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could play Half-Life 2 VR, any of the Team Beef VR mods (Quake, Doom, Return to Castle Wolfenstein, Tomb Raider...) or something like Minecraft VR (Vivecraft) without even realising  to how well optimised they all are and just how well implemented the VR features, like motion controls and UI elements, have been handled. Then there are mods that require  or compromises; mods that have no form of motion controls, mods that have you aiming your gun with your face, mods that need you to tinker with in-game settings to ensure a stable frame rate and mods that just turn a 


Q.


It’s ten years since XR properly got started and we’re at a stage now where, were it a contender in the console race, VR would be solidly in third place ahead of Xbox. What does that say about how far XR gaming has come?


headset. There’s no universal quality control when it comes to mods and the same is to be   picture of the potential that VR has to improve   VR/XR, so they’re all a net positive, provided the people, developers or content creators showcasing them are honest about the 


Bobby Thandi: Regardless of how people are introduced to VR, we hope they will eventually  their appreciation for the medium grows.


Ben Clements: It’s crazy to think that VR sits in third place ahead   sales of Quest 2 when  One, but the whole VR gaming medium still feels incredibly niche. As a content creator in the VR gaming space the reach we can achieve still feels relatively small when compared to other  (those who focus on  There are outliers for sure and some creators have managed to tread a


success shows that VR won’t necessarily remain a niche. When prominent series like Batman, Assassin’s Creed and Alien are getting fully-  instead of quick tech demos, it’s come a long way.


CCP’s EVE VR spin-off from 2016


“We’re still in the early stages of unlocking XR’s true


potential” Hilmar Veigar Pétursson, CCP Games


26 | MCV/DEVELOP June/July 2024


 coverage but for the most part I know dozens of VR centric creators, those who are beyond passionate about this medium and make meaningful contributions to it, who don’t see  feels like it’s growing but it also feels like we’re  something small, and that just feels so weird to say after 10+ years of growth. We need a shift in public perception. I don’t quite know what it is that will get us there, but we need to stop  everytime things slow down or don’t skyrocket 


Henry Stockdale: It often feels like we’re   The potential has never been stronger but convincing people that VR has changed since 2016 remains an uphill battle. There’s still a lot to prove, though Quest 2’s runaway


Hilmar Veigar Pétursson: The progress in XR gaming over the past decade has  major advancements in tracking, display technology, and interaction design.  emerged. But compared   years, XR’s trajectory seems


relatively slow. I believe this is due to the   for a new medium. We’re still in the early stages of unlocking XR’s true potential.


Paul Brady: I think we are getting closer to where we need to be, but you’re right, it’s not there yet. I think some manufacturing delays and changing consumer habits that we saw  a part in that. But given the life cycle of new   hype cycle and can focus on doing the work required to really make this happen. I am also comforted by what I am seeing as the largest  than we’ve seen likely in the history of the XR space. There also seems to be more support for those new studios than before with Meta announcing their fund at GDC and VCs like Lightspeed, A16 and Bitkraft committing to


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