VR games are cool but…limitations of ARVR technology?

A few weeks ago I have joined New York Media conference. Two days packed with gaming, music, TV & radio. Sounds pretty cool hm? The gaming part is why I’ve decided to go. Although I am not really so much into games, I love what is going on in VR gaming.

Limitations of VRAR technology

The main topic of each discussion was the limitations that the technology currently has. Is the technology already good enough to provide us better than real experience? And what aspects should be considered to have such an experience? Of course, there is a sound that needs to feel real. It needs to react to your movements, be higher as you approach to source and lower as you go away, it needs to react to the walls around you or to the size of the environment you are supposed to be in. Another big thing is the speed of matching the reality pixel by pixel and rendering models in real time. But yeah, then we have the great new wireless Oculus Quest, which is dealing with these struggles pretty well. Still, it looks like people are adopting the ARVR technology slower than expected. It might be because of the price of the hardware. Or maybe we are still missing something that would really entertain people for long hours repeatedly.

How to get people used to VR gaming

Location-based entertainment seems to be a nice bridge towards getting used to the experience and then bringing it home. Instead of Disneyland you can go for example to one of the Void’s parks and become a Ghostbuster. Then come home, turn on your PS4, put on your headset and play Beat Saber or Angry birds from Magic Leap. I think however the highest potential for VRAR for now is in education and medicine. Medical Realities is doing a pretty great job combining both. And for the future, I kind of believe that VRAR will be part of our life, the kids will be growing up with things that are unreal and won’t be able to imagine living otherwise.