But at $399, Meta’s Quest 2 VR headset (released in October 2020) provides a comparable experience to the Vive-with superior input and internal positional tracking technology and improved ergonomics-at a more affordable price.Įven with these technological advances, there remain challenges to widespread VR gaming adoption, including players feeling overwhelmed by virtual environments, struggling with nonintuitive gameplay, experiencing physical discomfort, and not being immersed in virtual worlds. In some cases, early software also caused disorientation and motion sickness. Until recently, to get the best VR experience, such as that provided by the HTC Vive, consumers had to invest in a costly high-end gaming PC, not to mention a cumbersome external sensor setup. Yet, in 2022, according to the Entertainment Software Association, only 7% of 215.5 million US gamers reported playing on a VR system, compared to 52% who played on a console. I, along with many other game developers in my network, decided to transition from working on traditional games to creating virtual reality ones. Oculus had just released the first version of the Rift-a head-mounted display aimed at mainstream gamers-giving rise to the modern VR gaming landscape. In 2014, after working as a video game designer for more than a decade, I noticed a shift in the gaming industry.
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