Virtual Reality (VR) is a technology that uses advanced computer systems to create an immersive, simulated environment that feels as real as the physical world. When you put on a special headset and gloves, you can be transported into a virtual museum that exists beyond time and space. As you move forward or turn your head, the surroundings shift accordingly, allowing you to walk through the halls and even open doors. You can examine exhibits from all angles—up close, from the inside, or from above. This is the power of virtual reality, offering a deeply engaging experience.
The first fully integrated VR device is now on the horizon, promising to free users from the constraints of cables, PCs, and smartphones, and taking VR technology to the next level. Since the introduction of consumer VR hardware two years ago, the industry has been working hard to catch up. One major challenge has been that current VR systems require external computing devices to function. Most VR headsets today either rely on a smartphone’s processing power or connect to a high-end PC or gaming console like the PS4. This means users need top-tier phones or powerful computers to enjoy high-quality VR experiences.
However, with the release of fully integrated VR systems in 2018, this situation is about to change. The VR2.0 era is coming, and it's expected to grow into a $38 billion industry by 2026. While the concept of VR has existed for decades, it wasn't until Google launched Cardboard in mid-2014 that modern consumer VR began to take shape. But the real breakthrough came in 2015 when Samsung introduced GearVR, which required a new Samsung phone to operate.
In 2016, the market saw significant growth with the launch of high-end devices like the Oculus Rift and HTC Vive, both of which needed to be connected to a PC. Sony also entered the scene with the PlayStation VR, requiring a PlayStation 4, while Google introduced Daydream View, which worked with its Pixel phones. All these devices depend on external computing power, making it difficult to create standalone VR systems.
But as computing technology becomes smaller, more efficient, and less expensive, the future of VR looks promising. In 2018, we will see the first wave of fully integrated VR systems, marking a major leap in the evolution of consumer VR. Let's explore some of the key developments in this emerging era.
**Oculus Go**
At the OculusConnect Developer Conference last year, Facebook announced the release of the Oculus Go in early 2018. This standalone VR headset is compatible with content from the Samsung GearVR platform and is priced at $199. Compared to the GearVR, which requires a high-end Samsung phone costing hundreds of dollars, the Oculus Go offers a more affordable entry point into VR. However, it lacks location tracking, meaning users remain stationary in the virtual world.
**Oculus Santa Cruz**
In addition to the Oculus Go, Oculus is also developing another standalone VR system called Santa Cruz. This headset features built-in positioning tracking, allowing users to move freely in a 3D space. Positioning tracking combines hardware and software to monitor the exact position of objects, enabling accurate 6 degrees of freedom tracking. This is essential for creating a realistic VR experience, as it allows the system to map real-world movements to the virtual environment.
**Google Daydream**
At the Google I/O Developers Conference, Google announced plans for an all-in-one Daydream VR headset. It was expected to use the "WorldSense System" to provide 6DOF tracking without wires. Although Google and HTC canceled their partnership on the project, Google continues to work with Lenovo on a similar device. While the release date and price are still unknown, the Daydream VR headset is likely to hit the market in 2018.
**HTC Vive Focus**
Despite canceling its partnership with Google, HTC is still planning to launch its own standalone VR device called the Vive Focus. The company expects to release it initially in China, and it may feature 6DOF technology, making it one of the first fully integrated VR headsets available. However, the global availability and release date are still uncertain.
As the VR2.0 era unfolds, these innovations are set to redefine how we interact with digital worlds, making virtual reality more accessible, immersive, and mainstream than ever before.
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