The toddler VR will eventually skyrocket!

American startup Virzoom has developed a peripheral device that supports virtual reality (VR) games - a bicycle of the same name, and the author further affirms the belief that the VR world will one day become stronger by personal experience. .

Virzoom is basically a stationary exercise bike, but through the game handles built into the handlebars, it can be a racing, horse or other moving object in the virtual reality (VR) world; I use Sony The PlaystaTIon VR head-mounted display (formerly known as Morpheus) and Oculus' Rift goggles tried its "power".

To be honest, I am a novice in VR or video games, so please be aware of my experience; but I found Virzoom's racing and horse riding game app both exciting and frustrating. I tried three games, an American cowboy in the old days, riding a horse with a rope to cover the bad guys, a racing game, and another favorite game is driving a Pegasus.

Virzoom is a stationary exercise bike with built-in VR controller

All of the above three VR games let me fully appreciate the thrill of heartbeat acceleration, and I left some sweat on the bicycle; but I admit that I did not try to adjust the resistance on the flywheel. Because I'm not so good at games, I even used the standard game consoles to get used to the frustration, let alone the Nintendo Wii; those frustrations were magnified in the VR world, making the head slightly turned The movement with the shoulders is a bit of a kaka.

For example, in a racing game, I always go to the wall, and every time I cringe because it seems to have a collision. Fortunately, they don't have the built-in intense tactile feedback function, because my body is instinctively stiff. I also had similar difficulties in controlling the horses, hitting the hillside several times. And setting the game through the immersive VR menu also made me feel overwhelmed.

The game of driving Pegasus is my favorite, but don't fly!

Still, I found that I still enjoyed the feeling of flying in the virtual world and flying in the sky; but those game apps are not designed for pure experience - for example, my Pegasus quickly did not have the strength to fly. Because it didn't get the virtual apples on the virtual flight route.

In the experience, I was also disappointed with the display of the game screen. I didn’t see the high quality of the traditional video game, but the relatively rough low-resolution image. In a game, I saw the surrounding scenes though. Beautiful, but more like an excellent work of an amateur painter than a realistic picture. Also at the end of the game, everything usually stops or becomes slow - this is not the adventure I want.

It’s not easy to control the racing game, but fortunately the “crash” is not so realistic.

According to Eric Janszen, CEO of Virzoom, the graphics processing unit (GPU) can't support realistic virtual world scenes like the real world we usually see in the eye; and market analyst Jon Peddie also emphasizes in my other article. The VR device is not outstanding in performance (see reading), so he is not optimistic about the new VR device products that will be launched in April next year.

But when I saw something in the Virzoom game, I turned optimistic about the future of VR but it was a bit confusing. For example, when racing with Janszen, I can still see him behind the "viewer" (he said, it takes some interesting math); and I look at the rearview mirror myself is a long-eared dog. Looked like, couldn't help but be teased; but the image disappeared when my racing side seemed to drift away, and then returned to its original state.

The Virzoom bike is priced at $249.95. If you pre-order it from the company's website, you can get a discount of $50. The extra purchase of the headset is expected to cost about $350 to $500. Although the experts agree, some heads with PlaystaTIon or Xbox. A wearable device can provide the best experience with a high-end PC with dual graphics cards, but a set of equipment can cost more than $1,000.

Janszen said: "Sony has publicly stated that it hopes to sell 1 million PlaystaTIon VR devices in 2016, and if they sell 500 units we can sell a Virzoom, that would be great." The company has so far raised It is worth $3.5 million, enough to produce 15,000 units per month, if there is demand in the market next year.

All in all, through this experience, I can imagine why many high-end computer gamers are looking forward to the launch of new VR headsets next spring, and why there will be a market in the VR device market that will be successful. debate.

Other VR experience

I have had several short VR experiences in the past two years, because the Oculus prototype has appeared at some exhibitions; one of the most attractive concepts I think is the remote presence. Samsung presented a 360-degree camera, Project Beyond, at the developer conference last year, which users can dial through via a smart phone-based Galaxy VR headset.

The video experience of mobile devices is still slightly inferior to that of game consoles and PCs. I can imagine that after a busy day's work, it would be enjoyable to walk into the virtual world around the Eiffel Tower in Paris, watch a game or attend a concert; and the Internet provider or service provider. Is it possible to launch a series of cameras of that type that will allow users to dial to various TV channels?

Samsung's Project Beyond shows another direction for VR development

I recently met a startup company with another idea. They want to create tools that allow users to create their own virtual world. The best use of VR is to support a wide range of interactive environments. The company is still Invisible stage, a short demonstration of their technology.

In her virtual world, I can use virtual hands to touch the virtual ball that someone has thrown over. I can also talk to other virtual participants in the environment, whether they are local or remote. The startup's view of VR is that it offers a variety of experiences from Skype or FaceTIme, as well as things that people have never imagined.

This experience reminds me of Magic Cap, which was developed in the early 1990s by a now-defunct startup, General Magic, to design a user interface for mobile devices at that time. The interface is presented on a small monochrome LCD screen. The user turns into a person walking down the street on the screen. When you turn into the store on the virtual street, the screen becomes a lot of applications in the box. Shelves.

The Magic Cap interface looks rough, but it is also the predecessor of the smart phone interface.

Magic Cap's design was fascinating in the days when there was no smart phone, although it was a bit rough; it felt like the VR we saw today, whether it was the device itself or the application. One day, the VR market will be bigger and wider, but what we are seeing now is still its earliest look.

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