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#CES2016: The Year of VR. Again

In 2015, CES headlines were all about ‘The Year of Virtual Reality’ with many of the big (and small) names turning up to the annual Vegas tech pilgrimage touting consumer-ready VR headsets. Only Samsung delivered on the promise, so what happened to the rest?

Oculus held a press conference just before G3 to reveal their final Rift, Sony changed the name of their Morpheus headset to Playstation VR (or PSVR) and HTC postponed their 2015 Vive launch because they’d made a ‘major’ breakthrough. Good on HTC for holding on for a better product, because it’s well worth the wait, the Vive Pre is stunning. The Void broke ground on their first VR theme park in Utah and it’s mightily impressive, but won’t open until later this year.

I’ll also have my hands and eyes on the latest Sulon Cortex this week – but more on that when I’m allowed to tell you…

So here we are again with the usual question being asked “what’s big at CES?” Thanks to the Rift pre-order floodgates opening today, Oculus has ensured It’s VR. Again.

CES has also brought us a raft of 360º cameras (although not all ‘proper’ stereoscopic VR) including the Vuse, the Allie, Nikon’s new KeyMission 360 and Samsung’s Project Beyond. Again.

If we ever have a conversation about Virtual Reality, you’ll soon discover my views cover the extremes and there’s no fence-sitting. I love and will enthuse about the platform’s incredible potential yet have a rather negative view of some of the industry leaders, because some aren’t leading in the right direction and many aren’t pushing hard enough.

Having produced 360º videos for years doesn’t make you a marketing expert. Building great games doesn’t mean you’ll produce stunning VR experiences. The new frontier of VR studio production requires a diverse skill set and a unique understanding of how your audience will view and react to your content, not just how they’ll discover it.

If you stumble upon anyone carving themselves out a career as a VR movie mogul and they’re telling you THE future of film is VR, they’re doing more harm than good. It’s A future and a damn exciting one but claiming all films will one day be viewed in a VR headset with full 360º immersion is naive at best, chronically damaging at worst.

Think of all the movie classics that just don’t need enhancement. They’ve been brilliantly acted, superbly scripted and skilfully edited and that requirement should never go away because the film industry is a wonderful machine. Full VR would not only be cost-prohibitive but damaging to the backbone of the industry – focused storytelling.

No, I haven’t gone all retro on you, I’m not rebelling against the new Virtual world. We need to add value to really make the good stuff great. If everything is VR then it becomes white noise and loses its impact, much the same as the misplaced marketing prerogative of turning every website into an app – that just gives fuel to those that still think the app is dead.

VR is at its most powerful when pushing boundaries, offering the chance to experience the unexperienceable (that’s a word, right?)

Take the storming of Omaha beach in Saving Private Ryan, the Jakku Millennium Falcon chase from The Force Awakens or the thick of the boxing action in Southpaw, Raging Bull or Rocky 27. VR will live or die on its financial relevance to studios. It’s unrealistic to shoot an entire blockbuster but a D-Day beach scene or a single round of boxing become invaluable marketing tools for a cinematic release and an essential added extra for the digital home download. Add episodic storytelling then suddenly you’ve tapped into the micro-payment and subscription models contemporary audiences are comfortable with.

In the same way that we went through a phase with visionary publishers claiming all future books would be interactive, we’re already facing the same issue with VR. Yes, some books obviously benefit from the bells and whistles (Brandwidth’s Doctor Who Encyclopaedia and The Doors apps or our Maleficent and Saving Mr Banks iBooks are perfect examples) but for many, the reading experience needs to be just that – words and images, digested in much the same way they always were, for the same cost. But certain properties deserve more. I received an email last week via the CES Press Portal claiming the ‘real’ sex industry will always be better than ‘holographic 3D porn and teledildonics’. That may well be true, but the VR porn industry will still be huge!

To say VR is the headline act at CES is a little misleading, there’s AR too. Augmented Reality has the potential to hit an even larger demographic than the Virtual variety, simply because the audience doesn’t need to shut itself off from the outside world. The main reason I’m more excited about VR is we’ve had AR on our phones and tablets for years – even desktop PCs and laptops equipped with a camera have been able to display augmented content.

New headsets such as Microsoft’s Hololens have reignited the augmented conversation (and investment frenzy) and Google’s second attempt at Glass appears to be just around the corner, even though this isn’t actually AR but an info overlay within a single screen. Impressive tech nonetheless, but not what we’re talking about here.

If you’re losing patience waiting for the new hardware to turn up and you want to see AR 2.0 in action, grab an ODG headset – it works and has had years of development time and budget. If it’s good enough for NASA and the US ‘three letter agencies’, then it’s certainly robust enough for consumers.

2015 may not have delivered VR and AR as promised, but the potential for 2016 has never looked more real.

tags: VR, Virtual Reality, AR, Augmented Reality, Oculus Rift, Rift, Oculus, HTC Vive, Sony Playstation VR, Playstation VR, PlaystationVR, PSVR, Samsung GearVR, GearVR, Gear VR, wearable tech, wearables, CES, CES 2016, #CES2016, Vegas, Las Vegas, Microsoft HoloLens, HoloLens, ODG, Vive Pre, HTC Vive Pre
categories: Apps, Conference, Gadget, Innovation, Mobile technology, Television, Virtual Reality, Wearable Technology
Wednesday 01.06.16
Posted by Dean Johnson
Comments: 1
 

Oculus: Leading the VR Gold Rush

There’s virtual gold in them there hills and it’s time to think seriously about where you stand. Are you in or out?

The road to VR nirvana is paved with poor quality content, low res visuals and people claiming they’re the world’s greatest storytellers because they’ve ‘been at this for years’. Well, I’ve got news for you, the future for VR and AR belongs to those with both technical know-how AND creative vision.

If you’re thinking about “seeing how it goes” or if “this VR thing will take off”, think again. We have been gifted an invaluable assessment period in the development of VR and for the past 18 months, this exciting new platform has been in a very public beta.

Designers, developers and ‘tech explorers’ have had access to a number of head mounted displays (HMDs), including the original Oculus Rift (funded by a $2,437,430 Kickstarter campaign) and subsequent DK2 (118,930 global shipments), the Samsung/Oculus Gear VR and numerous Google Cardboard budget headsets for a while.

A few visionaries are starting to put their money in the right places. Recent funding rounds have hit the headlines for JauntVR, NextVR, Reload Studios and self-funded ‘The Void’, a VR theme park. The most notable move came last year when Facebook bought Oculus, the company credited with starting the current resurrection of the Virtual Reality market. 

The Oculus PR machine has been busy again today, revealing the final consumer-friendly Rift headset, input controllers and some of the launch titles. I tested the latest developer edition, Crescent Bay, at CES in January and that was a big step forward. Oculus have upped the game yet again with the consumer Rift but it’s not available to test until next week. More to follow…

It’s a stunning piece of kit with accurate head-tracking, a wireless X-Box controller, freestanding desktop motion sensor, built-in 3D stereo headphones and it’s light, very light compared to rivals. 

Oculus Founder Palmer Luckey also previewed ‘Oculus Touch, a pair of hand controllers used for more accurate input for digital interaction. They won’t be available when the main headset launches in Q1 2016, but should follow before 2017. Rift Pre-orders begin later this year.

But that’s not all as you’ll still need a PC to run the VR content. Officially, the Rift isn’t for Mac at launch but there have been VR titles in development for Mac since the original DK1 headset arrived in 2013 so they’ll still work, just not through the official Oculus store.

Next week, I’m at E3 (Electronic Entertainment Expo) where the tone will be set with a heavy focus on Virtual Reality as Oculus, Sony, HTC, Samsung, Sulon and Microsoft will all push VR headsets to the frontline in preparation for a very busy 12 months for consumer releases.

It’s these next 12 months that are so important for creative thought, innovative development and targeted investment. If you really want to make an impact, start planning, designing and building now. If you want an unprecedented investment opportunity in a guaranteed platform before it hits the market, it’s time to make your move.

There will always be room for software production houses but in these early days of VR, the spoils will go to those willing and able to push boundaries and do so with quality in mind. I can’t stress strongly enough how exciting this new dawn of VR is.

tags: Oculus, Oculus Rift, Oculus Touch, Rift, Virtual Reality, VR, wearable tech, Wearables, Facebook, E3, E32015, San Francisco, Tech, Sony Morpheus, GearVR, Samsung, Sulon Cortex, HTC Vive, Vive
categories: Futurology, Gadget, Innovation, Mobile technology, Wearable Technology, Virtual Reality
Thursday 06.11.15
Posted by Dean Johnson
 

Designing the Future