After a little more than two years from the acquisition in the billions of Oculus by Facebook, we are at a turning point. Last Tuesday was presented the Daydream, the platform for the virtual reality of low-cost Google. Seventy-nine dollars, three bar, four times less than the other viewers in the circulation, is the revised and correct version of Cardboard. To be released in November with more power and probably more content. Two days after those of Oculus have announced to be working on a technology for virtual reality that does not require the physical connection (wire) to a pc, implying that the market will soon split between the device expensive, requiring dedicated hardware and displays as "lighter" for a little less "geek".
Today is the turn of Sony, which will launch in Italy the Playstation Vr Ps Vr). Equipped with a Oled display 5.7-inch with 1920 RGB and a resolution of 1080 the device the japanese is theoretically capable of displaying up to 120 images per second. The launch price is € 399€. In reality, the play is also required in the PlayStation Room, possibly the new one is already available at a list price of 69,99€. But the advantage with respect to a certain part of the competition is that it can count now on an installed base of over 43 million Playstation 4, and a park of 230 developers who are working on the content. The disadvantage, if anything, is related to the scalability of the platform. And it is a common evil for all those who plan to make money with the devices for the Vr. To better appreciate the reality of the virtual is not, in fact, still not clear how power can serve. Definitely need the console more powerful. In November will be released the Playstation Pro (409 euros), with an architecture of accelerators (Gpu) capable of generating 4.2 Tflops. After that it will be the turn of the Microsoft Xbox project Scorpio (the new console), which aims to achieve a graphic power of six Teraflops.
the speed is not just a detail. The combination of the update of the images of the display and the processing power of the image helps to minimize the effects of "motion sickness", that unpleasant sensation that originates from the reaction of the brain when it is deluded by the virtual reality. Just to test my stomach, I tried some of the films most frightening of the emerging platforms: Until Dawn: a Rush of Blood; Here They Lie, and Resident Evil 7: Biohazard (for the time being not available at launch). The horror, even the most classic and banal that makes you jump on the chair, lived with a visor and headphones is an experience quite terrifying. And it is also the litmus test to appreciate how virtual reality is mainly a matter of architecture, and director. As for the 3D, the content should be planned and designed taking into account the specifications of the vehicle. Otherwise you run the risk of making the end of the technology stereoscopic confined today to the big cinemas. Not surprisingly, the estimates of the analysts on the spread of the helmets have had two seasons. First, the enthusiasm unbridled, and then the reflection more aware. In the last revision of Gartner, will be sold in 2017, little more than six million devices. To have a touchstone of smartphones in the world, if they sell 2 billion. But unlike mobile phones, the potential of this technologies are yet to be known. And this awareness can make you skip all the forecast business. Exactly as it happened with the birth of the smartphone
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