4 lessons of virtual reality video game industry

Virtual reality (VR) is on the verge of a major breakthrough, but is mostly applied today in video games. Suddenly, the game designers now perfectly master the challenges of future RV applications. Here are 4 lessons they’ve already learned.

Already available on the market, spectacle RV Cardboard Google are mainly used in the advertising and media sector as a kind of sophisticated variant rides 360 that was found 15 years ago already in Web sites. For its part, Oculus, the pioneer of VR helmet bought a year and a half to $ 2 billion by Facebook, will launch in the first half of this year the first commercial version of its Rift glasses.

Sony is also expected to follow later in the year with the PlayStation VR, an accessory associated with the game console and places the player in a 3D environment of their video game. For its part, HTC target the same objective with its live spectacles, developed by Taiwanese hardware manufacturer in partnership with the specialist Valve play. Finally, Samsung has now integrated part of the technology in its Oculus VR Gear also available on the market. This is an additional game for its smartphones transforming the smartphone screen plug.

Such is the current state of the market in a sector of the RV in full recovery after a false start in the 90s, while the virtual reality intended to impose on the masses. Market participants believe that serious applications could be created for their equipment, even as the currently available solutions are mainly aimed at the field of video games.

Data News spoke during the past year with many game developers whose first more or less commercial attempts have become a sort of reference to how such RV applications should be developed in the future. Because knowing that the material is now available, it is up to software developers to get to work. Here are 4 lessons learned by the vanguard of game makers.

1. A certain percentage of users will probably still sick

This is a major obstacle to future breakthrough technology: a large percentage of potential users – researchers evoke the figure of 5 to 10% – never bear diving into virtual reality. There are different theories about why this situation, which largely overlap elsewhere, but the issue would address a kind of ‘short-circuiting’ in the brain: the eyes think you move, while the sense of balance in the inner ear and proprioception, which transmits the brain to muscles of information indicate that the individual is standing or sitting still really. Hardware manufacturers and application developers have not yet found a solution, otherwise by minimizing the latency between the image in the viewfinder and the movement of the head. However, it is quite possible that some doctors may never use this technology to sophisticated telemedicine applications. “When a person is doing something that makes you sick?” Asks Ben Lewis-Evans, an American behaviorist who has made video game focusing testing on behalf of the company Player Research.

2. The holder must always have full control

For the VR software to ensure that the virtual worlds visitor feel fully immersed in the experience, it is important to limit the speed of movement to perform. So, the risk of nausea mentioned above will be reduced as much as possible. “Walking is perfect, running is not good,” summed Brynley Gibson, executive producer of several experiments of simple games (such as being the victim of torture!) That the department of Sony PlayStation London is now design for the RV helmet PlayStation. Which can also function is weightlessness proposed in the expected end Adr1ft Thurs March on the market and that puts the player in the shoes of a lost astronaut. But overall, it should avoid ‘metaphors’ in the movements, says Malaika Valves. “The physics of the virtual world must coincide as much as possible with the laws of the real world. Therefore no question of superpowers!”

3. The control system should come from elsewhere

RV glasses have accelerometers and other motion sensors to measure the movements of the head and neck muscles, so that the image in the visor can be adapted within milliseconds. To a certain level, the system can also be used to allow the user to move in the virtual world. But it would be better that the control system is not entirely based on this technology, says Yasser Malaika, RV developer at Valve, the American video game designer who sells glasses with HTC Vive. “The muscles of the neck and eyelids are not suitable for long-term interactions.” How therefore? Game designers simply add a game controller in their experience ‘, but any device incorporating directional buttons enough.

4. Not too many visual realism

The internal screen of most glasses RV show a Full HD, while the PC hardware and game consoles on which they will soon be connected can also provide hyper-realistic virtual worlds. Still, say the first game designers who are engaged in the RV, users playing with a helmet on his head will never have the feeling of being in another world. So, it is not useful to try to make the most realistic experience possible.

“The hands are drawn, according to the new ‘laws of nature’ of virtual reality, less strange than the actual hands,” said Malaika yet. So, consider Lewis-Evans Research Player, visual abstraction proves less tiring. “The display of virtual reality glasses is very close to the eyes and the user therefore sees too many movements. The human organ of sight automatically adjusts its focus on the object to which the eye is directed, while everything else in the corners of the vision is blurred. But in a VR application, everything, even in the corners of the eye, is both perfectly clear and moving. “

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