Virtual reality (VR) and augmented reality (AR) have been on the scene for quite a while. These technologies have been in development for several decades. However, recent evolution in hardware and software triggered a renewed interest in both AR and VR. VR turned from technological high-end to a viable consumer technology with the release of Oculus Rift headset in 2016. Rift was the first VR product to offer a truly immersive experience. Soon other headsets were launched such as HTC Vive, PlayStation VR, and Samsung Gear VR. As for the AR, Microsoft HoloLens headset in 2016 was a major technology breakthrough. Software AR platforms, such as Google's ARCore and Apple's ARKit were a more recent development, bringing AR technology to a much wider audience through mobile devices.
Gaming potential of AR/VR
AR and VR have already revolutionised the gaming industry. AR/VR games allow players to physically manipulate virtual objects or environments, bringing the sense of control to levels previously unmatched. Players can have new ways of real-time interaction with each other, even if they are physically located in different parts of the world. Such games can provide new opportunities for socialisation, as players can interact with each other in a shared virtual space. There are also opportunities for AR/VR to enhance the accessibility of gaming, enabling players with physical disabilities to engage with games with alternative means of control and interaction.
The first AR game that became a worldwide bestseller and even a cultural phenomenon, was Pokémon GO, released in 2016. Still very popular today, it allows players to explore the real world and catch Pokémon using their smartphones’ camera and GPS. By using AR technology to overlay digital creatures onto the real world, Pokémon GO created a new type of gaming experience that was both immersive and social. Another well-known example is The Walking Dead: Our World. Similar to Pokémon GO, it is a location-based AR game that overlays digital content onto the real world. In this case, however, the game is focused on battling zombies and saving survivors in a post-apocalyptic virtual setup. Players can team up with friends to engage in the gameplay together.
There are also several notable VR products that contributed to changing the gaming scene. For instance, have a look at Beat Saber, a music rhythm game in which players wield two virtual lightsabers and slice through blocks along with the beat of the music. The game has received widespread critical acclaim and has become a favourite among VR enthusiasts. Another VR groundbreaker is Lone Echo, a space adventure game that creates a highly immersive and realistic zero-gravity environment. It is powered by an advanced physics engine and has intuitive controls that allow players to move and interact with objects in a way that feels natural and intuitive.
AR/VR game dev challenges
Developing an AR/VR game can pose a number of unique challenges on top of the usual ones that any tech company faces:
The major challenge for an AR/VR game developer is designing a user interface that would be intuitive and easy to use. In a traditional game, players typically use a controller or a keyboard. AR/VR games often employ gestures or hand movements instead. This means that developers need to carefully design their interfaces to ensure they are easy to learn and to use, but also provide players with enough control and flexibility to engage with the game.
Another big challenge is mitigating motion sickness. Due to the immersive nature of AR/VR, it can cause some people to feel sick or even experience nausea. This can be caused by numerous factors such as lag, low frame rate, or incorrect calibration of the player's head tracking. To bring these problems to a minimum, developers need to carefully optimise their games to ensure smooth and consistent graphics, and also provide options for players to adjust settings such as field of view or movement speed.
Hardware compatibility is another challenge that developers face when creating AR/VR games. Developers need to make sure their games are compatible with a wide range of highly specialised devices, like VR headsets or AR-enabled smartphones. This can be particularly challenging as new devices are constantly being released offering different specifications and capabilities.
Finally, developing AR/VR games is definitely more resource-intensive compared to traditional game dev. Providing convincingly high levels of immersion and interactivity, such games require more complex and detailed game worlds, as well as graphics and sound design of much higher quality. Also, in-game physics models need to be more sophisticated and fast at the same time. These imperatives mean that developers need to invest more time and resources into creating their games, driving dev costs higher.
AR/VR future: gaming and beyond
In terms of software, the newest developments in AR/VR will be enabled by cutting-edge technology in computer vision, machine learning, and natural language processing. Hardware-wise, the next milestone of AR/VR technology is likely to be about making these technologies more accessible and user-friendly. This could include lighter and more comfortable headsets. As devices like Oculus Quest 2 become more affordable, we can expect to see more people adopting this technology and experimenting with new ways to use it. Also, we may see the development of new accessories such as haptic feedback gloves or full-body tracking systems that would enable experiences that we can hardly imagine today. Finally, the increasing availability of faster 5G networks will also support the performance and functionality of AR/VR technology, enabling more seamless and immersive experiences as more and more data can be pumped through wireless communication channels.
There is also the potential for AR/VR gaming to expand into new areas beyond entertainment. In the field of education AR/VR can be used to create immersive learning courses. By using virtual environments to simulate real-world scenarios, students can gain experience and practice skills in a safe and controlled environment. This technology can also be used to make learning more accessible, as it allows students to explore topics that may be difficult or impossible to experience in real life. Medical students can use AR/VR simulations to practise surgeries and gain experience before performing procedures on real patients. Also, AR/VR can be used to create immersive therapy experiences for patients, such as exposure therapy for individuals with phobias or PTSD.
But, like all technology, AR/VR benefits cannot come without risks alongside. On top of the usual concerns about privacy and data security, typical for the entire tech industry, there is a new menace: the potential for addiction and blurring of the line between reality and virtual reality. Also, high costs of the AR/VR may deepen inequality, as it may be less accessible to those with lower socioeconomic status. As the technology continues to develop, it will be important to carefully consider its broader implications and ensure that it is used in a way that benefits society as a whole
Top comments (1)
The evolution of AR and VR technologies has been fascinating, especially in gaming. With the advent of devices like Oculus Rift, HTC Vive, and Microsoft's HoloLens, these technologies have moved from niche interests to mainstream consumer products. Games like Pokémon GO and Beat Saber showcase the potential of AR and VR to create immersive, interactive experiences that blend the virtual and real worlds, offering new ways for players to connect and socialize.
Despite the excitement, developing AR and VR games comes with challenges, from designing intuitive interfaces to mitigating motion sickness and ensuring hardware compatibility. However, the future looks promising. Advances in computer vision, machine learning, and affordable, user-friendly hardware will likely drive further innovation. For those interested in AR gaming, particularly location-based games like Jurassic World Alive, I recommend checking out this article on fake GPS for Jurassic World Alive. The potential for AR and VR extends beyond gaming into education, healthcare, and other fields, offering exciting possibilities for the future. What are your thoughts on the future of AR and VR games?