![]() While PC games scale more easily than Android apps, designing for a variety of potential hardware configurations is still more complicated than working with a single platform. There are thousands of variations of Android phones, and it’s impossible for developers to test them all or account for little intricacies. iPhone developers know exactly what they’re developing for, because there are only a couple of devices that can run iPhone apps. ![]() It’s not unlike the difference between iPhone apps and Android apps. Meanwhile, Project Morpheus is designed and optimized for one system. People who want a great experience without great hardware will need to compromise the quality of the visuals in other ways, and some people may end up spending more on the graphics card than they do on the Rift. Fluid VR experiences on the PC require reasonably fast hardware, and the recommended system requirements noted on Oculus’s page for their current developer kit are vague but potentially taxing. Featuring a much sexier design than Oculus’s device, Project Morpheus puts itself in an interesting position. ![]() At the Game Developer’s Conference in March of this year, Sony announced “Project Morpheus,” a virtual reality headset companion for its PlayStation 4 console. “And there is a headset, an Omni, and perhaps other peripherals that are part of their daily lives, whether they use them for entertainment, education, or any other purposes.”īut the Rift isn’t the only VR headset game in town. “I can see a future where there is a VR headset in every household just as there is a TV in every household today,” Virtuix CEO Jan Goetgeluk tells me. There’s no need to press buttons or use analog sticks.Īt $500, the Omni’s asking price is steep, and only 3,000 devices have been pre-sold before the launch this summer. Their contribution to VR is the Omni, a device that uses specially designed shoes and a nearly frictionless surface to allow players to literally walk, run, jump, and crouch through game worlds. Virtuix is one such company, a small startup that received $1.1 million on Kickstarter and announced on April 24 that they had received an extra $3 million in seed money. ![]() And many companies are trying to push that experience to its limits, putting players into their game environments in a way that was never possible before. For a game to really give the player a sense of presence in another world, it must react to their bodies and movements. That’s important, because the feeling of immersion in VR space does not end with the headset. Those $2 billion have also served to legitimize the work other companies have been doing to expand the VR experience. Why not start with Facebook and their infrastructure and their team and talent that they’ve built up?” “A billion-person virtual-world MMO is going to require a bigger network than exists today. “This is going to be an MMO where we want to put a billion people in virtual reality,” he said on Monday at TechCrunch’s Disrupt conference. The news came as a shock to damn near everyone, but in light of recent comments made by Oculus CEO Brendan Iribe, the decision makes sense. Many people heard about the Rift for the first time on March 25 when Oculus VR was purchased by the social network for $2 billion. ![]()
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