Friday, June 19, 2015

2015: zero year of virtual reality – Terra Colombia

The moment of virtual reality has come, judging by the commitment and enthusiasm with which Sony and Oculus VR defended the E3 video game trade show surround technology projects.

“Virtual reality will be part of our daily lives in the future (…) will be used daily as now smartphones. It’s just a matter of time,” he told Efe the world responsible for the Sony development studios, Shuhei Yoshida.

No one wants to miss the boat: Sony has created Project Morpheus, Oculus VR is within Facebook, HTC has partnered with Valve to push through the hull Live and Microsoft has reached agreements with the last two to ensure that their games come to virtual reality.

There are no specific date for launch of any project and remains a question the price of the devices, but the emergence of technology is unstoppable.

Why virtual reality is thriving decades after it was created?

According to the head of PlayStation, Andrew House, the key is that the display and processing technology is ready to offer a good experience.

In the last year, both Oculus and Sony have worked hard to improve the image of the helmets and dizziness while reducing potential use two of their weaknesses.

Oculus has led to E3 the final prototype of Rift with different games, including “EVE: Valkyrie before”, “Edge of Nowhere”, “Chronos” and “Lucky’s tale,” which provide polished experiences “immersive” and enable entry into other worlds.

Yoshida notes that developers are seconding the promotion of this technology with “many and varied” proposals.

shorter games are not so focused on image quality as you build transformative experiences: exploring space, feeling cornered by a zombie or photograph dinosaurs.

“What gets virtual reality is absolutely new and fresh. Once people use it, it feels captivated,” said independent developer of Paper Crane Games Roberto Espinosa.

Studies are beginning to add up to this wave: Ubisoft, Crytek and 505 Games have stepped forward with various experiments that have shown at E3.

The CEO of Ubisoft, Yves Guillemot believes that begin to exist “compelling experiences.”

Crytek working on “Robinson: The Journey”, the inquiry by a mysterious planet where living dinosaurs, while “Adr1ft” is the bet of 505 Games: here, an astronaut struggle to survive a space station destroyed.

Ubisoft has taught three demos with helmets Oculus Rift at the show: the journey in a kind of roller coaster “Raving Rabbids Theme Park”, the visual confrontation with a hard type of “Far Cry 3″ and the multiplayer “Eagle Fight”, where four eagles fly over Paris and try to knock down his enemies.

Precisely in this edition of the fair it has begun to speak of shared game, social experiences with virtual reality, to criticism of the isolation that the user submits to put one of these helmets.

The CEO of Sony Computer Entertainment insisted that one of the objectives of Project Morpheus is connecting people, people play in groups.

To that end, they have created “RIGS Mechanized Combat League”, a futuristic “shooter” multiplayer first person or the alternative “Starport” a confrontation between two strangers in a galactic core.

If there is a group which accommodated a pioneer the first wave of virtual reality that is independent developers. The first Oculus Rift which showed at E3 came two years ago Indiecade hand, the Independent Games Festival.

The passion of the creative alternative to this technology lives on Indiecade each year. There were shown “The Lost Valley VR”, a trip to photograph dinosaurs; “Pixel Ripped” the story of a teenage girl 90 to complete various missions as his teacher writes on a blackboard or the aforementioned “Starport”.

From Sony conceive of virtual reality as a technology that has traveled beyond the game, for example in film and television, while the CEO of Facebook, Mark Zuckerberg, considered to be the next big internet content, as is now the video.

House stressed that this is only the beginning of a long road, but urged caution experiences define mired in virtual reality.

“It is a very powerful medium, we must be careful to ensure that people have adequate experience with him,” he warned.

The industry is willing to push this technology, ready to offer good “immersive” experiences, and both large and small developers are creating content to show their potential.

This edition of E3, which closes its doors today, has made it clear that 2015 is the year zero of virtual reality. 2016 interactive entertainment is going to be fun.

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