The future of virtual reality depends on
This is what the head of PlayStation VR thinks will make or break virtual reality
The man at the helm
of PlayStation's virtual reality efforts believes no one game will
convince you to buy Sony's virtual reality headset.
Sony
Instead,
he believes that the thing most likely to convince you that you can't
live without PlayStation VR is "presence."
What's that?
"Presence"
is the feeling of being transported somewhere else and actually being there —
present, if you will.
"Presence
is the killer app," he says.
Put another
way: PlayStation VR doesn't
have a "killer
app." That's the term applied to a particular piece of software so awesome
that it can sell the hardware necessary to run it. And Richard Marks, the head
of PlayStation's R&D department (dubbed "Magic Lab"), thinks
PlayStation VR doesn't need one.
On Nintendo
64 it was "Super Mario 64." On PlayStation 2 it was "Grand Theft
Auto III."
But Marks
thinks virtual reality is a totally different beast — that any game capable of
giving someone that unique feeling of presence only that only virtual reality
can provide will convince them of its merit.
Tim Mulkerin/Tech Insider
Marks broke
down the components of creating that sense of presence into five categories:
1.
Static image quality: The
fidelity of the images on the screen. Whether or not there is a prominent
"screen door effect," a term which describes whether or not you can
see individual pixels.
2.
Head tracking: The
ability of the screen to dynamically change what you're seeing as you
move your head in different directions. A headset's failure to do this at a
high level of fidelity can cause disorientation and nausea.
3.
Hand/body awareness: The ability
of the headset to make it feel like your body occupies virtual space. For
example, when you look down, you see your character's hands, and when people
step closer to you, they accurately change in size.
4.
Environmental response: The world
around you stays constant even as you move through it. If you leave an object
on a table, turn away, and then turn back, it will still be there.
5.
Social: Other people
experience the game and the virtual space, too. Through discussing it, it
becomes more real to the both of you.
One thing's
for sure: unless people can actually try out PlayStation VR for themselves,
they're going to have a hard time justifying the cost — PlayStation VR is going
for $400-$500, depending on which bundle you pick.
We'll see
how Marks' philosophy pans out when PlayStation VR launches this October at the
kingly sum of $400.
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