For a long time, the hopes and dreams of many virtual reality fans could be summed up with two words: Oculus Rift. Helped by the rise of cheap smartphone displays, Oculus co-founder Palmer Luckey took a technology that most people considered a retro curiosity and convinced them that it could change the world. The Rift let you skydive without a parachute. It helped artists show the world through another person’s eyes. It simulated beheading. It put you in fictional settings that ranged from kaiju-fighting robots to Jerry Seinfeld’s apartment.
https://youtu.be/9bfBV-x0ftM
And then, slowly, the Rift got company — from competition like the
HTC Vive and PlayStation VR, as well as totally new VR categories like
Google Cardboard and Oculus’ own mobile Gear VR headset. Consumer
virtual reality went from a gaming peripheral to an all-purpose
entertainment device, and then to the next great evolution in computing.
While "Oculus Rift" was no longer a synonym for "virtual reality,"
Oculus remained a central player, especially after Facebook purchased it
for an estimated $2 billion.
There was just one problem: nobody knew what the Rift would look like, or when it would come out. Luckey and the rest of Oculus’ leadership were adamant about not making promises they couldn’t keep, or delivering an undercooked product — two things that doomed consumer virtual reality decades ago. But after nearly four years, the finished Oculus Rift has shipped to its very first group of customers, and it’s time to see whether the headset that started it all is still pushing the cutting edge of virtual reality.
There was just one problem: nobody knew what the Rift would look like, or when it would come out. Luckey and the rest of Oculus’ leadership were adamant about not making promises they couldn’t keep, or delivering an undercooked product — two things that doomed consumer virtual reality decades ago. But after nearly four years, the finished Oculus Rift has shipped to its very first group of customers, and it’s time to see whether the headset that started it all is still pushing the cutting edge of virtual reality.
No comments:
Post a Comment