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Virtual Reality: still not quite there, again

The first time I tried out Virtual Reality was a while ago somewhere in the late 1990's. I was quite young so my memory is a bit hazy, but I remember a research-lab-like room full of hardware…

Oculus: VR Company s History Starting From Founding, Guide to Devices

2022 Was a Plateau Year for VR, Here s What to Expect in 2023

The end of 2022 marks more than a decade since the Oculus Kickstarter sparked the modern era of VR. While the space has undoubtedly grown tremendously since then, 2022 felt largely like a plateau year, with Meta standing unchallenged as the dominant player in the space while progressing disjointedly in too many directions at once. But […]

Virtual reality has real problems Here s how game developers seek to delete them

Virtual reality has real problems. Here’s how game developers seek to delete them. Derek Swinhart © Mallory Brangan/The Washington Post From a distance, virtual reality games might seem primitive and unsophisticated compared to more traditional titles. Players’ hands float in midair as they vault across virtual space, crudely teleporting from point to point. Perhaps a change in perspective is called for. What players may not know is that teleportation is not a lazy solution to moving about in virtual reality, but a direct response to motion sickness. Floating hands are a design choice, not a shortcut. The games aren’t bad. It’s just that virtual reality often has to reinvent the wheel.

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