Give VR a chance: why it's not the gimmick you think it is
This article may contain personal views and opinion from the author.
Google I/O is just hours away from getting started, and it's sure to herald the arrival of lots of big mobile news: Android N jazz, the next evolution of Android Wear, and maybe even some Nexus hardware announcements have been forecasted. One topic that could prove to be especially big is virtual reality, and rumors have already made some pretty lofty predictions about what Google could have to share with us. Beyond some Android system-level support for VR that's been popping up in Android N preview builds, there's word that Google could really step up and embrace VR hardware with a new self-contained Android VR headset.
Smartphones birthing VR was an inevitability
Forward-thinking engineers have been trying to crack the VR nut for decades now, but their aspirations have long exceeded their means. Doing VR right requires accomplishing a ton of things in real time, from precise, high-speed input tracking, to delivering convincing graphics – not just once, but an equally impressive view for each eye.
The perfect storm was gathering, and Google jumped on it with the release of Google Cardboard.
For an extremely low investment, existing smartphone users could slap their handsets in a Cardboard viewer, fire up the app of their choice, and finally check out what the big deal about VR was for themselves.
Is that ... it?
In that light, it's a miracle that smartphone-based VR works at all. But it does work, and it's getting better.
The next level
The future of VR requires advancements on two fronts, and the first of those is viewing hardware. Getting over the current limitations of phone-based systems like Cardboard require hardware that's more tailored to the unique needs of VR. While phone makers could certainly deliver handsets with higher-res screens and more advanced sensor tech, do those changes also make sense for such a niche use case?
We still don't know exactly what to expect from the hardware, but breaking that link between phones and VR could easily afford Google the freedom to fix Cardboard's biggest flaws. We've heard that we probably can't expect Vive or Oculus-quality VR from Android VR (and them being powered by high-end gaming PCs with graphics cards that cost more than some phones, how could we?), but a big leap forward in the immersive qualities of the Cardboard experience isn't out of the question.
Not just what you watch, but what you make
In a roundabout way, we're only now getting to the meat of this argument: how is VR still not some gimmick? And maybe more to the point, why should you care about it?
Getting the right viewing hardware in place is going to increase the quality of your VR experiences across the board, but just as key is content creation. That's seeing big improvements in two areas itself, both as developers become more adept at creating software that delivers a satisfying VR experience (a situation that's only helped by the growing availability of VR solutions across platforms, mobile and desktop), and consumer electronics firms deliver VR-friendly recording devices.
It's about us, and how we experience media
Every time an advancement in technology helps media become more able to recreate another aspect of our reality, there seems to be some degree of push-back. The addition of sound to films created new production challenges, and even the arrival of color was once seen as a gimmick. But not only have these advancement become essential parts of the medium over time, they've helped enhance our ability to really connect with the vision of the artist – and lose ourselves in that work.
So too will VR push through its growing pains and become not just a familiar part of how we interact with media, but one we demand; we're not too far off from the day when playing a first-person shooter game on a flat 2D smartphone feels as “wrong” as watching a modern TV show on a black-and-white, 4:3 aspect screen.
When we scoff at cheap-looking Google Cardboard viewers or bow out of a VR game after a few minutes of unsatisfying head-spinning, we're not being taken advantage of by some gimmick-purveyors out to make a quick buck; we're witnessing the start of fundamental shift in the way we interact with computers.
Something similar is going to happen with VR – or rather, it's already happening – so don't be surprised if you find yourself looking back on your early doubts and wondering how you ever did without this kind of tech in your life.
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