Daily Southtown

CES 2019 proves buzz has faded for VR technology

- By Mae Anderson

NEW YORK — Just a few years ago, virtual reality was poised to take over the world. After decades of near misses, the revolution finally seemed imminent, with slick consumer headsets about to hit the market and industries from gaming and entertainm­ent to social media ready to hop on the bandwagon.

But the buzz over VR has faded to a whisper. At the CES 2019 tech show in Las Vegas, Facebook’s Oculus unit isn’t holding any glitzy press events, just closeddoor demos for its upcoming Oculus Quest, a $399 untethered headset due out in the spring. Other VR companies are similarly subdued. HTC announced two new headsets — one with only sketchy details — while Sony has some kiosks for its $300 PlayStatio­n VR set in the main hall.

It’s a world away from the scene a few years ago, when VR products from Samsung, Oculus, HTC and Sony seemed omnipresen­t and unstoppabl­e at CES. These days, VR is mostly a niche product for gaming and business training, held back by expensive, clunky headsets, a paucity of interestin­g software and other technologi­cal shortcomin­gs. “VR hasn’t escaped the early adopter, gamer-oriented segment,” said Forrester analyst J.P. Gownder — himself an early adopter who chafed in 2016 at delays in shipping Facebook’s then-groundbrea­king Oculus Rift system. Gownder said many existing VR setups are still too hard to use; even simpler mobile systems like Samsung’s Gear VR, he said, don’t offer “a clear reason for the average non-gamer to get involved.”

VR proponents are still dreaming big, although the challenges remain formidable. Shipments of VR headsets rose 8 percent in the third quarter compared to the previous year, to 1.9 million units, according to data research firm Internatio­nal Data Corp. — an uptick that followed four quarters of decline. Nearly a quarter of a million units of Facebook’s Oculus Go and Xiaomi’s Mi VR — the same stand-alone VR headset, sold under different names in different markets — shipped worldwide in the quarter, IDC said.

Those still aren’t huge numbers for a technology that seemed to hold such promise in 2012 when early demonstrat­ions of the Oculus Rift wowed audiences — so much that Facebook acquired Oculus for $2 billion two years later. Despite large sums ploughed into the field by Facebook, Sony, Samsung, Microsoft and Google, VR hasn’t yet made much of a dent in the real world.

Software makers are retrenchin­g. IMAX said in late December it was shutting down its VR unit. Jaunt, a startup focused on cinematic VR and once backed by Disney, restructur­ed this year. Its new focus? VR’s cousin technology, “augmented reality,” which paints consumer simulated objects into the real world, a la the cartoony monsters of “Pokemon Go.”

A few games have been modest hits. “Beat Saber” a VR game in which players move a lightsaber to music, sold over 100,000 copies in its first month and became the seventh highest-rated game on Steam, according to Forbes. But such titles are few and far between.

There’s one other problem: VR isn’t very social, Petrock said. There’s no easy way to share the experience with others on social media or within the games themselves, making a VR experience less likely to go viral the way, say, “Fortnite” has. “You have your headset strapped on and you’re in a virtual world but it is solitary,” she said.

 ?? JOHN LOCHER/AP ?? Oculus VR headsets are tested at the Panasonic booth at CES 2019 on Tuesday.
JOHN LOCHER/AP Oculus VR headsets are tested at the Panasonic booth at CES 2019 on Tuesday.

Newspapers in English

Newspapers from United States