VR - Downfall & Uptrends
Animesh Mishra ??
Product & Growth Operator | Conducting Asia's largest Design and Code Hackathon | Ex- VC | Organising Asia's Largest Deeptech Event connecting Government and Startups
What is VR?
VR or virtual reality is a technology that allows a player complete immersion in the in-game ambience while they are playing. Complete immersion usually refers to confining the player’s sight and auditory capabilities to the game’s environment so that they feel a part of the game’s world.
To achieve this, most VR platforms invoke the use of a specialized piece of technology – VR Headsets.
VR headsets are usually head-mounted devices that comprise of a stereoscopic display, stereo sound capabilities, and motion tracking capabilities to truly make the player feel involved in the game.
Welcome to the?7th edition?of?Gaming lounge, today we will talk about VR.
We at gaming lounge essentially believe this is the decade for the gaming ecosystem in India & on this mission we want to co-learn & educate people about the gaming ecosystem who believe that gaming is the next e-commerce in India.
We are organising India's largest gaming event on 2nd-4th December in Bangalore , Gaming Lounge. Would love to meet you there
Pivotal Moments in History
?? Research started in 1968, but the output was deemed too expensive
?? In 1995, Nintendo launched the first device specifically catered to VR gaming. It was a table-mounted display that could display stereoscopic 3d graphics. This device was christened the Virtual Boy.
Despite buoyant claims by Nintendo, it was a huge commercial failure. It was too clunky and caused headaches to the player. The exclusively red and black display was considered a step back as well.?
?? Further forays into VR gaming for a wide audience were scarce due to the inordinate hardware costs.
?? In the 2010s, we finally had the tech to produce consumer-oriented VR devices. This was heralded by Oculus Rift, which was a crowdfunded device that was deemed the first consumer-ready VR hardware.
?? This device galvanized the entire industry. Oculus (the parent company) was purchased by Facebook for $2Bn. Following the Rift’s release companies like Sony, Valve, Nintendo, Google, Samsung, and HTC also entered the fray by launching their own VR devices.
领英推荐
Current size + forecasts
?Despite expectations that VR was supposed to be a salient part of the new technological frontier, the acceptance rate hasn’t quite been as favorable as previously anticipated.?
Reasons for failure
? Expensive Devices: In addition to the headset, most platforms necessitate a high-end PC or a compatible console to be able to function.
? Clunky to use: Headaches, Nausea are frequently cited side-effects of extensive VR gaming. Moreover, VR devices aren’t portable either.
? Lack of a ‘killer’ game: There wasn’t a game that could compel people to buy VR devices. Half Life was the closest.
? Rise of AR: AR overtook VR due to its sheer accessibility.
Indian Position
Asia Pacific is the largest market for VR in the world. In India specifically, although the initial response to VR has been tepid, the country is gradually warming up to the technology. The biggest reason for this is the application of technology in the Edtech field.
In gaming specifically, more VR game zones are starting to emerge in the country. This indicates that although the demand for VR headsets amongst individual consumers isn’t impressive, the current demand for VR gaming is being met by such enterprises.
Written By - Laksh Sharma
Product & Growth Operator | Conducting Asia's largest Design and Code Hackathon | Ex- VC | Organising Asia's Largest Deeptech Event connecting Government and Startups
2 年Building something groundbreaking? Let's meet at India's largest gaming event? https://lu.ma/thegaminglounge
President Awardee| Sharing Startups & Finance Insights| IIT Patna| Cleared CFA L1| Past Collaborators: Inc42, ICICI, Fire-Boltt etc
2 年Amazing post Animesh Mishra ??