At CES 2014, developments in technology have indicated the possibility of VR (virtual reality) becoming the new and popular trend in gaming.
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This movement is currently headed by tech firm Oculus Rift, which has been developing a VR headset through Kickstarter since August 2012. The campaign raised $2.4M (£1.5M), plus another $75M from investors. Since then, the company has gained a large following after it released earlier prototypes of the headset.
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Rift's main contender for VR gaming is Sony, which announced the development of an upgraded HMZ-T3Q headset at the event. And then there's a full-body gaming suit being developed by PrioVR, which has also amassed its funding from KickStarter. Unfortunately, the campaign was only able to garner $111,000 instead of the $250,000 target.
Still, the company brought in a half-body version of the suit that enables head, arm, chest, and hand gestures, and is meant to cost $270. This suit may also be used with the Oculus VR headset.
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Despite the rapid advancements in the field, there are issues for VR that need to be addressed.
One general complaint of those who tested the headsets is that the devices caused them to feel motion sickness. This is due to the virtual environments moving along with the user's field of vision, instead of being static like in real life. It does require considerable adjustment, since we're hardwired to estimate our environment from a stable foundation.
So far, this doesn't occur in VR. I have tried a rudimentary version of a VR headset a few years back, and although I only played for less than 10 minutes, I wound up on the verge of throwing up. But like I said, that happened years ago, so perhaps by the end of the year all involved and upcoming companies developing VR technology will be able to fix this.