VR 2016 Report Card

VR may not have shattered sales expectations, but 2016 proved that it is much more than just a gimmick.
 
There was a lot of hype for virtual reality heading into 2016, with some billing it as the “year of VR.” Analysts predicted last year that there would be 11 million VR users by the end of 2016. While VR manufacturers are keeping sales numbers close to their chests, recent sales estimates are more conservative. Regardless, 2016 was still a monumental year for the medium that delivered some amazing VR experiences. We saw the release of three major headsets: the Oculus Rift, HTC Vive, and PlayStation VR. Let’s look back at all the highlights (and lowlights).
 
Oculus Has a Rocky Start, but Finishes Strong
 
The Rift successfully funded its Kickstarter goal all the way back in 2012, but the consumer version of the head-mounted display (HMD) didn’t release until March 28, 2016. Regardless, it was still the first high-end VR gaming headset to launch.

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While the Rift lacked motion-tracked controllers at launch, it solved that issue when it released Oculus Touch on December 6th. Oculus Touch wasn’t cheap at $199, but the controllers not only got your hands into VR, but they’re also arguably the best VR controllers on the market. Touch also included a secondary sensor, which increased the Rift’s tracking field of view. Unlike controllers from Vive and PlayStation VR, they allow you to point and give the thumbs-up motion. These gestures did a good job enhancing cooperative experiences. Touch’s launch lineup was also incredibly strong, with standouts that include The Unspoken, I Expect You to Die, Medium, and Superhot VR.
 
The HTC Vive Delivers the Most Holodeck-like Experience
 
The HTC Vive released hot on the heels of the Rift on April 5, 2016. At $800, it was the more expensive VR system, but it provided room-scale experiences right out of the box with its intricate lighthouse system and motion-tracked controllers. At launch, Valve also released The Lab, which was a free mini-game compilation that showcased fun and innovative room-scale experiences. Coupled with other launch games like Job Simulator, Space Pirate Trainer, and Fantastic Contraptions, Vive opened our eyes to what VR could do.

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Its tech was held back a bit by a singular PlayStation Camera, however. This meant its tracking wasn’t as all-encompassing as the aforementioned VR systems. On the brightside, PlayStation VR is easily the most comfortable HMD out of the bunch.
 
PSVR’s capabilities grew a bit in November when Sony released its PlayStation 4 Pro console. Developers could use the Pro’s extra processing power to bolster VR games. For instance, developer Impulse Gear’s VR shooter Farpoint will look better on the Pro.
 
While the PlayStation 4 isn’t as powerful as gaming PCs required to play the Rift and Vive, what the platform lacked in graphical prowess its games often made up in production values. With Sony at the helm, VR experiences like The London Heist, Shark Encounter, and games from other AAA publishers looked refreshingly beautiful compared to many of the low-budget early access VR games on Steam. Games like Thumper and Rez also showed that traditional games can not only work in VR, but can thrive and be more immersive in it.
 
While the PlayStation 4 isn’t as powerful as gaming PCs required to play the Rift and Vive, what the platform lacked in graphical prowess its games often made up in production values.
 
Even though PlayStation VR was the last VR headset out of the gate, it’s rumored to have sold the most units. GameStop VP of merchandising said that PSVR had exceeded the company’s early expectations.

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Source: Gamespot

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