Viewing entries tagged
virtual reality

Built to Play 46: Very Real

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Built to Play 46: Very Real

Built to Play dives back into virtual reality through Samsung's Gear VR and by visiting Toronto's VR hub.

Almost a month ago, Samsung announced the Gear VR, a small virtual reality headset. The idea is Oculus already uses Samsung phone screens for its display. In fact their current display is the exact same as the Galaxy Note 4. So why not just use the phone as the virtual reality headset? Plug it into the Gear VR, and BOOM, virtual reality on the go. 

Turns out there's a bunch of reasons why not. Unless the attachment comes with an AC adapter or an extra battery, that phone is going to die within the hour. Not to mention, phone CPUs may be more powerful than ever, but they still pale in comparison to a PC. And that's without getting into the lack of positional tracking.

But don't listen to us. We're a bunch of downers. Listen to E McNeill, better known as E to his friends, the designer of Darknet

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Built to Play 44: Harmonic Stuff

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Built to Play 44: Harmonic Stuff

ON BUILT TO PLAY, WE PUT ON A HEADSET, STRAP ON A PAIR OF HEADPHONES, AND TALK ABOUT VIRTUAL REALITY IN ALL ITS FORMS.

Some people just can't stop thinking about virtual reality. Last week Oculus chief technology officer John Carmack (and the creator of DOOM) got on stage at the VR conference, Oculus Connect, and improvised a speech about the technology for more than an hour. Oculus Connect is also where the Facebook-owned tech firm revealed their newest, and presumably last, Oculus Rift prototype, Crescent Bay. With 3D audio and better motion tracking, it looks like this prototype is the closest we've come to confusing reality with the virtual.

But Arman and Daniel are not these people. They don't have time to keep up with these people and their "headsets." They're far too busy playing the new Smash Bros. So they called up a local VR game developer,Stephan Tanguay, to explain the ins and outs of modern virtual reality.

Stephan has been a fan of VR since at least mid-'80s. He watched the great outpouring of shoddy, ugly and straight-up misguided VR attempts get laughed out of the room. So when the Oculus Rift came out in 2012 as a developer's kit, Stephan was one of the first to use it. He's been waiting for a while to see a form of virtual reality that's easy to create games for, is affordable, and can fully immerse you in another world.

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