Finally, after 3 decades and several hundred gallons of developer-vomit, virtual reality has finally been made consumer-ready, and it’s going to be huge!
This Christmas (2016), it is expected that up to 2.5 million consumers will have their hands on one VR headset or another. We fully expect that ‘mobile VR’ will be the most prolific version of this new tech. While the mobile experience may have lower performance, a smaller resoltuon and a reduced field of view, the difference in cost cannot be dismissed. A Google Cardboard ‘headset’ would cost the user roughly £20 (plus a smartphone of course), whereas an HTC Vive or Oculus Rift would set you back £800+ – combine that with a PC capable of running the software and you’re well into the thousands.
So where will VR lead us and what does it mean for Sixxac?
With the rise of mobile VR in mind, we are looking at various different plays within this space. A recent interview by TopVR with game developers Stunlock Studios, revealed that they are working on the cinematography aspects of a virtual reality environment. In simple terms, Stunlock Studios are looking to allow ‘cameramen’ to record virtual scenes in virtual reality, much like someone would do in the “real world”. Not only this, but actually spectating games (in this case, Esports) could be done in virtual reality – where the viewer places themselves snuggling amongst the virtual crowd. The full interview can be found here.
That’s one angle that seems to be getting a lot of attention, but there are so many more. We are considering starting out with a very niche focus, aiming to solve one very specific problem before moving on to bigger and bigger things. At this stage, we cannot reveal too much by way of information, but I can tell you that our focus is within the mobile space.
Stay posted for updates.
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