Home » Virtual reality is back but it is no longer what it used to be

Virtual reality is back but it is no longer what it used to be

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In there you are alone. Feel your breath strong, the heaviness of the visor and the thrill of being elsewhere. Then you take it all off and you have an urge to share what you’ve seen and felt with someone. Because something new happens in there.

For seven years, virtual reality between ups and downs has continued to occupy a large space in the common imagination and a much more contained one on a commercial level. As in all self-respecting hangover, after a departure that has greatly excited analysts and observers of technological things, the first headaches have arrived. It was soon realized that the VR ecosystem was more complex than expected, both in technological and commercial terms. Immersion in a digital universe requires knowledge and techniques that must be studied with experience. That’s why someone was stupid when Sony Interactive Intertainment unveiled the shape and features of the controllers that will work with the new PlayStation 5 virtual reality headset. We know little about the official, maybe it will be released by the end of the year. But we know with certainty that the previous model has sold over 5 million which seem few compared to the 115 million Playstation 4 in circulation but they are a lot if we consider that it is still a “toy” for three hundred euros. Indeed, in good faith, in 2017, in full hype for home virtual reality, there was no lack of competitors. Cìera Vive by Htc and the first Oculus models, which to be innovative were innovative but required to be connected to the computer, space or rather ad hoc rooms and a fair amount of patience in terms of the availability of programs. Then there were also the “forward escapes” like Google Carboard and Samsung Gear Vr where you literally put yourself in front of a smartphone to access the experiences in three dimensions. Then as now the problem remains the ecosystem, that is, the creation of a series of products truly designed for the virtual. Today, however, the new viewers, the more orthodox ones, those who in short continue to believe in it, have improved a lot. Oculus Quest 2 released in October last year continues to be expensive (350 euros) but it is to date the most complete experience not only on the gaming front. Thanks to Mark Zuckerberg, the head of Facebook who, after spending two billion in 2014 to buy Oculus, was among the Big in Silicon Valley the one who was most exposed by predicting a concrete virtual future. The effects of this trust can be seen. Some games are really designed to minimize the effects of nausea and dizziness. The effort is there and it is felt. Even if in there we continue to feel a little too lonely.

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