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Facebook hopes to get 1bn people into VR

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Facebook hopes to get 1bn people into VR

It comes with a high-resolution fast-switch LCD screen and next-generation lens technology that could have input from Cork's own InfiniLED which was acquired by Oculus previous year to boost VR screen technology. Two positionally-tracked tracked controllers for the headset were shown off on Wednesday, with Facebook also announcing that it'll be available to developers next year.

2017 has already seen some massive price cuts on virtual reality equipment, as both the HTC Vive and Oculus Rift slashed their asking prices by hundreds of pounds in efforts to lure more customers into their ecosystems.

Not needing a PC means that Oculus will be promoting it primarily for social use, not least because they've also unveiled Rift Core 2.0 - a social hub you can customise and invite people to, complete with Minority Report style interface. Oculus Go will start shipping to consumers probably next year. There is still a 3.5mm audio jack if users wants to plug in their own set of earphones.

Oculus Rift now being offered at $399 with a pair of touch controllers in the United States of America and United Kingdom.

For the people who aren't in a headset, Facebook chose to drop in 3D Posts, a native media type in News Feed that gives everyone the ability to share content created inside VR. While the headset is a standalone product, developers who are making apps and games for the Samsung Gear VR (which uses Oculus tech) will be able to port those apps to the Oculus Go.

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In addition to the Oculus Go reveal, Facebook's head of VR Hugo Barra provided an update on Project Santa Cruz, Facebook's prototype movement-tracking standalone headset. There is, however, no release date for the Santa Cruz motion controllers.

Facebook (FB) dropped $2 billion to acquire virtual reality platform Oculus in 2014.

According to the company, there have been 100m downloads of apps that work with Oculus, which is keeping Zuckerberg optimistic about the future of VR.

Dash rolls up all of Rift's existing menus and UI into a central hub that's instantly accessible from anywhere in VR-all built natively for Touch.

Well, it doesn't. Collaboration tools are most often found online or on business networks, there are few examples - if any - of VR being used on mass scales for learning, and the only real "discovery" in play is discovering how cool some VR apps are. "The problem is you will be spending that money on a device that only does VR and nothing else". Games themselves are also likely to enjoy discounts, so check out Steam and Green Man Gaming.

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