In 2017, virtual reality emerged as possibly the most important concept in the field of technology, at least in terms of the goods aimed at the general public. Although virtual reality (VR) began to appear in 2016, it wasn’t until this year that it started to gain traction in the public eye and become easier to use. As we predicted in an article that was published some time ago, virtual reality (together with augmented reality) will become the next big medium in the gaming and entertainment industries and be worth billions of dollars. However, as we get ready to embark into 2018, it is important to ask what factors will contribute to the organization realizing its full potential. To put it another way, what might happen after this?
The first thing that a lot of people will point to is the arrival of more affordable headsets, which has already begun to some degree and should continue into 2018. This is something that a lot of people are excited about. The earliest virtual reality headsets, or at least the ones that made news and had their capabilities advertised, continue to have a high price tag. However, the various price points of virtual reality (VR) goods have, so to speak, leveled themselves out, and customers may now spend more or less what they want on these products. It will be fascinating to see if the price of high-end goods such as the Oculus Rift and the HTC Vive can be brought down a little bit, though. If something like this occurs, which is not impossible to imagine, virtual reality will almost immediately enter the mainstream. Enjoy all the new poker variations at PaidPoker.co.uk guide for beginners.
The development of additional object-controller hybrids is another shift that has the potential to contribute to virtual reality’s (VR) sustained expansion in the consumer market. At this time, the controls vary depending on the device and the game, and they can occasionally become more awkward. One author, on the other hand, argues that virtual reality is not merely about constructing virtual worlds and ensuring that they function properly; rather, it is about fusing the digital and physical worlds together. The implication here is that a physical prop or object might actually enhance the perception of virtual reality. Another way of putting this is that object/controller hybrids could genuinely be an idea. We have seen some of these already, and with genres such as shooters and adventures set in open spaces beginning to make their way into VR, it is likely that we will see many more of them in the future. The ability to, for example, hold a plastic gun or bow and arrow while hunting or battling in a virtual world will only serve to make the experience feel more genuine overall.
In the meanwhile, if we are going to be seeing more first-person shooters and adventure games, it stands to reason that other game genres will also be incorporated into the mix. And in point of fact, several of them are already very close to being integrated into VR. Consider, for example, the activity of playing casino games. It was an early release called “CasinoVR” that provided us with a taste of what competitive poker may look like on the medium. Now, various forms of games from this genre, specifically slots, are being put out in 3D. It is noteworthy to note that these games are, essentially, the same as video slots; however, they are displayed in 3D; this would appear to imply that a comparable adaption to virtual reality would be a straightforward step for developers to take. When you combine this with the other poker experiments that have already been conducted, it seems that full-scale virtual reality casinos are only around the corner. See our list in casinoslotplay.co.uk sites
To elaborate further on the concept of emerging subgenres, we should anticipate the development of expanding “app markets” for virtual reality. The market for downloaded virtual reality experiences will grow to an even greater extent than it is currently capable of doing as a result of the increasing prevalence of VR hardware and the development of innovative gameplay ideas. It’s possible that this will turn out to be the biggest and most consequential change we see. Even though there won’t necessarily be a universal app market like the one we see for mobile games on Google or Apple devices, we will most certainly see vast digital libraries of games emerge, which will make it easier for individuals to play pretty much whatever they want in mixed reality.
When everything is considered, 2018 is shaping up to be another significant year. If 2016 was the year that virtual reality first appeared, and 2017 was the year that it broke into the mainstream, then 2019 will be the year that it becomes commonplace in the most extraordinary ways.