My Jalis - Digital magazine about trends
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My Jalis - Digital magazine about trends My Jalis - Digital magazine about trends
Lifestyle magazine and events in Marseille : More reality, less virtual
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More reality, less virtual

Why can the virtual world be dangerous?

10/25/2017

This October was particularly prolific for the virtual reality (VR). First of all, Microsoft entered the shopping with the Windows Mixed Reality platform using headset of Dell, HP, Lenovo and Acer manufacturers while waiting for those of Samsung in November and Asus in the summer, 2018. Several applications and games have already been available on the Microsoft Blind while waiting for the accounting with SteamVR platform planned in December.

Other event caused a loud noise: the announcement of a new headset (casque) by Facebook. Dénommé Oculus Go, will have the peculiarity to be totally autonomous (no need to connect it to a PC). With a launch price of 200 dollars, it  will be one of the most affordable bill in the market. Its exit is planned in January, 2018. At the same time, Mark Zuckerberg firm is in an ambitious project replying the Project Santa Cruz's gentle name. Indicated as the successor of current Oculus Rift, it will benefit from the best of the technology regarding display and detection of movement for an experience even more immersive while being autonomous.

Half full VR

However, this excitement should not hide a balance sheet in half tint. First of all, the account is not there. According to a CCS INSIGHT study, sixteen million devices using the virtual reality and the increased reality were sold this year. This impressive figure is relatively perspective because it is essentially due to smart phones and increased reality (with the release of the development ARKit kit for iPhones).

Talking about the virtual reality, we have the right in a little embarrassing silence because Sony is the only manufacturer having shown sales of more than a million Playstation VR (PSVR) sold last spring. If we trust the figures of International Dated Corporation, Japanese manufacturer dominates the headset market of virtual reality with 24.4 % of sales in the second quarter 2017. Oculus Rift is just after with 11.6 % of market shares. HTC Vive live is in the fifth position with 4.4 % after Chinese TLC. However, these figures are in perspective if we consider the real leader as Samsung which anticipates Sony with Samsung Gear VR. Do recall that this does not really belong to the same category as others because it works using a smart phone.


Beyond figures, the technology is often pointed for its shortcomings. Pixelated screens, too narrow vision, presence of cables, failing detection of movements, even too primary graphics … Globally, it is not to offer the promise made in its name: a "reality even virtual".

VR the future and beyond

That's the reason why eyes are focused on tomorrow. A name is on all the lips: Pimax. Its main asset: a resolution 8K which will reduce strongly the possibility of seeing pixels what tends "to bring out" the experienced user. As to comparison, Oculus Rift and HTC Vive live turn in 2,160 × 1,200 pixels when Pimax reaches 7,680 × 2,160 pixels! But it is not the only key point of the Chinese start-up headset of the same name which launched a campaign on Kickstarter to finance its project. In fact, Pimax offers a field of 200° vision close to human eyes. Moreover, it crushes  competitors which are situated at 100-110°.

Other axis of improvement: the wireless. In most opinions, cables are real "tue-love" of the virtual reality because their presence just take you back to the reality, the "real". It is on this basis that we can appreciate Samsung Gear VR’s success. The smart phone serves at the same time as screen and "calculation machine" to run VR, a solution alternately practical and little expensive (if we already have the mobile). The alternative would consist in implementing directly processors in the headset. It is the choice of Facebook for its Project Santa Cruz. To see whether it does not pay in term of the performances.

The performance, just talk about it. It is the war news because the virtual reality is extremely intensive source. It explains why the games turning on PSVR have graphics deserving the previous generation of console, if it is not even the one before. There is no doubt that the current projects will offer the necessary power for even more immersive experiences. Among them, it is necessary to quote Fove prototype which has the peculiarity to follow the human beings’ movements. Why? Because our visual acuteness is situated in the center of the eye. It is thus at this level that the display must be optimal. All can be fuzzier what would allow to optimize the computing power of the headset.

To finish, if the VR became more democratic, there’s still some way to go before it realizes its promises in vidéoludique material but not limited. The marketing has to win with a susceptible technology to make the storytelling more immersive and interactive (rendre le storytelling plus immersif et interactif) without talking about the eye’s profits to analyze the consumer’s eye behavior. We also think of the possible contributions in the documentary. For example, Time’s LifeVR, HTC and Deluxe VR have collaborated to produce Remembering Pearl Harbor, an experience allowing to relive literally the attack which was going to change the price of the Second World War. We also think of Hidden Cities: Dublin, a movie turned in 360° which explores Dublin’s dark face together with the novelist Tana French.

Article written by Thierry Randretsa

 

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