Windows Help & Advice - UK (2020-03)

(Antfer) #1

58 |^ |^ March 2020


VR technology has been around
since the ’90s, with the earliest
commercial attempt being Sega’s
brief demonstration at the Consumer
Electronics Show in 1993, which was
then canned before release. A few
other manufacturers took a shot, most
notably Sony, but the technology
wasn’t quite there yet. The experience
was fraught with latency issues and
tunnel vision, and while it was a
hopeful portent of things to come,
most gamers weren’t exactly
blown away.
Fast-forward a couple of decades,
and we find ourselves in the mystical,
futuristic land of 2012. Plucky tech
startup Oculus began a Kickstarter
campaign to crowdfund its advanced,
high-end Rift VR headset, designed by
Palmer Luckey, with the support of id
Software co-founder John Carmack, a
big proponent of VR. The fundraising
campaign was massively successful,
raising more than 10 times the original
goal of $250,000. The finished product
was released to consumers in 2016, and
was immediately popular, although the
initial retail price of over £500 meant
sales were hardly through the roof.
It was a successful innovation,
though, and everyone wanted a slice
of the VR pie. Sony came back with a
vengeance, giving its successful
PlayStation 4 console a VR headset,
the inventively named PlayStation VR.
Phone manufacturer HTC partnered
with Valve to produce its own
contender, the HTC Vive. The
competition was fierce, although
primarily between HTC and Oculus;
Sony’s offering was console-specific,
as opposed to the PC-oriented
applications of the other two.
Surprisingly, Sony came out ahead;
the PSVR was and still is the single
most successful system-tethered VR
headset ever, selling over four million
units in three years, thanks to a lower
initial price, compatibility with Sony’s
existing PS Move motion controllers,
and an assurance that the headset will
work perfectly with the static PS4 (and


PS4 Pro) hardware. Oculus outsold HTC
by a small margin on its first release
units, but both the Rift and Vive share
the same problem: needing to work
with a wide variety of consumers’ PCs,
both pre-built and custom systems.
This is an issue that has plagued the
majority of VR headsets designed to
work with PCs. The uncertainty as to
whether a particular rig can support a
specific VR platform drives potential
buyers away. With the PSVR, it’s simple:
if you have a PS4, you can use it. With
PC-tethered VR headsets, consumers

have to ensure that the system they
have is capable of running games in
VR – and with a huge variety of
custom-built machines in the homes
of PC gamers across the globe, that has
become a problem.

Going mobile
Of course, the companies behind
VR are aware of this, and have
been working on solutions. Oculus
produced the Oculus Go, a PC-less
offering that went without wires
thanks to an integrated Qualcomm
chip to handle graphics. It isn’t
incredible in terms of graphical fidelity,
but has sold well, even exceeding Rift
sales in some markets. A more
powerful follow-up, the Oculus Quest,
was also released recently.
A different strategy was employed by
Samsung, which collaborated with
Oculus to corner a slice of the market
with a super-cheap solution: a VR
headset with a slot for a Samsung
Galaxy smartphone, which acted both
as a screen and CPU. It sort of worked.
Launched in 2015, the GearVR headset
contained hardware for motion control
and head tracking, and at less than
£100 was affordable, although it did
require the user to own a Samsung
Galaxy phone.
GearVR sold well, shifting five million
units, and spawned legions of imitators
of varying degrees of quality. Slightly
before its release (but long after
Samsung’s plans for the GearVR were
conceived), Google announced Google
Cardboard, a hilarious but undeniably
effective VR solution that consumers
could buy or even build themselves. It
used the same ideas as the GearVR, but
was cheaper and less sophisticated


  • because, well, it was made of
    cardboard. Google put out its own
    proper answer to Samsung’s GearVR,
    Google Daydream, a few years later.


Where next?
While all of these products did well,
none set the world alight. Google
Daydream was discontinued in October

From left to right: Forte’s VFX1 was one of the earliest attempts at VR, using a weird hockey-puck-
shaped controller. The original Oculus Rift was a true game-changer for VR. Samsung and Oculus
worked together to produce GearVR, a cheaper alternative to full VR headsets.

Palmer Luckey, the original creator of the Oculus
Rift, has since left the company.

© FORTE, SAMSUNG
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