When HTC and Oculus launched their first generation Virtual Reality (VR) headsets in spring 2016, it was like the beginning of a revolution. These headsets were immersive and sophisticated, unlike anything the audience had been before and a clear leap forward compared to disasters like Nintendo`s Virtual Boy. But if you fast-forward 3 years, VR headsets are still not often found in living rooms or schools. If you`re not one of those rare VR fans, you probably don`t have a VR headset in your house.
So, what the hell happened? Has VR been forgotten and left behind by technical innovations like Curved Smart TVs or Laserdics? No, not quite, but the application areas of VR have shifted – from the houses of early users with powerful desktop PCs to the research facilities and training stations of large companies. You haven`t missed a thing, the driving force behind VR innovation is constantly evolving.
Numerous VR companies have created their own Enterprise VR departments. HP has one, Varjo produces the VR-1 exclusively for the enterprise sector. Just a few weeks ago, HTC announced its Vive Enterprise Solutions division, which supports commercial applications for VR hardware and software. Think also of the tangentially related Microsoft HoloLens 2, which remains a gadget for the time being that is aimed exclusively at large companies (unfortunately, this also includes military applications).
This may sound disappointing to the average person, but in reality it`s the economy that counts. VR is expensive. Headsets like the Vive Pro or the Valve Index cost between 800 and 1.000 Euros, cheaper models like the Oculus Quest cost 400 Euros. Unfortunately, unlike conventional game consoles, no VR platform has enough content to fully meet people`s entertainment needs. Budget constrained consumers may be forced to choose between buying a new TV, console, PC or VR headset and in most cases win traditional alternatives. In addition, the use of VR is more strenuous than watching TV or playing games on the couch or desk. One hour in VR corresponds to about 3 to 4 hours of use of traditional alternatives such as TV or game console after mental and physical exertion.
Think about whether this investment is worth it for you. A total of 500 € or 1.000 € is a lot for a normal person who spends money on niche electronics, but for a large company it`s a big change. At the same cost as an engineer flying to a construction site or production facility, a company could buy a VR headset. That`s doesn`t mean VR isn`t a significant investment – the biggest cost of VR is maintaining all the support systems needed to use the technology properly. But it is possible to see how the numbers could add up.
VR can also be a useful training tool. For example, instead of showing a person a presentation on safety policies and regulations, you can put someone in a simulated environment and let them respond to a simulated emergency. We`ve also seen this firsthand in a training tool designed to remind construction workers how important it is to check their wiring harnesses for damage and ensure that their lifeline is always properly attached to a nearby structure. When the floor fell out on a rickety scaffold, we felt our guts protrude against our necks. This is a much more lifelike experience than the Powerpoint slide will ever be.
Creating VR content is difficult and few people have the expertise or tools to create their own VR experiences. With their high budgets, companies can hire entire teams to develop software tailored to their individual needs. Moreover, with this experience you can more easily contribute to a common knowledge that will be used for the development of future applications.
A few weeks ago we had the opportunity to talk to Dan O`Brien, Head of Enterprise Solutions at HTC Vive. He said the company is still very much focused in developing VR products for consumers like the upcoming Vive Cosmos. But many VR innovations are now coming from corporate requirements, which were one of the driving forces behind the development of the Vive Pro Eye.
In addition, O`Brien noted that the way people interact with VR is changing for the first time. Previously, someone could experience VR through something like Google Cardboard, a Samsung Gear VR or rarely, at the insistence of a friend who had a PC-based VR headset. But now it comes to first uses of VR in the office, where VR promises a high benefit.
It simply doesn`t make sense for most companies to develop VR content that only appeals to a tiny circle of customers. Three years after the birth of modern VR, if you ask people about the best games, you usually get two answers: Beat Saber or Super Hot VR. Although these titles are very successful, no VR app has made a lasting name for itself to this day. VR is still waiting for its Super Mario Bros or World of Warcraft – a game that transforms the capabilities of the platform into an unforgettable experience you can`t get anywhere else.
Nevertheless, we do not want to be pessimistic about the future of VR. Take a look at all the advances we have seen over the past year, including the introduction of several stand-alone VR headsets, improved inside-out tracking, eye tracking and now hand and finger recognition in the Valve Index.
The resolution of 2,160 x 2,160 (per eye) on the HP Reverb even eliminated the screen door effect. Although a headset with a resolution that is high creates new visual artifacts, such as the ability to see where the four corners of a pixel intersect, which appear as very weak dots in the headset`s optic, The HP Reverb has been able to eliminate the “screen door effect”. But this is just one exmaple of how a solution poses more challenges.
In contrast to economics, the trickle-down effect actually occurs in technology, and it works in VR, and just because companies don`t release new headsets every six months doesn`t mean that VR time is coming to an end. It will just take a little longer for it to become mainstream than was initially thought. Be patient, your VR dreams are still alive and well.
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