Az induló post inkább amolyan linkgyűjteménynek fog tűnni, de most, hogy a Valve is bejelentette a saját szemüvegét - ami várhatóan még idén piacra kerül - asszem megérdemel a téma egy külön topikot.
Digital Foundry: Hands-on with SteamVR and HTC Vive - Eurogamer
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Valve and HTC's Vive virtual reality system isn't just about the headset, or about the immersion - which is simply incredible, by the way - it's about space. At the risk of venturing into hyperbole, you could even suggest that it's about creating a first generation holodeck of sorts, to the point where there's even a subtle homage to Star Trek: The Next Generation. As you wander around the play area, the signature grid pattern appears before your eyes in the form of glowing vectors - defining the safe limits of the space, and stopping you from hitting the walls in the real world.
And that's the key difference between Valve's offering and the other VR demos we've experienced at GDC 2015: the SteamVR demo software creates an immersive virtual space that offers you some degree of mobility, encouraging you to walk around and to explore the play space.
To Bring Virtual Reality to Market, Furious Efforts to Solve Nausea - NYTimes
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In explaining why Oculus has gone slow, Mr. Carmack described what he called a "nightmare scenario" that has worried him and other Oculus executives. "People like the demo, they take it home, and they start throwing up," he said.
"The fear is if a really bad V.R. product comes out, it could send the industry back to the '90s," he said.
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Mr. Newell said the company had worked hard on its virtual reality technology to eliminate the discomfort, saying that "zero percent of people get motion sick" when they try its system. Part of its solution is a motion tracking system that uses lasers to accurately reproduce a person's real-world movements in the virtual world. Mr. Newell said Valve would offer the tracking system, called Lighthouse, free to hardware manufacturers.
Weta Digital, Epic Games, and the future of film, games, and VR - Gamasutra
"We've reimagined it for VR," says Alisdair Coull, Weta Digital's head of R&D, "You're in the treasure hall as Smaug emerges." The goal was to "try to capture the feel of being in the film -- where you are there."
Egy kis VR történelem:
The Rise and Fall and Rise of Virtual Reality - The Verge
In the wake of Facebook's purchase of Oculus VR, can this revolutionary technology triumph anew?