VR & AR predicted to be worth $71 Billion by 2021
How productive would you be working in Virtual Reality?
Poly provides VR and AR developers the ability to find resources
A Virtual Reality Keyboard for the Vive
The VR party after the Splash Conference in Vancouver
The future is built by the people who believe it can be better.
The answer was glaringly obvious. At the movies, I was totally immersed in the experience. No calls, no texts - nothing to do except sit back and enjoy the show, whereas during our home experience, I heard the phone ringing, I responded to texts, and I answered emails. I had a totally different experience while viewing the same content. I wasn’t “immersed” the second time around.
Mark Zuckerberg was right. “The future is built by the people who believe it can be better.”
Nothing beats really good immersive VR, and Mark has his sights on bring this immersive experience to the masses. “We are setting a goal,” Zuckerberg said. “We want to get a billion people into virtual reality.”
Our team at Virtro is so excited to be a part of this wonderful immersive world.
According to a May 2017 article in Road to VR, the number of VR-ready computers has doubled since figures reported in October 2016, when Oculus and Vive launched. A "new wave of GPUs has launched from both AMD and Nvidia, bringing more power at lower costs, while at the same time expanding the pool of people with VR Ready graphics cards by making lower-cost cards powerful enough to handle VR."
So, with the growing amount of hardware systems able to handle VR requirements, is this the push to make VR a mainstream staple? Or is content still a challenge? At Virtro, we're thrilled to see the uptake of VR-ready hardware, and we're equally as inspired to be part of the push for more "Everyone"-rated titles. Once we start seeing more titles that appeal to a a larger audience than early-adopters, VR will truly become more accessible We'd love to hear your thoughts on this.