The Timaru Herald

Why virtual reality has stalled

A killer app is needed for the tech to become popular, but until then motion sickness and cost are holding it back, writes Hayley Tsukayama.

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At the Electronic Entertainm­ent Expo, all seemed right for virtual reality. Players were waiting in snaking lines – some for up to seven hours – for a chance to step into fantasy worlds.

Crowds watched as players wearing VR headsets over their eyes reached out to pick up objects or shoot enemies that only they could see. More than 125 VR exhibitors were at E3 this year, up 130 per cent from last year.

Yet adoption of VR among consumers hasn’t really taken off in the three years since it captured buzz in the wider world.

An estimated 6.3 million headsets have sold worldwide – indicating that, even among the world’s 2.6 billion gamers, few have picked one up.

Experts point to several reasons behind the slow adoption – the technology can cause motion sickness and it is costly. It’s also been hard getting people to try it, developers said. And showing virtual reality experience­s on flat screens doesn’t give people a good enough taste of how different the experience really is.

‘‘How do you advertise a colour TV on black-and-white television­s? It requires people walking down to main street and seeing it for themselves,’’ said Steve Bowler, president and co-founder at VR game developer CloudGate Studio. What virtual reality needs, experts say, is a killer app.

And firms are pushing to find it, building up their own platforms and funding developers to bring games to their own headsets exclusivel­y.

But this kind of fragmentat­ion has resulted in a confusing market and fewer games for players, thus giving them fewer reasons to spend their dollars on this still young trend.

Mike Fischer, chairman and cofounder of CloudGate Studio, told a panel last year that platform fragmentat­ion ‘‘keeps me up at night’’ after so many new companies jumped into the VR market – although he says things have improved a little since then.

Devoting extra resources to creating games for different devices can be particular­ly difficult for smaller studios, whose creativity drives much of the virtual reality market.

In fact some developers, such as Jeff Pobst from Hidden Path Entertainm­ent, rely on funding from platforms such as Oculus to get their games made at all.

These exclusive deals between developers and VR companies make it hard for consumers to know which expensive headset will get the game that they want to play – leading them to put off their decision, analysts said.

A monopoly, while simple for consumers, wouldn’t be perfect either, experts said.

Competitio­n is important, and different headsets’ characteri­stics inspire different types of games. HTC’s technology is designed for larger, room-sized experience­s that often require gamers to stand. Sony’s experience­s are largely seated. Oculus provides a mix of the two.

Even big players in the virtual reality market acknowledg­e that locking any game to a single device could be problemati­c.

‘‘We actually think that content in the VR space makes a lot of space for developers and publishers to look at the market from a platform agnostic standpoint,’’ said Joel Breton, vice president of Global VR Content for HTC. While HTC helps developers create games for its own platform, Breton said it doesn’t hold them to any sort of exclusivit­y deal.

More companies are also beginning to work on crossplatf­orm solutions. Developer tools such as Unity and Unreal are streamlini­ng the process for developers who want to port their games between headsets.

Ubisoft, one of the world’s largest game publishers, has committed to releasing virtual reality games that work the major three high-end headsets, allowing people who own different headsets to play with each other.

Sony spokeswoma­n Jennifer Hallett said the PlayStatio­n VR has several titles that also work on other platforms, including Ubisoft’s Star Trek: Bridge Crew and Eve: Valkyrie – which started as an Oculus-exclusive title.

The VR companies are also trying to do more to work together. Jason Rubin, vice president of content at Oculus, said that he doesn’t think that there is harmful fragmentat­ion in the market for consumers or developers. But his firm tries to work with competitor­s to push the whole industry forward, he added.

Other major publishers seem to be waiting to see how the market plays out before revealing their plans for virtual reality, however.

‘‘We believe VR will be a major opportunit­y, but widespread adoption will take time,’’ said Electronic Arts in a statement.

For consumers eager to try virtual reality, however, that may mean waiting at least another developmen­t cycle to let the market fill out.

‘‘The more content out there across different platforms and price points, the more likely consumers are to try VR, and the more likely they are to become true believers in the medium,’’ Rubin said. – Washington Post

I’ve also stopped my phone vibrating when it rings, even when on silent. If for some reason you have muted your phone, you don’t need it to buzz.

The only time I miss this is when my phone is in my pocket but missing a call every now and then is worth the quiet I get the rest of the time.

If you’re worried about missing anything, don’t.

According to a study by Deloitte, the average person already checks their phone 46 times a day. If you’re anything close to that then that’s plenty of opportunit­ies to see what notificati­ons have come in.

Nothing is more frustratin­g being woken by a dinging phone. You can tackle this by using a setting on your phone so it goes silent between certain hours.

Both iPhones and Android devices call this feature Do Not Disturb.

It lets you mute your phone between say 11pm and 7am so it won’t wake you.

Or you can set it between 6pm and 8pm so your phone goes silent during meal times.

The setting also allows you to make exceptions. For example, you can allow calls from certain people to get through even when Do Not Disturb is activated.

Hushing your phone can take a bit of work, but it’s worth the effort for the extra peace you gain from not being interrupte­d or woken up by all those beeps, dings, buzzes and rings.

 ?? REUTERS ?? Showing virtual reality experience­s on flat screens doesn’t give people a good enough taste of how different the experience really is.
REUTERS Showing virtual reality experience­s on flat screens doesn’t give people a good enough taste of how different the experience really is.

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