The real breakthrough may happen in 2018 when Oculus unveils Santa Cruz, which is purported to be a higher-end mobile VR headset. It’s no panacea, but the product moves virtual reality one step closer to more widespread accessibility. That said, Oculus Go should help more everyday people begin to experience VR at a more affordable, entry level. To really experience VR for mind-blowing stuff, you’ll need to shell out a lot more money for an appropriately equipped PC and hundreds of dollars for the right headset and sensors. The headset will be limited to watching content such as movies in VR. Mobility in that the product is not tethered to a PC.īut Oculus Go is not going to deliver truly immersive VR.When Oculus Go is available in 2018, it will deliver two major advantages: Oculus Go is a more lightweight, breathable headset that delivers virtual reality for $199 – which is twice the price of Google’s equivalent Daydream View, but far less expensive than the $1,500-$2,000 you’ll need to spend (minimum) for a higher-end Oculus Rift headset, controller, sensors, host PC, and other equipment. But at Oculus Connect, Zuckerberg announced an antidote: Oculus Go. Using quality gear that delivers on the truly immersive promise of VR requires buying a bulky, expensive headset tethered to a PC. ![]() Regardless of how compelling Facebook’s vision is, if people don’t use virtual reality equipment, VR will remain the bastion of a small number of affluent media/entertainment enthusiasts.Īnd VR equipment has been a serious impediment to VR’s uptake. Now let’s look at the three critical success factors that will make or break the vision: accessible products, content, and business uptake. We believe that the future can be a lot better.” He added, “Optimism is good,” sounding more like a benevolent Gordon Gekko. “Whenever people say that we’re building virtual reality because we’re not satisfied with the one we live in, my answer is, ‘Of course we are,’” Zuckerberg said. But whereas Google tends to sound workmanlike, Facebook sells global change. ![]() One reason: businesses are in a better position to absorb the cost of VR equipment.īy redefining a vision for VR, Zuckerberg has aligned Facebook’s world with Google’s, which sees virtual reality as an all-purpose utility for educating, searching, and living better. In fact, many business are using Oculus and competing products (of which there are many) to improve patient care, train employees, and create news content, among many other uses. The workplace: The use of Oculus to help Facebook employees collaborate among multiple locations, thus transcending the limitations of the workplace and overcoming the hassles of having to travel and commute.We have to make sure virtual reality is accessible to everyone.” He also said, “We want to get a billion people on virtual reality. It’s about curing diseases, connecting families, spreading empathy, rethinking work, improving games, and, yes, bringing us all closer together.” “We believe that one day almost everyone is going to use virtual reality to improve how we work, how we play, and how we connect with each other,” he said. He used his keynote as an opportunity to redefine VR as a way to improve all aspects of our everyday lives, beyond connecting people socially. Oculus Connect is an annual gathering of developers and content creators, and because of Oculus’s influence on VR, the event is a bellwether watched closely by the technology industry – making it an ideal venue for Mark Zuckerberg. Whether Facebook delivers on this vision depends on three factors: accessible equipment, content, and business adoption. He also raised eyebrows by announcing that Facebook wants to get one billion people to adopt VR. Delivering the keynote at the Oculus Connect conference October 11, Zuckerberg shared a future in which VR improves every aspect of our lives beyond social (naturally, with the help of equipment created by Oculus, owned by Facebook). ![]() ![]() Facebook wants to improve the world with virtual reality.Īt last year’s Facebook F8 event, Mark Zuckerberg articulated a simple vision for making virtual reality mainstream: social VR, or connecting people in the virtual world.
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