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What to Expect for the Future of Virtual Technology

Posted by on Apr 21, 2017 in Communications, Filmmaking and Film Editing, Video Marketing, Video Production Technology | Comments Off on What to Expect for the Future of Virtual Technology

The age of virtual technology hasn’t kicked in yet. It did not create major buzz last year so many techies are actually hoping that this year or next year will be the best time for virtual technology to really sink well in the market. There were good receptions for VTs like Sony PlayStation VR, Samsung’s Gear, Facebook’s Oculus Rift, and HTC’s Vive. But as a whole, VR hasn’t made a huge leap in the technology industry.

The VR developers cannot be blamed solely for its slow marketability. A great factor lies on a huge gap that makes VR almost distant and unrelatable to other technologies.  That being said, software and device engineers are playing a great role in bridging that gap, making virtual technology more of a mainstream device. Chicago video production company, Lemonlight Media, has said they would be extremely interested in exploring the virtual reality realm as it is a fascinating technology. Many video production companies are starting to toy with the idea.

Today, it is hard to market VR because of its high price and needs high-end devices which are as pricey, in order for it to work. Computers should be equipped with top-of-the-line processors and graphics. This means that a prospect needs to buy a new computer with higher specs or upgrade his current computer to accommodate VR technology. The prices of both the VR itself plus the device where it syncs seem unappealing to many. As of December last year, a chipset magnate Nvidia predicted that only 13 million or 1% of the world’s 1.43 billion computers are strong enough to accommodate VR.

However, there is a silver lining in the future for virtual technologies, say five to six years from now, as prices of computers with sophisticated graphics cards and the VR headsets itself are expected to go down. This means that game consoles should start to create versions of virtual technologies that can work well for their game for the next five to six years. Sony is on the right track after creating PlayStation VR for PS4 which is expected to be updated to PS5 by the time VR is will boom. Virtual reality video production will also be more attainable then.

Smartphones should also start making their model VR friendly. It is a wise move to introduce Google Cardboard for less than $30, which is a headset where a smartphone can slide in, making the phone do most of the work for the user.

Even if the sales for virtual technologies at present are not impressive, the number of VR users for gaming purposes is expected to double or triple in just two years. At the moment, only 43 million people are using VR worldwide. This is expected to rise to 171 million in the next three years.

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