https://www.cybersport.ru/games/articles/effekt-neopravdannykh-ozhidanii-pochemu-vr-v-igrakh-eshyo-dolgo-ne-stanet-massovym

In recent years, a real revolution has taken place in the VR helmet market. But among gamers, the demand for virtual reality devices is still very low. Even the COVID-19 pandemic and self-isolation did not raise interest in VR headsets – gamers chose to spend their free time on familiar games on consoles and PCs. Cybersport.ru tells why for a long time you should not expect a sharp increase in demand for virtual reality helmets.

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When did virtual reality appear?

The first product, which, with reservations, can be called a VR device, appeared in 1957 – Morton Heilig’s “Sensorama” made it possible to display a three-dimensional image with stereo sound, and also stimulated the sense of smell and other senses. For example, the seat vibrated when shaking, a fan was used to simulate wind, and a special generator was used for odors. Sensorama did not receive much distribution – it was bulky and inconvenient, and investors were not sure about the success of the project.

One of the first VR helmets was invented by Charles and Brian James in 1961. They used two separate screens for each eye and a head tracking system. However, the user could only observe what was happening, and not interact with the virtual world. And only eight years later, Harvard University professor Ivan Sutherland released an article called The Ultimate Display, which described the concepts of a VR helmet as we know it today.

Headsight virtual reality device from Charles and Brian James

In the future, more and more manufacturers and engineers offered their own device options, each of which was distinguished by some unique functionality. Some have not gone beyond drawings or a single prototype, while others began to be used in many industries. Nowadays VR helmets help in different areas from medicine and design to space aviation. The technology and the entertainment industry, including computer games, did not bypass. But in the gaming market, virtual reality has not become mass, although it would seem to be ideal for this. And there are quite objective reasons for this.

VR in the gaming industry

The idea of ​​introducing virtual reality into computer games appeared literally as soon as they began, but the first implementation took place only in 1990. The Virtuality project by engineer Jonathan Valdern was unveiled at Computer Graphics. It consisted of two options – a machine with a steering wheel for playing racing simulations and a classic helmet. Visitors to the exhibition appreciated the creation of Valdern, but the high cost limited mass distribution: as a result, only 50 thousand devices were sold.

Virtuality Engineer Jonathan Valdern

The next attempt to distribute VR among gamers was made by SEGA, one of the leaders in the gaming industry at the end of the 20th century. The Sega VR helmet was announced in 1993. As in the case of Virtuality, it was planned to release two versions – for arcade machines and Genesis home consoles. And if the prototypes of the first still appeared at least somewhere in the masses, then nothing happened with the option for consoles. Despite the huge investments in marketing and development at the time, SEGA soon closed the project. According to company representatives, Sega VR gave such a deep and realistic immersion that they decided “not to endanger humanity in a virtual world.”

Sega VR Advertising Poster

But the Sega VR announcement set off a real boom in the virtual reality gaming helmet industry. But all developments had critical flaws and did not become massive. Stuntmaster was a replacement for the TV for Mega Drive and Genesis consoles, only in the form of a heavy and bulky helmet. Nintendo’s Virtual Boy was equipped with a monochrome screen that caused players to feel nauseous and did not support head rotation. And the rest suffered from high cost and lack of content.

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Other large companies like Ubisoft and Electronic Arts do not even plan to release such projects, and some completely refuse to continue working with virtual reality, although they were initially set up seriously. For example, the developers of Eve Online – CCP Games – in 2016 announced the VR-arcade Eve: Valkyrie, but a year later the release was canceled and closed the unit that made the game. “We had expected a double or triple increase in the VR industry at this point. There is no way to build a business in the current realities, ”said Weigar Petursson, Director of CCP Games, who commented on the closing of the project.

As a result, VR gaming turned out to be in a vicious circle – users need more content to purchase VR devices, and developers want a greater distribution of headsets to create games. And there is no momentary way out of the situation. In order for VR in games to become massive, it will take a lot of time, resources and risky decisions. They will not necessarily lead to the intended result the first time, and some may fail miserably like the VR innovations of the 1990s. But if you do not try to make a revolution, then with the current pace of development for the mass introduction of virtual reality in the gaming industry, it will take more than one decade.

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