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Virtual reality in video games

Table of contents:

Anonim

1. Summary

In consideration of the technological advances in the field of collective and individual entertainment, In 2005 with the Nintendo Wii, Virtual Reality would have already become clear ", which is the course I take for the following years, Now it is a reality, and this article will deal with analyzing the development and approach of the new form of entertainment that is coming to us.

However, the challenge, imposed for all software developers, will be the content and credibility of reality, which will practically be a whole of the next few years.

2. Introduction

Virtual reality who has not heard this concept before, or has not seen it on television either in series or movies, where the general idea is to be able to manipulate or see virtual objects that do not exist, but are created by a program. Well, currently this is a topic widely spoken by companies or electronic firms such as: Valve, Sony, HTC, etc. They have put into work and development what would be virtual reality within video games.

3. Method

3.1. Development stages for a Video Game

1. Topic

Before working on the content of a game, the audience to which it is directed, the contemporaneity of the game, the type of environment and type of gameplay are analyzed.

2. Content

This section may or may not be of great importance, since depending on the audience it is aimed at, the quality of content varies drastically, even more so when talking about the type of gameplay where the priority is to ensure that the user can get involved as much as possible. that I can with the game.

3. Generalization

For this point of development, it is considered whether it will have a worldwide reception. or it may be limited due to its content and classification according to RSS.

4. Graphic Development

Depending on the game, this will be a point in favor or against, for many users the graphics define the continuity of the game a lot, therefore many companies work on a single engine and then use it in various projects.

5. Gameplay Development

This is already the final stage of the title since here it is defined what type of printing the user will need, in order to enjoy the game to the fullest, undoubtedly more work is done at this point of the project because it needs a large number of performance tests and details that were not considered when scheduling.

6. Distribution

End of development is the moment where the company distributes the game with a firm expecting a great reception from the end user.

3.2. Virtual Reality Approach

The proposal of Valve, Samsung, HTC is simple to achieve that the player can believe that he is truly with the character, as I mentioned, a good gameplay means a continuity of the title, therefore, we work to the maximum to be able to offer this type of entertainment, from Valve especially.

3.3. Advancement of Virtual Reality

In 2015 Valve and HTC will launch their virtual reality glasses live, which consists of a unique set of sensors inside the glasses and outside that records all the movement of your body, as expected this set of devices does not It will be very marketable due to its high cost that came to an estimated 1500 dollars, but due to the freshness of the idea there is no doubt that there will be a large number of interested in this set.

4. Subject

  1. Oculus Rift: virtual reality device for both recreational and professional uses, developed by the Oculus VR company (acquired by Facebook in 2014). It is in the development phase but you can buy its experimental model. It works connected to a computer, where the software is running, allowing you to take advantage of its full power for your recreation of the virtual world.Samsung Gear VR: virtual reality device developed by Samsung in collaboration with Oculus VR. Unlike the previous one, it does not include a screen, but is mostly a case, with some buttons and an advanced motion sensor, designed to place a Samsung phone in it that will act as a screen and a computer processor.Project Morpheus: Virtual reality headset currently in development by Sony.It is designed to be fully functional with the Playstation 4 console. Google Cardboard: cardboard case designed to be able to experience virtual reality at the domestic level by placing a smartphone in it. Microsoft HoloLens: augmented reality glasses under development by Microsoft within its Windows platform Holographic. Introduced to the public in 2015. HTC Vive: A joint project between Valve and HTC, currently in development, of an HMD with an advertised resolution of 1080x1200 for each eye and more than 70 position and orientation sensors Virtual Boy: Console launched by Nintendo in 1995 that included monochrome glasses that reproduce a 3D environment, a forerunner of virtual reality. Its commercial failure made it disappear from the market the year after its launch.Google Cardboard: cardboard case designed to be able to experience virtual reality at a domestic level by placing a smartphone in it. Microsoft HoloLens: augmented reality glasses under development by Microsoft within its Windows Holographic platform. Introduced to the public in 2015. HTC Vive: A joint project between Valve and HTC, currently in development, of an HMD with an advertised resolution of 1080x1200 for each eye and more than 70 position and orientation sensors Virtual Boy: Console launched by Nintendo in 1995 that included monochrome glasses that reproduce a 3D environment, a forerunner of virtual reality. Its commercial failure made it disappear from the market the year after its launch.Google Cardboard: cardboard case designed to be able to experience virtual reality at a domestic level by placing a smartphone in it. Microsoft HoloLens: augmented reality glasses under development by Microsoft within its Windows Holographic platform. Introduced to the public in 2015. HTC Vive: A joint project between Valve and HTC, currently in development, of an HMD with an advertised resolution of 1080x1200 for each eye and more than 70 position and orientation sensors Virtual Boy: Console launched by Nintendo in 1995 that included monochrome glasses that reproduce a 3D environment, a forerunner of virtual reality. Its commercial failure made it disappear from the market the year after its launch.Microsoft HoloLens: augmented reality glasses under development by Microsoft within its Windows Holographic platform. Introduced to the public in 2015. HTC Vive: A joint project between Valve and HTC, currently in development, of an HMD with an advertised resolution of 1080x1200 for each eye and more than 70 position and orientation sensors Virtual Boy: Console launched by Nintendo in 1995 that included monochrome glasses that reproduce a 3D environment, a forerunner of virtual reality. Its commercial failure made it disappear from the market the year after its launch.Microsoft HoloLens: augmented reality glasses under development by Microsoft within its Windows Holographic platform. Introduced to the public in 2015. HTC Vive: A joint project between Valve and HTC, currently in development, of an HMD with an advertised resolution of 1080x1200 for each eye and more than 70 position and orientation sensors Virtual Boy: Console launched by Nintendo in 1995 that included monochrome glasses that reproduce a 3D environment, a forerunner of virtual reality. Its commercial failure made it disappear from the market the year after its launch.of an HMD with an announced resolution of 1080 × 1200 for each eye and more than 70 position and orientation sensors Virtual Boy: console launched by Nintendo in 1995 that included monochrome glasses that reproduce a 3D environment, therefore a forerunner of reality virtual. Its commercial failure made it disappear from the market the year after its launch.of an HMD with an announced resolution of 1080 × 1200 for each eye and more than 70 position and orientation sensors Virtual Boy: console launched by Nintendo in 1995 that included monochrome glasses that reproduce a 3D environment, therefore a forerunner of reality virtual. Its commercial failure made it disappear from the market the year after its launch.

5. Results

At the moment this cannot be clearly defined what type of reception it will have, virtual reality although from the content and data reviewed it is clearly that it will be a revolution for entertainment, we just hope it is available to everyone.

6. Conclusions

We have no doubt the future of entertainment will be very broad for 2016 without, on the other hand, the possible consequences that this may cause to the public are not yet known, at least we can cite a phobia of an inanimate object and create possible problems of emotional stability in the users. Whatever the consequences, the train is already running, now we only have to wait at the station, do you think you can board?

7. Bibliography

Virtual reality in video games