USA TODAY International Edition

Don’t write off virtual reality just yet

But don’t hold your breath for technology to take hold as hoped

- Edward C. Baig FACEBOOK FREDERIC J. BROWN, AFP/GETTY IMAGES

Will virtual reality go the way of 3-D TV — namely, nowhere?

VR almost certainly has a brighter upside in the home than 3-D ever had. And yet the unflatteri­ng parallels between 3-D TV and VR, however imperfect, appear all too real. Uber-hyped VR efforts are off to a tepid start at best, raising the stakes for industry executives banking on a better long-term outcome.

At the beginning of this decade, many of the largest companies in the tech and entertainm­ent industries promoted three-dimensiona­l television as a newly immersive showpiece of your home theater, a promise to put you right smack into the center of the action.

Only the stampede to 3-D glory in the living room never happened.

Consumers were reluctant to spend for higherpric­ed TVs. There was little fresh content. Viewers balked at having to wear funky eyeglasses.

Fast-forward to today, and you see similar impediment­s with virtual reality. The most engaging VR consumer systems currently available — the Oculus Rift, HTC Vive and Sony PlayStatio­n VR — are not only pricey but also complicate­d to set up. For now, anyway, these must be tethered to expensive computers or, in Sony’s case, a PlayStatio­n video game console.

Killer content has been MIA. And, yes, you have to wear a large contraptio­n around your noggin. Uncomforta­ble headgear makes some people feel sick, fatigued or trapped.

“This is VR 1.0,” Andrew House, the CEO of Sony Interactiv­e Entertainm­ent, told USA TODAY in June.

“We’ve got to remove this friction,” said Alex Kipman, technical fellow at the operating systems group at Microsoft, which is pursuing a “mixed reality” strategy, blending VR with elements from from a different immersive tech, augmented reality (or AR).

Microsoft’s approach, trickled down from its enterprise-focused HoloLens solution, is to bring out $399, consumer-friendly virtual reality bundles this holiday season from hardware partners such as HP, Lenovo, Dell and Acer. The promise is that they’ll work with mainstream-priced Windows 10 PCs rather than only expensive gaming rigs.

Clay Bavor, who leads the virtual reality team at Google, also notes the need for progress: “To make VR more transporti­ng, and AR more convincing and useful, everything behind these experience­s must improve: displays, optics, tracking, input, GPUs, sensors, and more,” he wrote on Medium just ahead of the Google I/O conference this past spring.

The VR products along the consumer spectrum deliver very different levels of immersion. At the most basic end are cheap Google Cardboard viewers used with smartphone­s, which merely provide consumers with a glimpse into the tech’s possibilit­ies.

A better experience, though not without flaws, comes with step-up mobile headgear, notably Google’s Daydream and Samsung’s Gear VR, which incorporat­es Oculus tech. These work with a limited set of smartphone­s.

And then there’s the Vive, Rift or PlayStatio­n VR, which, while providing the most vivid experience­s, also come with the aforementi­oned challenges.

Getting people to sample quality VR remains a key. Only about third of consumers between 18 and 64 have tried VR, according to research by the Magid consulting firm. But there’s also reason for optimism in the numbers: 84% of those who’ve used VR on a mobile device would recommend the technology to others; 86% of those who’ve used it on a PC or console would do the same.

While most of the nascent efforts in VR have focused on fantasy play and gaming, the expansive vision for the tech is to go beyond entertainm­ent and to teach, train and let us travel virtually to farflung destinatio­ns, from Mount Everest to the moon.

VR also promises to make an impact in fields as diverse as real estate and health care. And news outlets, including USA TODAY, see a real future for the medium.

Facebook, Google, Samsung, Sony and HTC are among the bigtime believers, best evidenced by the $2 billion Facebook paid to acquire Oculus in 2014.

Oculus’ Rift, though, has been a soft seller, and the company recently lowered the headset’s price not once but twice.

Jason Rubin, vice president of content at Oculus, said this was the company’s plan all along.

“Just like countless forms of revolution­ary technology, it takes time for the content, the business and the price to all converge into a true mass-market phenomenon,” he said.

“It takes time for the content, the business and the price to all converge into a true mass-market phenomenon.”

Jason Rubin, vice president of content at Oculus

 ??  ?? Gaming fans wearing VR headsets play Echo Arena from Oculus at the E3 conference in Los Angeles.
Gaming fans wearing VR headsets play Echo Arena from Oculus at the E3 conference in Los Angeles.
 ??  ?? Facebook Spaces is a new social VR hangout area that allows owners of Oculus Rift and Touch to interact in virtual reality.
Facebook Spaces is a new social VR hangout area that allows owners of Oculus Rift and Touch to interact in virtual reality.

Newspapers in English

Newspapers from United States