!["[Updated] Beyond Boundaries Revisited Assessing Current Realm, Future Challenges"](https://thmb.techidaily.com/2b68f106433b091c014f2083746f9820ace97ab74d68e3b5f340250f5652e1ee.jpg)
"[Updated] Beyond Boundaries Revisited Assessing Current Realm, Future Challenges"
![](/images/site-logo.png)
Beyond Boundaries Revisited: Assessing Current Realm, Future Challenges
Virtual Reality Technology: Current State and Future Challenges
Benjamin Arango
Mar 27, 2024• Proven solutions
Part 1: State of VR Technology
VR technology is New
Being a relatively new technology, VR technology is clearly just beginning to take off. There are companies manufacturing their own VR headsets, but they are still not as big as other products that are meant to entertain. Aside from the limited options, one more thing that is worth noting about the current state of VR is the fact that content is limited, as well as the applications. Most of the products available on the market today are targeted towards gamers and mostly exclusive to high-end buyers because of its expensive price.
The most popular brands of VR headsets today is Oculus Rift
One of the most popular brands of VR headsets today is Oculus Rift, which is also what is used in Samsung Gear VR. It started from a Kick starter campaign and has now grown into what is the most popular within the product category. It has a powerful resolution and a wide array of advanced features. Another option that is equally popular is the Sony PlayStation VR, which comes with a 5.7-inch OLED display. Google Cardboard, meanwhile, is an option that is similar in terms of effects, but simpler in terms of technology. It uses a simple cardboard with integrated optics to create the VR effect.
2016 is going to be a big year for VR
Deloitte, in one of its researches, have noted that 2016 is going to be a big year for VR, predicting that it will be a billion dollar industry, with $700 million resulting from hardware sales and the remaining amount from content. By 2020, it is expected that it will be worth more than $14.6 billion. More so, in a report by Goldman Sachs, it has been reiterated that there are more than $3.25 billion in venture capital investments in the VR industry, which is reflective of the high hopes of businesses that it is indeed going to be the next big thing in entertainment.
Part 2: Challenges for VR
Powerful computers and smartphones will be required
In spite of being full of potential, however, there are also some challenges that should be addressed in order to ensure the success of VR. Among others, one of the most significant would be the need for powerful devices that would complement the headsets. Powerful computers and smartphones will be required to render the effects that are anticipated. For Oculus Rift, for instance, a powerful video card is needed for a computer, something you might not have at home, making the VR technology inapplicable.
VR design
In addition, there are also challenges when it comes to aesthetics. Today’s VR headsets look almost entirely the same – they are bulky, and they look silly. Manufacturers must find a way in order to make the design more aesthetically-pleasing.
VR headsets should be affordable
Manufacturers will also be challenged to make VR headsets more affordable so that more people will be able to purchase it. Most of the models currently available are just too expensive for average buyers.
Lastly, and perhaps most importantly, the challenge is to find more applications. It is currently being centered on game-based applications. It has also been recently talked about because of being used for watching porn. Manufacturers are challenged to come up with creative ways in order to increase the usefulness of such a promising device.
Part 3: Conclusion
In sum, while it is undeniable that VR is big in today’s time, there is a lot of room for improvement. There are limited choices when it comes to VR products available on the market, and for many, it is still a bit expensive. Others lack knowledge on how it works, which results into hesitation. There are also some obstacles that have yet to be addressed and more opportunities to be uncovered. It would be safe to say that it is still in its infancy, but slowly, it is getting to the top.
Benjamin Arango
Benjamin Arango is a writer and a lover of all things video.
Follow @Benjamin Arango
Benjamin Arango
Mar 27, 2024• Proven solutions
Part 1: State of VR Technology
VR technology is New
Being a relatively new technology, VR technology is clearly just beginning to take off. There are companies manufacturing their own VR headsets, but they are still not as big as other products that are meant to entertain. Aside from the limited options, one more thing that is worth noting about the current state of VR is the fact that content is limited, as well as the applications. Most of the products available on the market today are targeted towards gamers and mostly exclusive to high-end buyers because of its expensive price.
The most popular brands of VR headsets today is Oculus Rift
One of the most popular brands of VR headsets today is Oculus Rift, which is also what is used in Samsung Gear VR. It started from a Kick starter campaign and has now grown into what is the most popular within the product category. It has a powerful resolution and a wide array of advanced features. Another option that is equally popular is the Sony PlayStation VR, which comes with a 5.7-inch OLED display. Google Cardboard, meanwhile, is an option that is similar in terms of effects, but simpler in terms of technology. It uses a simple cardboard with integrated optics to create the VR effect.
2016 is going to be a big year for VR
Deloitte, in one of its researches, have noted that 2016 is going to be a big year for VR, predicting that it will be a billion dollar industry, with $700 million resulting from hardware sales and the remaining amount from content. By 2020, it is expected that it will be worth more than $14.6 billion. More so, in a report by Goldman Sachs, it has been reiterated that there are more than $3.25 billion in venture capital investments in the VR industry, which is reflective of the high hopes of businesses that it is indeed going to be the next big thing in entertainment.
Part 2: Challenges for VR
Powerful computers and smartphones will be required
In spite of being full of potential, however, there are also some challenges that should be addressed in order to ensure the success of VR. Among others, one of the most significant would be the need for powerful devices that would complement the headsets. Powerful computers and smartphones will be required to render the effects that are anticipated. For Oculus Rift, for instance, a powerful video card is needed for a computer, something you might not have at home, making the VR technology inapplicable.
VR design
In addition, there are also challenges when it comes to aesthetics. Today’s VR headsets look almost entirely the same – they are bulky, and they look silly. Manufacturers must find a way in order to make the design more aesthetically-pleasing.
VR headsets should be affordable
Manufacturers will also be challenged to make VR headsets more affordable so that more people will be able to purchase it. Most of the models currently available are just too expensive for average buyers.
Lastly, and perhaps most importantly, the challenge is to find more applications. It is currently being centered on game-based applications. It has also been recently talked about because of being used for watching porn. Manufacturers are challenged to come up with creative ways in order to increase the usefulness of such a promising device.
Part 3: Conclusion
In sum, while it is undeniable that VR is big in today’s time, there is a lot of room for improvement. There are limited choices when it comes to VR products available on the market, and for many, it is still a bit expensive. Others lack knowledge on how it works, which results into hesitation. There are also some obstacles that have yet to be addressed and more opportunities to be uncovered. It would be safe to say that it is still in its infancy, but slowly, it is getting to the top.
Benjamin Arango
Benjamin Arango is a writer and a lover of all things video.
Follow @Benjamin Arango
Benjamin Arango
Mar 27, 2024• Proven solutions
Part 1: State of VR Technology
VR technology is New
Being a relatively new technology, VR technology is clearly just beginning to take off. There are companies manufacturing their own VR headsets, but they are still not as big as other products that are meant to entertain. Aside from the limited options, one more thing that is worth noting about the current state of VR is the fact that content is limited, as well as the applications. Most of the products available on the market today are targeted towards gamers and mostly exclusive to high-end buyers because of its expensive price.
The most popular brands of VR headsets today is Oculus Rift
One of the most popular brands of VR headsets today is Oculus Rift, which is also what is used in Samsung Gear VR. It started from a Kick starter campaign and has now grown into what is the most popular within the product category. It has a powerful resolution and a wide array of advanced features. Another option that is equally popular is the Sony PlayStation VR, which comes with a 5.7-inch OLED display. Google Cardboard, meanwhile, is an option that is similar in terms of effects, but simpler in terms of technology. It uses a simple cardboard with integrated optics to create the VR effect.
2016 is going to be a big year for VR
Deloitte, in one of its researches, have noted that 2016 is going to be a big year for VR, predicting that it will be a billion dollar industry, with $700 million resulting from hardware sales and the remaining amount from content. By 2020, it is expected that it will be worth more than $14.6 billion. More so, in a report by Goldman Sachs, it has been reiterated that there are more than $3.25 billion in venture capital investments in the VR industry, which is reflective of the high hopes of businesses that it is indeed going to be the next big thing in entertainment.
Part 2: Challenges for VR
Powerful computers and smartphones will be required
In spite of being full of potential, however, there are also some challenges that should be addressed in order to ensure the success of VR. Among others, one of the most significant would be the need for powerful devices that would complement the headsets. Powerful computers and smartphones will be required to render the effects that are anticipated. For Oculus Rift, for instance, a powerful video card is needed for a computer, something you might not have at home, making the VR technology inapplicable.
VR design
In addition, there are also challenges when it comes to aesthetics. Today’s VR headsets look almost entirely the same – they are bulky, and they look silly. Manufacturers must find a way in order to make the design more aesthetically-pleasing.
VR headsets should be affordable
Manufacturers will also be challenged to make VR headsets more affordable so that more people will be able to purchase it. Most of the models currently available are just too expensive for average buyers.
Lastly, and perhaps most importantly, the challenge is to find more applications. It is currently being centered on game-based applications. It has also been recently talked about because of being used for watching porn. Manufacturers are challenged to come up with creative ways in order to increase the usefulness of such a promising device.
Part 3: Conclusion
In sum, while it is undeniable that VR is big in today’s time, there is a lot of room for improvement. There are limited choices when it comes to VR products available on the market, and for many, it is still a bit expensive. Others lack knowledge on how it works, which results into hesitation. There are also some obstacles that have yet to be addressed and more opportunities to be uncovered. It would be safe to say that it is still in its infancy, but slowly, it is getting to the top.
Benjamin Arango
Benjamin Arango is a writer and a lover of all things video.
Follow @Benjamin Arango
Benjamin Arango
Mar 27, 2024• Proven solutions
Part 1: State of VR Technology
VR technology is New
Being a relatively new technology, VR technology is clearly just beginning to take off. There are companies manufacturing their own VR headsets, but they are still not as big as other products that are meant to entertain. Aside from the limited options, one more thing that is worth noting about the current state of VR is the fact that content is limited, as well as the applications. Most of the products available on the market today are targeted towards gamers and mostly exclusive to high-end buyers because of its expensive price.
The most popular brands of VR headsets today is Oculus Rift
One of the most popular brands of VR headsets today is Oculus Rift, which is also what is used in Samsung Gear VR. It started from a Kick starter campaign and has now grown into what is the most popular within the product category. It has a powerful resolution and a wide array of advanced features. Another option that is equally popular is the Sony PlayStation VR, which comes with a 5.7-inch OLED display. Google Cardboard, meanwhile, is an option that is similar in terms of effects, but simpler in terms of technology. It uses a simple cardboard with integrated optics to create the VR effect.
2016 is going to be a big year for VR
Deloitte, in one of its researches, have noted that 2016 is going to be a big year for VR, predicting that it will be a billion dollar industry, with $700 million resulting from hardware sales and the remaining amount from content. By 2020, it is expected that it will be worth more than $14.6 billion. More so, in a report by Goldman Sachs, it has been reiterated that there are more than $3.25 billion in venture capital investments in the VR industry, which is reflective of the high hopes of businesses that it is indeed going to be the next big thing in entertainment.
Part 2: Challenges for VR
Powerful computers and smartphones will be required
In spite of being full of potential, however, there are also some challenges that should be addressed in order to ensure the success of VR. Among others, one of the most significant would be the need for powerful devices that would complement the headsets. Powerful computers and smartphones will be required to render the effects that are anticipated. For Oculus Rift, for instance, a powerful video card is needed for a computer, something you might not have at home, making the VR technology inapplicable.
VR design
In addition, there are also challenges when it comes to aesthetics. Today’s VR headsets look almost entirely the same – they are bulky, and they look silly. Manufacturers must find a way in order to make the design more aesthetically-pleasing.
VR headsets should be affordable
Manufacturers will also be challenged to make VR headsets more affordable so that more people will be able to purchase it. Most of the models currently available are just too expensive for average buyers.
Lastly, and perhaps most importantly, the challenge is to find more applications. It is currently being centered on game-based applications. It has also been recently talked about because of being used for watching porn. Manufacturers are challenged to come up with creative ways in order to increase the usefulness of such a promising device.
Part 3: Conclusion
In sum, while it is undeniable that VR is big in today’s time, there is a lot of room for improvement. There are limited choices when it comes to VR products available on the market, and for many, it is still a bit expensive. Others lack knowledge on how it works, which results into hesitation. There are also some obstacles that have yet to be addressed and more opportunities to be uncovered. It would be safe to say that it is still in its infancy, but slowly, it is getting to the top.
Benjamin Arango
Benjamin Arango is a writer and a lover of all things video.
Follow @Benjamin Arango
Also read:
- Perfect Proportions for Professional Videos
- Melodic Melding Understanding Sound Transition
- In 2024, Color Profiles Explained Srgb Versus Rgb
- In 2024, A Guide to Free Access of C-Span's Broadcasted Content
- Essential Guide to Editing Full Degree Videos with Premiere Pro
- 2024 Approved 2023'S Leading Platforms for Picture Frame Adjustment Techniques
- [New] Comprehensive Solution Guide Turning XML & TTML Into SRT
- Discover the Small Stuff 5 Tips for Deepening Gameplay
- 8 Innovative Tablets Changing the Face of Photo Editing Landscape
- 2024 Approved Budget Breakdown Funding The Art of Song Capture
- Navigate and Watch Harnessing Netflix's Picture-in-Picture Functionality
- [New] Advanced Photographic Techniques From Auto to Smart HDR
- [Updated] Beyond Ustream Live Streaming Choices
- Critical 5 Changes in Apple Phone Photoshoot Settings
- Dramatic Lighting in HDR Portraits Techniques and Tips
- Capture and Conserve Top Picks for Affordable Cloud Photo Storage
- In 2024, Chuckle Chamber Fast Track to Funny Memes
- Mastering the Art of Softening Dynamics in FL Studio Soundscape
- [New] 10 Best Camera Apps for iPhone X/8/8 Plus/7/ 7 Plus - Free & Paid
- In 2024, Fixing Foneazy MockGo Not Working On Realme GT Neo 5 | Dr.fone
- A Detailed Guide on Faking Your Location in Mozilla Firefox On Xiaomi Redmi Note 12 5G | Dr.fone
- Aligning Audio and Video Tracks in FCPX 2024 A Step-by-Step Guide
- [Updated] In 2024, Step-By Point Process of Perfect Slow Motion Videos on TikTok
- 2024 Approved Peer-Reviewed Best Action Replay Tech
- [Updated] Selecting the Perfect Screen Recorder for Educational Purposes for 2024
- Updated In 2024, 10 Recommended Websites to Discover Awesome Premiere Pro Video Templates
- Fix File Not Loaded Completely Error in Excel 2003
- [Updated] Essential Videography The Leading Screen Recorder Apps for 2024
- [New] 2024 Approved Social Media Spotlight Today’s Top 8 Video Phenomena
- Title: "[Updated] Beyond Boundaries Revisited Assessing Current Realm, Future Challenges"
- Author: Mark
- Created at : 2024-06-08 03:51:04
- Updated at : 2024-06-09 03:51:04
- Link: https://extra-lessons.techidaily.com/updated-beyond-boundaries-revisited-assessing-current-realm-future-challenges/
- License: This work is licensed under CC BY-NC-SA 4.0.