Virtual reality adventure games

So if virtual reality truly is the holy grail of gaming then how will this new reality look and feel. In an occasional series I will try to imagine where this new adventure is going.
First up is an exploration of how this new immersive technology could breathe new life into what was my first beloved computer gaming genre, the adventure game.

Text adventure such as Zork had the lone adventurer exploring incredible textual environments with the goals of exploring, finding and manipulating objects and solving puzzles. These later developed into graphic point and click type affairs such as those from Sierra Leone and entered the 3D world with the likes of Tomb Raider. At each stage of their evolution these games gained better graphics and gameplay but lost some of the richness of detail that only the imagination and a well chosen adjective can provide.

I imagine that these humble adventure games could develop into something really breathtaking. Imagine the old text adventure Colossal Cave rendered into a real 3D world. The lone explorer armed only with a short sword and a dodgyoil lamp is now free to lose themselves in the canyons and crevices of a life size world, manipulate objects, scour a room for shiny objects. A frustrating, repetitive text maze of twisty little passages  becomes a  terrifying, claustrophobic nightmare.

This new lifesizeness ,which is one of  the most stunning differences beween this new technology and traditional gaming, could lead to some incredible gaming experiences. Imagine playing a version of Alice in Wonderland where partaking of the supersizing snacks would lead to a real dizzying shift in perspective. The rift might be a doorway to some truly psychedelic experiences.

While many might be drooling at the prospect of frenetic 3D warfare or the gang member experience of MMORPGs, some will be seeking a more serene experience. Text adventures were a solitary pleasure. To be alone, immersed in a mysterious new world, free to uncover its secrets at your own pace. One of the reasons for the popularity of the original Tomb Raider game was it offered a similar solitary experience, the goals are again exploring and puzzle solving. There is the odd monkey or tiger to dispatch but the shooting is only ever a distraction. On the rare occasions when something really threatening does appear (imagine that T-Rex lifesize) it is a jolting experience.

As well as poking about in damp dungeons, another much loved environment for text adventurers is the deserted (except for the occasional paranoid android) spaceship. Spaceships were always ideal for text adventures due to their restricted geography, and this closed offness will work well in a VR world too. In  a restricted, sterile environment it is possible to almost completely realise the world, render every button and fill the pockets of every spacesuit. The stranded astronaut would wander the passages accompanied only by the ambient chirping of the ship’s systems slowly uncovering the mystery inherent in the situation and occasionally pausing to gaze out of the giant screens at the passing starfield, aware that somewhere aboard the ship there almost certainly awaitesa silent horror to jog you from your reverie.…

Enter an astonishing world with the Oculus Rift HD virtual reality headset

The Oculus Rift headset


The virtual reality Oculus Rift headset is the most exciting and innovative game project of the moment. We went to Los Angeles to try the Oculus Rift for ourselves and saw a new world opening up. In this Oculus Rift review we will talk about the possibilities and current state of the Oculus Rift. In 2021 the new startup Oculus VR made a big impression with their virtual reality headset on the crowd funding website Kickstarter. Within a month Oculus VR managed to get nearly $ 2.5 million. Oculus VR performed what many businesses could not succeed in: the development of an affordable virtual reality headset.

When the gamer puts on the headset he feels like he is really inside the game. The image moves itself to the place you look to. You do not look at a TV screen with a room around you, but stand in the middle of the game.

After several prototypes the first Oculus Rift headsets were sent to Kickstarter backers, mostly game developers. But Oculus VR is already busy with his new generation of virtual reality headsets, the Rift HD, which only came out from the factory a few days ago.




The resolution of the new Oculus Rift has increased from 720p to 1080p, and the weight of the device is with its 320 grams significantly lighter than its predecessor. In recent months the virtual reality headset has undergone a cosmetic makeover. While the first prototype was a converted ski-goggles with duct tape holding the electronics together, the new Oculus Rift headset has a fascinating design and is also very comfortable to use.

The Oculus Rift headset has a large rectangular projection on the front side which contains the 1080p-display and the technology necessary to detect movement. The material that is used for the Oculus Rift is mostly matt black plastic. In the inside of the Oculus Rift are two eyeholes and the elastic headband which ensures that the virtual reality headset stays in place but remains comfortable before your eyes.

At the moment the Oculus Rift is placed over the head of the wearer, the virtual reality headset must first move in such way that the image is sharp and there is nothing else to see but the LCD screen. In the 720p version of the Oculus Rift, it was still possible to see individual pixels. The 1080p version solves this problem: individual pixels that make the virtual reality experience less realistic are now much less present.




The movements that the wearer makes with his head are registered by the hardware of the Oculus Rift and is anticipated by the software. The Oculus Rift is very accurate unlike other virtual reality headsets . The faster the user looks around, the faster the Oculus Rift moves the image into the right position.

It is possible to look all the way up, down, right and left, or even to turn around. The Oculus Rift registers everything spotless. Game Legend John Carmack (creator of Doom) and Gabe Newell (founder of Valve) rave about the virtual reality headset.

The demo of the Oculus Rift runs on the new Unreal Engine 4 from Epic and allows the wearer to stand on top of a snowy mountain. Everywhere where you look, there is snow. When the wearer looks up, it looks like the snowflakes are falling on the head. Oculus Rift users can walk through the virtual world by using a keyboard or controller. To the right of the snowy mountain the user can find a dark castle to which the user can walk to. After a short walk the user can enjoy a fantastic view from the dark castle.

It is noteworthy that the Oculus Rift first shows a demo with large spaces, long stretched views and lots of detail. The first virtual reality demos that were shown to the public were often small hallways or a child farm that seemed to come directly from Farmville.

In the new demo of the 1080p version of the Oculus Rift it is even possible for the user to enter the castle and admire flows of hot lava. There is also a large demon with burning eyes present that is at least 2.5 meters long. When the user is standing in front of the demon he needs to look all the way up to see its face. This is typical of the overwhelming experience that virtual reality can offer: enemies in games can look astonishing real.


The demon in the Oculus Rift demo


Another thing which is noteworthy are the astonishing details of the demon such as its detailed shield or the lava-like red glow behind its armor. When the user fires a white magic ball that bounces through space and leaves behind white shimmering particles falling down, the immersive and highly intense virtual reality experience is complete.

But that intense experience also has a disadvantage. Because the user is stationary while moving in the virtual world he can start to feel a little bit disorientated. In addition, many eyes are not accustomed to look into a LCD screen from a short distance for a long time.

After the first experience with the Oculus Rift users tend to feel nauseous or light in their head. According to Nate Mitchell you get accustomed to the Oculus Rift naturally, but the company is trying to limit the movement to a minimum. After using the Oculus Rift for the first time I became a little bit dizzy myself, but after the second time I had no problems. I even managed to write this Oculus Rift review afterwards!




The high-definition version of the Oculus Rift is available with a price tag of $300. The virtual reality headset is only available for enthusiasts and game developers, the consumer version will be released later this year.

Oculus VR does not want to give an indication of the release date, but Oculus VR tries to release the Oculus Rift consumer version as soon as possible. After having spent in an astonishing and greatly improved Oculus Rift virtual world we can hardly wait for the Oculus Rift to be released.

I enjoyed writing this Oculus Rift review very much as it was a very interesting experience to review the Oculus Rift. Do you have any questions or comments regarding this Oculus Rift review? Feel free to post a comment on this Oculus Rift review.…


2 yrs before, in the beginning of the current OCULUS RIFT BUNDLE, Oculus released Tale Business to show the chance and appeal of the fresh talent: real-time storytelling. Account Business produced a number of cutting-edge VR pants, including Missing, Carol, and Expensive Angelica, that will encourage conventional filmmakers and a brand new era of storytellers to purchase VR.
Weíre currently entering the following section of VR improvement, where fresh designers enter the marketplace in expectation of ownership and progress and weíve been taking a look at the easiest way to spend our assets to produce a direct effect on the environment. After consideration, weíve chose to change our emphasis from inner content-creation to aid more outside manufacturing.

Included in that change, we’ll be winding down Account Business.

Since a sizable neighborhood of filmmakers and builders are devoted to the narrative OCULUS RIFT BUNDLE, weíre likely to concentrate on financing and helping their information. This can help us change our inner study, improvement, and interest towards thrilling but unsolved issues in AR and VR equipment and application.

Weíre still definitely devoted to developing the VR movie and innovative information environment.

This past year, we dedicated one more $250M to finance OCULUS RIFT BUNDLE from builders all around the globe. That expense backed activities like Robo Recall, Rock-Band VR, and Wilson’s Center, plus effective VR activities like Through the Ages from Felix & John and also the Follow Our Guide.

We’re likely to carve out $50M from that monetary motivation to solely account low-gambling, experiential VR information. This cash may proceed straight to designers to assist boost one of the most revolutionary and innovative VR suggestions.

We’ll also continue providing assets and applications to assist designers to begin, including video lessons, manufacturing and submission guidelines, guidelines for VR improvement, and odds for connecting with commanders locally. Previously year, we noticed excellent function emerge of Oculus Launch-Pad and our OCULUS RIFT BUNDLE – for Great effort. Stay tuned in to find out more on our 2022 inventor applications.

Within the same manner, we committed to the third-party game designers who created the amazing information lineups for Rift and Equipment VR, weíre likely to spend more assets to third-party creatives to construct out the VR storytelling collection.

Dropped, James, Expensive Angelica, and Quill established the building blocks where OCULUS RIFT BUNDLE storytelling rests today. The Tale Business group are leaders in VR improvement, as well as their innovative works may continue being on the Oculus Shop. Account Business did an amazing job-sharing their behind-the-scenes guidelines and methods using the communityófrom just how to protect abundant shades in VR movie to start finding the Unreal Engine task and belongings for Henryóand weíll proceed to create these details open to builders.

Your objective would be to encourage designers across all platforms and genresófilmmakers, artists, artists, authors, cartoonists, and moreóto bring their OCULUS RIFT BUNDLE suggestions to life. There are certainly plenty of amazing reasons for having to become created, and we canít delay to determine them!…

Color with Contact – Tip Comb has become on Oculus Rift

Whether you’re an initial period doodler searching outlines of fireplace and celebrities from the night-sky or perhaps a notion artist creating a collection to get a movie, the options are countless whenever you paint in digital reality with Tip Comb.

Beginning today, Tip Comb can be obtained about the OCULUS RIFT DK2 along with the HTC-Vive. We introduced it to OCULUS RIFT DK2, therefore, more of you with Computer-driven methods can make an encounter pieces of art in VR. No real matter what you choose to create in Tip Comb, artwork ought to be organic, cozy and immersive. Therefore, we believed a great deal about just how to modify the application for Rift’s system, equipment, and Contact controllers:

To be able to allow it to be easier to color, we recently included functions that allow you to turn and resize your projects.
We redesigned relationships to make the most of the Oculus Contact controllers. For instance, you can quickly highlight which switch you are pressing on the control and obtain a sign of what it does simply by relaxing your hand onto it. This makes it simple to determine precisely what switch you are going to push while using the Tip Comb.
The artwork isn’t simply visible. Because of the OCULUS RIFT DK2’s built-in headphones, you’ll be completely absorbed as soon as you enter Tip Combis digital fabric. Various brushes produce various sound clips, plus they turn into a vibrant area of the encounter during your headphones. We enjoy using an audio reactive style with Rift headphones and viewing shots arrived at existence with lighting and audio.

Therefore, when you have an OCULUS RIFT DK2 and Contact controllers, Tip Comb is available today.…

New Augmented Reality

If we do a search of augmented reality in Google, we see many references of home grown developers making various innovations.  Is it worthwhile for companies make a jump into this technology?

While companies and marketing agnecies are still experimenting and evaluating how this technology can bring a new level of branding experience,  Acrosssair is already leading the forefront in developing augmented reality apps for marketing.  Their apps caught the attention of many media (Macworld, BBC, BusinessWeek).


I had an opportunity to ask Dana Farbo, president of Acrossair/Imano, a few questions about the future of augmented reality and how his agency is taking advantage of it.  This will be a part one of two series.

Q: Tell me something about acrossair?

Dana Farbo: Acrossair is a mobile application development company currently focused on iPhone apps. We are part of the Imano global group which also contains Imano, digital creative agency, CommerceNow, eCommerce SAS platform and, a digital publishing group. Our primary development is in mobile augmented reality and we develop our own stand alone apps as well as apps for major brands.

Q: Can you list a few Augmented Reality projects acrossair created?

Dana Farbo:  Mass transit finders such as the New York Subway, Nearest Tube and others for cities around the world including Tokyo, Madrid, Paris, San Francisco and more represent some of our early work and are very useful apps. We also have NearestWiki for finding local points of interest, TweetsAR, Nearest Places and we helped create the popular WorkSnug application. We also created the Stella Artois Le Bar Guide and have included it in our recently launched acrossair browser.


Q: What is the proudest AR project(s) acrossair has launch to date?

Dana Farbo:   The acrossair augmented reality browser is the app I am most proud of to date. This is a phenomenal leap forward in location based search using AR. Features such as the Car Finder and My Places make it a daily go-to app for me. The Google search function alone is worth it as it allows you to cut to the chase of finding what you are looking for in a visual sense faster than anything I have used. In addition for use on the 3GS with the compass, we also made it compatible for the 3G phone so that more people would get a chance to use the AR functions. And we allowed horizontal scrolling so that you don’t have to spin yourself in a circle to see what is around you. There are really too many functions to list and I find it more useful every day.

Q: How did your team came up with the idea of using AR for metro systems?

Dana Farbo:   It was really a natural as London is our home office and we are here in New York. We use the Tube and subway systems a lot and these allowed us to easily find what we needed. Plus, the data feed was readily available and not subject to constant change so could put it in a closed app with minimal upkeep. This also allowed us to work with the usability and the way we portrayed the content. I think they turned out pretty well and should be around for a long time.


Where do you see the future of augmented reality?

Dana Farbo: Augmented reality is going to be a part of all of our daily lives at some point within the next decade. We are such a mobile world these days and we want our coffee and our information immediately. There are incredible opportunities in assisted learning where we can be in a place or doing something and receive feeds and data overlays that enhance the environment. For ISMAR this past year, the team created a spec app that portayed 3D dinosaurs to represent a visual account of what type of dinosaur inhabited the area you were physically at. Plus, we could segment by period so I could see what was here 100 million years ago, 250 million years ago, etc. Very cool! [Author inserted: Check out the response from ISMAR on Acrossair’s presentation]

There is also a huge social component that will evolve as well and this will probably further lead us into protecting our identities but getting closer to those in our inner circle. I will know where my linked friends are and I will have categories of access to who can see what I am doing. But we will also have the ability to transmit my friends into my space virtually so that they may help me with a task or have a chat. Looking through another’s eyes takes on a whole new meaning.

These are just a few examples. There are so many smart people working in the area now and in the future everyone will use one form of AR or another so it will evolve like any embedded element of our lives.…

Interview with Developer of Sun Seeker: 3D Augmented Reality Viewer

Sun Seeker: 3D Augmented Reality Viewer is hot application currently available in the App Store and we were lucky enough to snag an interview with the developer. First let’s discuss our hands-on with the application.

The app’s description says that it ‘Provides both a flat view compass and an augmented reality camera 3-D VIEW showing the solar path, its hour intervals, its winter and summer solstice paths, rise and set times and more.’

When you first launch the app you are presented with a top-down compass view showing the sun’s path throughout the hours of the day. In a glance you can see sunrise and sunset, length of day and night, and where in the sky the sun will be.  You can also choose to view the sun’s information for any date you select.

Pressing the camera button brings up the augmented reality mode. This starts the phone’s camera and nicely overlays the sun’s path over a ‘grid-like’ pattern. In addition to the sun’s path you can also see the elevation, azimuth, sun’s position throughout the day, and the direction of the sun’s current position.

We really like this application and felt it offered all of the solar information you would need in a beautiful package.

App Store Link: Sun Seeker: 3D Augmented Reality Viewer $2.99


Now for our interview with the developer of Sun Seeker, Graham Dawson.

1) How did you come to your decision of developing an ‘augmented reality’ application?

I started developing for the iPhone when the 3G device first came out, and my first app was a weather app, which was a subject which I had studied at university. That app proved very successful, and I then decided to build a portfolio of apps focusing on enhancing user awareness in various ways. Later, at around the time that Apple released the 3GS device (the first device with built-in digital compass) I was looking to buy an apartment. One of my concerns was that there should be good light available, although as a property viewer you don’t get to see where the sunlight comes in at different times of day or year. As I have some background in astronomy, I immediately realised that it would be possible to create an app for the 3GS which showed me exactly the information I wanted – hence the Sun Seeker app was born. So in a sense it was serendipitous – although I am sure that had it not been this particular app, I would likely have found some other augmented reality concept to pursue.


2) What is your opinion of the capability of the iPhone’s hardware in terms of handling augmented reality applications?


Although the 3GS sensors form an exciting first step for AR, the accuracy limitations of various components are far from ideal. In particular the GPS positional accuracy is not always adequate to even decide whether a given point of interest is even in front of you or behind you, and of course GPS may not be available at all in indoor locations. Fortunately this particular limitation is irrelevant to the Sun Seeker app, although it is very relevant to the various geographical POI-related augmented reality apps and platforms.
The other main inaccuracy is in the digital compass heading, and this one does affect Sun Seeker. This is typically reported by the device as being accurate only to within +/- 25 degrees, although in practice (in non-magnetically-polluted spaces) it is often good to within several degrees, in which case it is near enough for almost all practical applications.
The other major sensor component involved is the tri-axis accelerometer – but that is generally of good accuracy, and can be further calibrated for even better results, so this one needs little further future refinement.
Although only required for certains types of AR applications, a key missing factor in AR on the Phone is the ability to do real-time video camera analysis. It would theoretically be possible to use video analysis to supplement GPS and positional data (eg. be recognising nearby buildings, landmarks or even people) and thereby sometimes being able to get a much better idea of your exact position.


3) Are you optimistic about the future of augmented reality on mobile devices and can you predict any possible future applications for this technology?

I’m very optimistic here, at least in the longer term. I suspect that the most exciting new developments will come through video analysis ie. using image recognition and overlaying the images with enhanced information about what you are seeing. This could take us far beyond the current types of AR apps which are largely restricted to presenting information about static, non-realtime POIs. An obvious application here is facial recognition, allowing you to see additional data about people nearby.
I also suspect that we will eventually start to see dedicated AR devices which will allow us to see AR information without having to look at our mobiles – for example in eyeglasses or contact lenses. In that case perhaps no-one need even know that you are using it, and it could be ubiquitous and fully accepted that people would use it. Perhaps one of Apple’s future models will be the “eyePhone”?!

4) Do you plan to develop another augmented reality application?

Yes. I am working on another idea which I don’t wish to disclose yet, and it will require some trialling to determine whether or not it works well enough in practical situations. Its certainly an exciting area to work in, although a little risky in terms of time and effort spent to prototype your ideas, in an area which is still quite novel and “bleeding edge”.

We thank Graham for his insightful answers and look forward to his future projects.…

LocFinder App

LocFinder is an augmented reality app that offers all of the navigation features you will need and we’re thankful that developer Thomas Seifert took some time to answer our questions regarding augmented reality technology on the iPhone.  First let’s take a look at LocFinder.

The app’s home screen shows you a compass arrow pointing to your current destination, a rotating globe with a pin at your destination, and other information including the latitude and longitude, and distance. You can choose a destination from your own ‘personal list’ or from the list of famous places all around the world. Pressing on the compass engages augmented reality mode. In AR mode you see a really cool compass that seems to encircle you and your destination is highlighted in red. You can also bring up an arrow to point the way.

Other features from the description:

-offers path recording and following (forwards and backwards), allows listening to your music while recording or following a path, shows you the path metrics: altitude profile, average speed, elapsed time, total distance and altitude difference. Works with Google Earth – you can include and exclude paths or locations to/from Google Earth

We found that this app not only worked great, but looked great too. There is a high level of polish on everything from the home screen to augmented reality mode. Selecting a new destination is easy, and you always have 1 click access to more information about a position via Wikipedia. LocFinder is currently $1.99 in the App Store and there is a free, lite version for you to try.…

THE VOID VR you will walk into new dimensions

The Void is hi-end Technology Company based on Salt Lake City. Their current flagship product has turned the minds of even most advanced gamers and technology reviewers. The Void is an advanced 3D motion technology, letting users to experience most incredible experiences they could only dream about so far. This technology will allow users to take it to the next level cause of unique technical specifications and accessories added to the headset.

To achieve all of mentioned, The Void technology uses top notch specifications, starting from Dual-High-Density-Curved-OLED displays. It is actually a top notch gadget. This will let gamers to achieve maximum graphical experience possible on any video headset device in gaming tech market today.

That is not all. The Void has also designed to make your experience as three dimensional as technologies of today can get you to. To achieve this, The Void will offer you Custom-Optics ( or rather lens-in-lens design which is proprietary). This will get you the feeling you are living in a video game.

For best sound quality there will be High quality THX-Headphones that features in-game binaural sound-design. Those will take the audio quality to the next level, because binaural effect will let you feel the sound in 3D, which is the most advanced technology in audio sphere currently.

For better communication with other gamers, The Void VR will also feature Super-Gain Inline-Microphones made for in-game communications. So communication with other gamers will be a pleasure as well.

Finally, the most important elements will be the motion sensors of The Void VR. To track your position in real time, gamers will be wearing Global-Head-Tracking-Sensors which is due to run at 120Hz. Those will be already mounted into the headset, so no extra accessories will be needed for this purpose.

The Void VR will also provide the gloves, which will allow users to interact with virtual reality objects in real time. Players will be available to see their hands motion during they game-play. This means they will allow to push the elevator button or feel the sword in their hands, for example.

Also there will be option to purchase special designed vest for maximum gaming experience. It will allow for players to feel every bullet hitting them or any other contact with the virtual environment objects. The particular elements of vest will diffuse and vibrate based on the location of the body contact will occur in the virtual environment.

Finally, to make a conclusion, it is necessary to indicate, that The Void VR Technology is pretty new at this point and gamers should wait for some time to get it. But it’s already definitely known, that when it comes available, The Void is an Absolute MUST have for any gamer out there! Also, to promote the Technology, company is working to create special gaming parks for gaming sessions in their head-quarters in Salt Lake City, welcoming gamers from all around the world. As noted in their webpage, they are targeting on sessions around 30 minutes to cost around 30-40$ per session.…

LIveLike: Startup Company Introduces Innovative Sports VR Technology

LIveLike: Startup Company Introduces Innovative Sports VR Technology

While the promises of virtual reality is coming to life in the gaming, film, and a few other multimedia industries through ground-breaking equipment such as expensive consoles and rifts—a startup company quietly chose to take another route to delivering the wonders of virtual reality’s technology to sports fans.

Instead of being in the competitive and chaotic pool of producers and manufacturers of VR tools and gadgets, LiveLike VR chose to take advantage of the same promising technology in another way: through broadcasting. The company is also to commend for having identified its market that’s sure to take delight in the service LIveLIke offers: sports fans.

As a matter of fact, it would not really take a true sports fanatic to picture the significant difference of TV-viewing and being physically present in a game.LiveLike VR strives to provide its clients the promise of being able to immerse in the game as if they were actually present in the stadium through broadcasting technology.

LiveLike VR’s method can be simply thought of as your regular mobile streaming subscription that features your favorite sport in virtual reality. It starts with an on-site, wide-lens and camera that captures the area/stadium as the game happens. The data captured is transmitted through c-cast and broadcasting channels towards LiveLike servers. Finally, LiveLike servers share the amazing stream of fans’ favorite sports matches to its subscribers.

While other innovators and entrepreneurs scurry around to come up with ways to advance in the virtual reality scene, founder and CEO of LiveLike, Andre Lorenceau touched base on tapping broadcasting companies who are expected to want to partner with LiveLike VR. As the company’s official website puts it, they are a “San Francisco based startup building an application related to live sports watching in virtual reality.” The LiveLike team calls their application to be “more than a simple 360 video” that has, as stated in their website, “drawn serious interest from major teams and broadcasters across the globe.”

Lang tells the details of his first-hand experience with LiveLike VR and describes it as a surprisingly impressive prototype. LiveLike VR, although still impossible to give the actual stadium feel, allows for slow motion and zoom capabilities, to name a few.


Lang commends the outcome of a single camera and lens on-site for producing a video quality that makes its viewers feel present in a stadium. Lorenceau has also been mentioned as telling Lang that the process of video capturing is easy on the part of the actual person doing it. Lang’s feature of LiveLike VR gives technical definitions, current ups and downs of the product, while getting also getting Lorenceau to admit to their plan of launching LiveLike Social—a platform for friends to virtually hangout as they watch their favorite virtually “real” game.

The potential of LiveLike to grow and evolve beyond broadcasting sports games in virtual reality is tremendous. It is easy to imagine the countless media industries that can take advantage of the technology put together by LiveLike.…

Responsive Web VR -The Future is Turning into the Future We Thought it Might !

Even though VR (virtual reality) is still in it’s infancy, it captures our imagination at every passing technological thought and it is companies like Google, Oculus and Samsung who are the ones who are turning that imagination into reality. The aforementioned companies are doing all they can to get developers psyched about creating immersive virtual reality experiences. Responsive web VR design may hold the key to those answers.

Some of you may remember the “write once, run anywhere, promise”? It is an old issue that developers have always found themselves in. The way the internet is these days, it may just be the closest thing to actually fulfilling that promise. As opposed to producing native apps that only seem to really function for just one single platform, or maybe even one of the prototype VR headsets, developers have the chance to create their VR experiences using the HTML format. Then from that point on you have the option to simply run them within the browser.

Chrome Likes What it Sees in VR Possibilities

This particular idea is widely known as WebVR and the idea is embraced by numerous developers and organizations, and one of their larger proponents happens to be Mozilla. WebVR just last year had begun marketing their very own website “MozVR” as added VR support. Chrome is also joining in the VR party when they had unveiled the DIY Cardboard VR viewer last year.

The thing is though, these various efforts have not done the trick because they have not shown any compatibility. The latest round of the VR fest has barely even begun and it looks as though already that the world of VR is relatively fragmented thus far. So as of now it looks as if developers such as Mozilla, Oculus and Google have to find some common ground regarding a standard or they will indeed have to ready their own cross-platform approach.

This happens to be the exact approach that the company “Smus” is taking with their very own brand of responsive web VR design which will in fact quickly detect if a specific user accesses a given site with the desktop or a mobile browser and they will then optimize the experience just as they see it fit.

Someday Without Glasses

Responsive web VR design will always make sure that the content will immediately adapt to the environment by utilizing flexible images, fluid layouts and proportional grids. It will essentially be what you’d call a bit of a cocktail of contemporary web technologies. This concept will even operate minus any VR hardware.

The project that SMUS is putting forward is an open source project which will enable developers to produce VR experiences that are absolutely HTML-based. This will also function more properly with Google Cardboard and Oculus Rift and maybe someday it will not even need those particular eye sets thrown in the mix.

What the Future has in Store

The way it looks for right now though, all developers need to feel pretty excited about these new prospects and what the future has in store for cross-platform potential. This especially goes for the type of experience which will operate in a simple desktop or mobile browser mode through the VR headset, which of course adds a totally exciting new development to responsive web VR design.…