks the one of the biggest meetups when we will likely get a glimpse of the devices that will eventually land in people's living rooms.
At last year's show, Sony unveiled its first virtual reality device for video games. Until then, virtual reality looked like a niche, a sideshow to the $77 billion dollar industry. With Sony's device, code-named Morpheus, virtual reality became a star of the show.
Shortly after, Facebook bought industry posterchild Oculus VR for $2.3 billion. That acquisition signaled to tech companies everywhere that VR wasn't going to lose its sheen after sucking up millions of dollars in investment, as it did in the early '90s before fading back into science fiction.
"Because Facebook is behind it, I think people will keep plugging away unit they get it right," said Michael Pachter, an analyst at Wedbush Securities.
A whirlwind of activity has followed. Mobile giant Samsung has introduced $250 VR goggles that cradle its Galaxy-brand of smartphones, and Google has parlayed a strange cardboard DIY headset project into VR partnerships with LG and toymaker Mattel. Even Microsoft has some skin in the game, albeit with a so-called augmented reality headset called the HoloLens, which was unveiled in January and can overlay 3D images onto everyday scenes.
The applications for VR, too, have expanded beyond games and into film, sports, education and health care. "It's naive to think this will be games only," Pachter said.
Oculus' latest Rift prototype, dubbed Crescent Bay, may be the final headset design before the Facebook-owned company brings its product to market.Nick Statt/CNET
Not only will GDC feature the usual players, namely Facebook's Oculus with its prototype Rift headset, but we'll also see the game industry's lesser known names entering the fray for the first time. Valve, known best for its Half-Life sci-fi games and Steam online store, is set to show off a headset of its own, called SteamVR. PC maker Razer will also have something to show, a device called the OSVR headset, designed to let any developer put together 3D programs and use them freely.
Scores of other, smaller startups are in the mix as well, offering different approaches to virtual-world making or piggybacking off others' tech to create new applications.
As with last year, however, all eyes will be on Sony. The company is planning to hold a press conference to discuss the the future of its Morpheus headsets.
"They're probably going to show us something that's final," Pachter said, but added that the device may still not be released until next year.
VR's arrival as a mainstream market is not full-steam ahead. There are still issues to overcome before consumers will buy into the notion of strapping monitors against our eyeballs -- and some skeptics, like IDC analyst Lewis Ward, feel that VR could go the way of 3D television if it can't address rising concerns.
For instance, there aren't very many games out there able to showcase the power of VR as worth our money. What we have instead are often impressive, yet short and sweet, demos and proof-of-concepts.
"Nobody buys a piece of gaming hardware because they think it looks cool," Ward said. "Until there's a great experience to go along with it, the hardware simply opens the door." For Ward, cost is secondary to what gets us pulling out our wallets in the first place. "That's the chicken or the egg problem."
There's also concerns about how VR will affect our brains and our bodies. While there has not been a considerable amount of scientific study on the neurological and physical effects of long-term use, current systems in development have notably caused feelings of nausea and dizziness.
The US Army refuses to use gadgets like the Oculus Rift for those reasons in its combat simulation training, opting instead for high-end systems to prevent sickness. Even Electronic Arts, one of the world's biggest game developers, isn't sold yet on the idea.
"When you look at the expansiveness of our games or the speed of our sports games, the likelihood of motion sickness goes up dramatically," Blake Jorgensen, EA's chief financial officer, said in January. Of course, he noted, members of the VR community want EA to get involved, but because it's still early the company is keeping its eyes on the space and biding its time before making any commitments.
But that won't stop consumers from eyeing the space with suspicion, at least until we can all try one out for ourselves. It's that intrigue rooted in science fiction, Ward says, that is driving the VR market forward, not just business deals and potential product announcements.
"The idea of virtual realities have been around for a long, long time," Ward said. "You can call it something fundamental to the human condition that we like the idea of exploring alternate realities."

Monday, 26 January 2015

Mozilla Wants To Bring Virtual Reality To The Browser


Last summer, Mozilla launched a very experimental version of Firefox with support for web-based virtual reality apps that could be experienced through the Oculus Rift. Earlier this week, support for WebVR also landed in Firefox’s Nightly and Developer Edition release channels.
So why is Mozilla working on virtual reality when its mission is to “promote openness, innovation and opportunity on the Web?” At a talk last summer, Mozilla’s Josh Carpenter argued that the organization knows VR will be a “really big deal” and because “it presents a really great challenge — and we like great challenges.” To give users that feeling of actually being present in a different world (and not just that of looking at a simulation), you need to get the latency between head movements and the screen reacting to them down to an absolute minimum. Mozilla argues that, in the end, all of this work will not just benefit the VR experience, but also the Web experience as a whole.
To do this, Mozilla has thrown its weight behind WebVR, an experimental API that makes it easier to connect the browser to virtual reality headsets. Google, too, has started toexperiment with this as well, so there’s already some cross-browser support for it, even though it’s still far from being an official standard and from becoming a default feature of Mozilla’s and Google’s mainstream browser release channels.
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For now, the new Firefox builds only work with the Oculus Rift (though you still have to install a small plugin to make this work), but Mozilla says it also plans to add built-in support for Linux, Firefox for Android and Google’s Cardboard.
With projects like asm.js and others, Mozilla has worked hard to bring native-like speeds to browser- and JavaScript-based applications. I’m not completely sold on the idea that the browser is the best place for experiencing virtual reality, but there is something to be said for Mozilla’s approach of creating an open ecosystem that could side-step the walled gardens of the different VR vendors in the long run. For now, achieving that feeling of presence greatly depends on getting the lag down and even if  Mozilla manages to get JavaScript performance even closer to native speeds, native VR apps will always be just a little bit better. Still, if this project yields nothing more than better browser performance and acceptable (but not stellar) browser-based VR experiences, I’m all for it.
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