Interesting Articles about VR this week

The naughty side of VR


“Paul believes what has happened in the past fuels Sony’s reluctance to give porn its full backing. “They’ve gotten burnt twice by us. First by VHS and Betamax. Then Blu-ray versus HD-DVD. They lost with Betamax because it didn’t support adult entertainment. They almost lost with Blu-ray at the last hour and then they decided to support it. They’ve been burnt twice so you hope that the organisation would learn. Don’t do that again, but they probably will.””


This Wall Street Firm Says Virtual Reality Is Like Smartphones Nine Years Ago


“We think the VR [virtual reality] ecosystem is in its ‘2007-smartphone’ moment in terms of the adoption cycle,” the analysts write in a 68-page note published on Thursday. “It took four to five years for smartphones to reach 100 million users in the U.S., we expect a slower adoption curve for VR, but still strong enough for an enormous market.”


10 Stocks That Stand to Benefit From the Rise of Virtual Reality

“A report by advisory firm Digi-Capital estimates that the augmented and virtual reality market will grow to be worth $150 billion by 2020. Companies pioneering the technology behind the exciting new mediums are well positioned to flourish if mainstream adoption can finally be achieved. (For more, see: Virtual Reality Will Be a Billion Dollar Business.)”


Comparison Between Oculus Rift And HTC Vive headsets


“From the early verdict, it’s hard to call a winner between both of the headsets. Both of the headsets have lots of similarities, but the difference to note here are how these two devices take the most out of the specs. While the Oculus Rift is designed for seated position primarily, the HTC Vive is meant to be used while moving around in a mall space. We have to wait until both headsets are finally out in the market.”

The VR Industry Is About to Make a Serious Mistake

“Paypal, YouTube, Squarespace, the Google Empire, Blab, Instagram, and Shopify. Those are the real game changers and none of them were even a blip on the radar in 1995 when internet millionaires were being minted monthly. Each of these companies vastly improve the quality of life for millions in ways great and small. None of them are a straightforward online versions of x, y or z.”

Why You Won’t See Hard AR Anytime Soon

“Leave aside the issues associated with tracking objects in the real world in order to know how to virtually modify and interact with them. Leave aside, too, the issues associated with tracking, processing, and rendering fast enough so that virtual objects stay glued in place relative to the real world. Forget about the fact that you can’t light and shadow virtual objects correctly unless you know the location and orientation of every real light source and object that affects the scene, which can’t be fully derived from head-mounted sensors. Pay no attention to the challenges of having a wide enough AR field of view so that it doesn’t seem like you’re looking through a porthole, of having a wide enough brightness range so that virtual images look right both at the beach and in a coal mine, of antialiasing virtual edges into the real world, and of doing all of the above with a hardware package that’s stylish enough to wear in public, ergonomic enough to wear all the time, and capable of running all day without a recharge. No, ignore all that, because it’s at least possible to imagine how they’d be solved, however challenging the engineering might be.

Fix all that, and the problem remains: how do you draw black?”



Survey finds two-thirds of consumers don’t know virtual reality headsets exist

“Survey respondents listed travel, viewing infrequent live events (such as the Olympics), seeing concerts, and playing sports as their top wants for a virtual reality headset.

Of note, given that much of the initial focus on VR headsets has been around gaming, use of a VR device to play games and viewing sporting events rank in the bottom two interests for the general population.”

Mark Zuckerberg Says It Will Take 10 Years for Virtual Reality to Reach Mass Market


“I honestly don’t know how long it will take,” he said. “It could be five years, it could be 10 years, it could be 15 or 20. My guess is that it will be at least 10.”

More than a decade is a long time in the technology industry. And Zuckerberg’s sober assessment stands in stark contrast to recent enthusiasm for virtual reality that he is in no small part responsible for.”


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