![]() However, all of these companies have focused on retail experiences, and there remains a significant white space in in-home and open-air VR, which could drive significant mass-market consumer adoption. VRcade is developing a small-format (225 square feet) VR arcade experience in partnership with Dave & Buster’s (rates are around $5 for five minutes). For free-roaming, multiplayer VR action see this one minute video.Īlso Read: Why Seasickness Could Sink Virtual Reality (Guest Blog) The game is priced at approximately $88 for a 45-50 minute session. ![]() The company has partnered with Alienware to use its Alpha PC gaming console to power Zero Latency’s backpack computers (for rendering) and Oculus Rift D K2. Zero Latency is developing a 4,300-square-foot, mid-scale VR theme park that is located in a warehouse. Take a look at this two-minute video, which has already gotten 4 million views. Prices for VR sessions are approximately $30 for 30 minutes. Void is developing a 25,000-plus-square-foot VR theme park in Utah and, in partnership with Sony Pictures, a VR attraction in Times Square that is said to be opening in a few weeks. Here are three companies that are making the holodeck a reality: Void, Zero Latency and VRcade. And we can now simulate holodeck combat with VR headsets in a large room. Most of us have seen this idea played out in “Star Trek: The Next Generation,” when Worf uses a 3D simulation room, the holodeck, to practice his fighting tactics. But when we are allowed to move and dodge in a room the size of a basketball court, the problem is solved.Īlso Read: How Virtual Reality Is Working to Fix Its Puking Problem (Guest Blog) The answer lies in changing the VR gaming paradigm and allowing people to move as they play.Īs we have previously discussed, nausea occurs when our eyes register significant changes in position while our inner ear tells us that we are stationary. While the first issue can be resolved through technology that has faster and better displays, a completely different approach is required to solve the problem of positional disjunction. ![]() In our last post, we discussed two key obstacles to bringing virtual reality (VR) action gaming to the mass market, namely rotational latency and positional disjunction.
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