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Virtual reality is finally 'tangible' says head of Criterion

Luke Johnson


Oculus Rift

Virtual reality has come a long way in the past couple of years – thanks in large to the Oculus Rift – and now developers are finally starting to see VR as a ‘tangible’ pursuit.

Due to the business side of things, developers are constantly being forced to look at the trade-off between the time and resources needed to support cool new features and the impact adding such elements will have on overall gameplay.

Finally, it appears, virtual reality has edged across this fine line and is now a viable option for developers and publishers alike.

I think what [Oculus] have done is show that VR is really tangible,” Matt Webster, General Manager of Criterion said speaking with TrustedReviews recently. “There is a whole bunch of hurdles that they need to come across but it is really exciting.”

It has been a slow process to get virtual reality to the point it is at today, with years of promise often amounting to little in terms of actual consumer availability.

Now, however, with Oculus Rift and Sony’s Project Morpheus forging a new path, mainstream VR adoption is edging closer to reality.

“I think the first time that I saw VR was about 20 years ago and it is a little bit more achievable now,” Webster told us.

“Are people going to be playing games in VR in the near future? Yeah. Whether that’s 18 months away or 10 years, I haven’t got the faintest idea but it is clearly a super immersive thing to do”

Despite stating “VR is really exciting,” Webster was keen to stress that there are still concerns around VR and its tangibility at being incorporated into AAA titles.

“It just so happens that it is also very easy to get motion sick, but we are learning a lot about that,” he said.

Are you keen to adopt VR into your gaming habits or do you still see it as something of a gimmick? Let us know via the comments box below.

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Nicole Relyea

July 8, 2014, 6:31 pm

As the Community Manager for Jaunt VR, I can say that we believe VR is now at the point where it will not only be adopted into gaming, but for other entertainment, therapeutic, and educational applications as well. Devices such as the Oculus Rift and Morpheus are making these uses very real applications, and we expect to see both gaming and cinematic content continue to be developed, improved, and, ultimately, distributed in the not-so-distant future.


July 9, 2014, 1:35 pm

I own a devitkit 1. Gimmick? Hell no: playing Half Life 2 (the whole game) in VR was a blast!

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