Beginning VR Development (2015)
channel9.msdn.com
channel9.msdn.com
Here's a fun showcase of aframe projects: https://github.com/aframevr/awesome-aframe#scenes
I have a question for the VR developers here. I'm interested in content for architecture and a few other things, but is anyone seriously experimenting with content other than games? Maybe it's a bit too early.
I think this points to MS really embracing cross-platform friendliness.
And for sure, it seems that Microsoft is more interested in AR than VR. It's a big company, though. They get to do more than one thing at a time.
Also, since Valve makes SteamOS which is basically Linux one would hope they'd make the Vive work on those platforms as well, but so far they have not :-(
VR experiences can feel vastly more real than other games, and it can be jarring to have a presentation of the self consistently out of line with your own self image. Ensuring you present the player with either something comfortable for them, or something deliberately challenging (ie, if you are going to make the character you inhabit male, it should be a deliberate choice knowing that there may likely be significant discomfort for some of your audience.)
Don't assume that a virtual body/archetype that you are comfortable with maps to something that everyone is comfortable with!
Almost all of the high quality, AAA games and apps will be produced by US/European studios for this period, for consumption largely by Chinese consumers.
(edited to answer your original question more directly)
[1] https://detail.1688.com/pic/536274760161.html?spm=0.0.0.0.J0...
The listed price is 68000 RMB, about 10K USD. I guess this includes the entire headset, a high-end computer, and the platform itself. No idea how big the margin would be. Might be good at this early stage.
VR on the other hand: if someone hasn't already been waiting for it for decades, as soon as they yet Fruit Ninja in the Vive, they immediately demand to have it in their homes. I've been working in the VR space for almost two years now and it was just a month ago when my wife got to try Fruit Ninja that she finally understood what I've been working on. "We need this in the house" she said. "We don't have the room" I replied. Which is why my company is doing a pop-up arcade here in DC until the end of October (http://notiontheory.com/notionvr).
And again, I wouldn't say they are "not that great". They aren't 20/20 vision great, sure, but there is still a lot you can do and it's still possible to hit "presence".
I spend a lot of time exercising with Fruit Ninja and Space Pirate Trainer. I've spent hours at a time in Tilt Brush and Fantastic Contraption. Job Simulator has some bugs, but the gameplay is fantastic and it's not just a one-and-done demo. Jon Favreau's Gnomes & Goblins is cutting edge story telling that is fitting the VR medium explicit, it's incredible. I think your waiting for some time of lots of good content that is already here.
If you fancy yourself an "innovator", you should be getting in now. You need the lead time over consumers to get a handle on how different UX design is in VR.