Réalité virtuelle : Oculus Rift, HTC Vive, PSVR... l'avenir ?

Démarré par Ryle, Septembre 11, 2012, 10:59:58 AM

« précédent - suivant »

LordSinclair3DS

Il y a toujours une rumeur qui prétend que la NX pourrait faire de la "petite" VR... avec un casque optionnel.

chou

Lord est ce que la VR d'une manière générale, ça t'intéresse ?

chou

#1082
Parmi les jeux qui arrivent sur PSVR, les jeux qui gérerons les accessoires comme les moves, auront une priorité dans mon idéal immersion  :amoureux2:

Interagir, manipuler les objets C'est juste la norme sur VIVE. Sur Console, pas forcement ... même mon très attendu "Gros Jeu VR" alias Resident Evil 7 sera jouable qu'a la manette  :sleeping2:  ( fait que je trompe gros comme un éléphant please  :nerdfou:)
Spoiler




RE7 ne sera pas la Catégorie E  :cry2:
[Fermer]


Par exemple le très connu Pool nation sur PC qui se changera en Sports Bar VR pour l'occasion PSVR, sera jouable pleinement avec les moves, ça ne rigole plus.


Tulkas

Ça t'étonne pour RE7, ça me paraissait évident pourtant.

Hobes

#1084
Citation de: Tulkas le Septembre 27, 2016, 05:54:33 PM
Mouais pas sur que le PS VR monopolise tant que ça la presse.

Alors que le PS VR sort dans 15 jours :

- Présence d'un casque, hier, dans l'émission d'Arthur : Vendredi tout est permis (alors qu'ils auraient pu utiliser un HTC Vive, non, ils ont pris le PS VR)
- Mega promo au Mondial de l'Automobile avec la présence de nombreux casques avec Driveclub VR et Moto Racer 4
- Gros stand au Virtual Calais ce week-end qui permet des articles dans la presse locale (type Nord Littoral http://www.nordlittoral.fr/calais/virtual-calais-on-a-teste-pour-vous-le-casque-de-ia0b0n348445)
- Communication massive par mail avec des invitations pour le PlayStation VR Experience qui a déjà fait parler dans des nombreux reportages télés (dont LCI http://www.lci.fr/high-tech/sony-playstation-vr-realite-virtuelle-ps4-2004342.html)
- Emission spéciale dédiée au PSVR du "Journal des Jeux Vidéo" sur Canal+ qu'est très grand public
- Le Playstation Blog qui fonctionne à plein régime auprès des casuals avec une pelletée d'articles sur The Playroom https://blog.fr.playstation.com/tag/the-playroom-vr/
- Bertrand Amar et surtout Mr Poulpe (que Sony s'est payé) pour la promo au travers d'une émission dédiée : PlayZONE



Sony est partout. Je te laisse imaginer ce que ça va donner pour le lancement :roll2:

MykeHell

Effectivement, petit stand PSVR au Mondial. Par contre pour tout ce qui est "expériences VR" (et il y en a pas mal) sur les stands des constructeurs c'est HTC Vive/Samsung Gear VR. Je n'ai rien vu d'autres.

Shin

Parce que développer sur PS4 c'est plus lourd pour juste faire une "expérience"

MykeHell

Ne pas voir de PSVR ça ne m'étonne pas je pensais en fait à tous les autres comme Oculus ou les quelques-uns qui ont lancés leur propre casque de VR.

MykeHell

#1088
Et c'est au tour de Google d'annoncer son Daydream View. Compatible avec leur téléphone Pixel dans un premier temps et d'autres téléphones quand les autres fabricants les annonceront.



http://www.etr.fr/actualite/3942-google-devoile-de-daydream-view-un-casque-vr-mobile-a-79.html

Tulkas

Citation de: Shin le Octobre 01, 2016, 05:50:29 PM
Parce que développer sur PS4 c'est plus lourd pour juste faire une "expérience"

C'est surtout qu'une société  ne va jamais utilisé une console de jeu pour faire une application destiné à des professionnels.

Citation de: MykeHell le Octobre 04, 2016, 07:08:08 PM
Et c'est au tour de Google d'annoncer son Daydream View. Compatible avec leur téléphone Pixel dans un premier temps et d'autres téléphones quand les autres fabricants les annonceront.



http://www.etr.fr/actualite/3942-google-devoile-de-daydream-view-un-casque-vr-mobile-a-79.html

Petit détaille amusant les téléphones Pixel sont créer par HTC.
Possible compatibilité avec les manette du vive, HTC avait dit qu'il travaillait a les rendre compatible avec d'autre supports.

Coca_Impact

Bon... Bah le PSVR, c'est du bon, du très bon même, même si il y a quelques point noirs. Franchement, (et ça fait mal de le dire) Chapeau Sony.


glen


Shin

Citation de: Coca_Impact le Octobre 05, 2016, 10:16:25 PM
Bon... Bah le PSVR, c'est du bon, du très bon même, même si il y a quelques point noirs. Franchement, (et ça fait mal de le dire) Chapeau Sony.



Je vous le dit depuis presque un an !

Alphonse

ALERTE PARPAING


Super article du FT sur la réalité virtuelle, sous l'angle "Est-ce que c'est la chance pour le Japon de se relancer ?".

Japan gaming: More virtual than reality?
Leo Lewis and Kana Inagaki

The industry looked to its home market for growth but now it is designing for a global audience


As the 2016 Olympic Games closing ceremony reached its peak, the stadium screens flicked to Super Mario charging through the streets of Tokyo: a moustachioed megastar from the nation that first perfected the alchemy of turning pixels into billion-dollar global heroes. With a twirl and a digital trill instantly familiar to many of the watching billions, the world's most famous plumber disappeared down a drainpipe. Moments later in Rio de Janeiro's Maracana stadium, Shinzo Abe, the Japanese prime minister, emerged from a matching pipe wearing the dungarees and red cap of the most valuable creation in video game history.

To most it was just good pantomime. To the $100bn games industry, there was an unmissable message that Japan is back and ready to take on the world again. The big question is whether ability can match ambition.Having been so spectacularly co-opted for unpaid national service in Rio, Mario's value will be expressed in much harder financial terms in December when Super Mario Run is launched through Apple's App Store. The entire games industry will be watching closely, particularly after the July launch of Pokémon Go reminded the world of the power that Japan's intellectual property has to monetise obsession. After years of shunning mobile, Super Mario Run is Nintendo's first proper foray into the smartphone games market. The 15 per cent surge in Nintendo's shares since the title was announced earlier this month suggest investors expect a huge global hit.

But are there enough latent Marios for Japan's games industry to engineer a rebound after years in abeyance? In that time a shrinking domestic market has heightened the industry's conservatism and in turn eroded its ability to produce global blockbusters.

The question is being asked just as the industry faces potentially the biggest technology disruption in the entertainment market since the emergence of smartphone games: the arrival of virtual reality. Many industry executives are betting that the new immersive play and storytelling could provide Japan with the catalyst to reclaim the crown it has lost to games makers in Europe, the US, China and South Korea. "There is a huge opportunity to cultivate new customers when a platform or technology emerges. With VR still in its early days, there is a bigger chance to create a game that would be a global hit," says Hironao Kunimitsu, the founder of Gumi, the publisher of popular Japanese mobile game Brave Frontier.

Record attendance at the Tokyo Game Show earlier this month and estimates that Japan's non-mobile games market will see growth for the first time in a decade next year are reasons for optimism.
But there is concern — based on the industry's historical insularity — that Japanese companies could botch attempts to globalise their expertise in mobile games amid anxiety that they may be placing their wagers too early on VR. Japanese games makers have traditionally designed products solely with the domestic market in mind; their "globalisation" strategies, many admit, have consisted of being surprised when domestic hits have sold overseas.

"Some franchises become very popular in the US and other countries, but that does not necessarily mean Japanese developers design and develop games for overseas markets. It's just a coincidence," says Eiji Araki, vice-president of Japanese games maker Gree.

On the rare occasions that they have attempted to produce games to suit non-Japanese tastes, the domestic market has been unhappy and foreign gamers have rued the absence of the "Japaneseness" they like.
Mobile is even less forgiving, according to Serkan Toto, a games industry consultant based in Tokyo, who says that it has been proved time and again that mobile games do not travel well across borders. A few outliers, such as Clash of Clans or Candy Crush whose success around the world was matched in Japan, are exceptions that prove the rule. The homegrown games that have dominated the mobile games app stores in Japan — GungHo's Puzzle & Dragons and Mixi's Monster Strike being the two biggest — failed to gain any traction when marketed overseas. "If Japanese companies want to export their games to the western market they face an entire mountain of challenges to overcome. I think that history has shown that all Japanese mobile games makers that have tried to globalise so far have  . . . failed," says Mr Toto.

From shovel-wielding zombies and rampaging dinosaurs to elves in Jacuzzis there was ample evidence at the Tokyo Game Show that the Japanese industry believes virtual reality could be the thing to haul its creative talents out of their long rut. The VR experiences themselves suggest a broader challenge: finding ways to prevent players feeling sick or shocked by the vivid and at times violent images.  "Companies will need to address issues such as dizziness and taking care of people with heart problems. That will also require users to learn how to properly interact with VR, which will be key for when it becomes mainstream," says Hirokazu Hamamura, gaming industry expert at Japanese publishing and media company Kadokawa Dwango. Mobile gaming and emerging VR technologies have already reset some of the assumptions about growth in console sales and are primed to transform the industry even more fundamentally over the next four years if projections are to be believed.

In smartphone games, Japan's $6bn market is the second most valuable in the world and is expected to remain ahead of China in terms of average revenue per user. And by the time of the Tokyo Olympics in 2020, say researchers at SuperData, global VR revenues will have risen from $2.9bn to more than $40bn as the technology spreads beyond gaming to films, sport and other forms of entertainment.
As that growth story plays out, the chief executives of Japanese games makers say, the industry has a unique choice: either to globalise and dominate the new world, or to sit on the sidelines and miss the opportunity.


Andrew House, the head of Sony's games division, says larger Japanese publishers have gravitated toward VR more quickly than their western counterparts. "There is a broader entertainment interest in VR in Japan that may also facilitate the Japanese publishers delivering more quickly in this medium than perhaps elsewhere," he says. It is a comment that carries some weight. Japan's games studios might have struggled in recent decades to retain leadership in international markets, but their hardware makers have been dominant throughout. Successive generations of both console and handheld machines have had mixed commercial histories, but Sony and Nintendo have continued to be the standard bearers for Japan's ability to build the games machines the market wants. That, say analysts, is why Sony's bet on VR should not be dismissed.
But not all agree with Mr House's assessment of either the games makers' enthusiasm or the hunger among domestic consumers to embrace VR. Before mobile gaming offered a cheaper, more accessible alternative, Japanese gamers were swift adopters of new hardware: these days they balk at the price.

Mr Araki is convinced that after years of development, VR is finally a viable commercial product that can be placed on the heads and in the hands of ordinary people but that "most Japanese companies are still sceptical". The VR community in Japan, he adds, is still small compared with the US and China: "That's one of the reasons why we are pushing hard. We don't want to be behind in the technology." Atul Goyal, a technology and games analyst at Jefferies, says that while VR may ultimately become a significant driver of growth, it is too soon to think of it as transformative for either Sony or the Japanese industry. He believes Sony appears to be getting its strategy on VR right by pricing its new machine about $300 lower than devices from HTC, Facebook and others but adds that "it will be five to seven years before it is in the mainstream".

If that timing proves accurate, it leaves mobile as the primary route for Japanese companies to seek growth beyond their home market. The home of the PlayStation and Wii, Japan's console market has proved susceptible to disruption from mobile, says Jay Defibaugh, an analyst at CLSA. "The Japanese market has morphed in a very short time from console-centric to smartphone-dominated," he says.


Evidence for the shift is becoming stronger: of the 40m users of the PlayStation 4, just 3m are in Japan. For its predecessor, the PS3, the Japanese formed a higher percentage, accounting for 10m of more than 80m users. In theory, the past decade, which saw the launch of Sony's PlayStations 3 and 4, the Nintendo Wii, the Xbox One and the iPhone among other innovations, has offered a wealth of chances for the likes of Capcom, Konami, Bandai Namco and others to score a reliable string of global hits. The reality has been very different. "Japanese games makers have discovered that globalising is not an easy thing, even when they want to do it," says David Gibson, a games industry analyst at Macquarie. "Most of them have tried it, found it didn't work too well and have had to readjust. On mobile, they are learning that just porting the game into a local language isn't enough".


A failure to take the opportunities of globalising on mobile platforms would be doubly frustrating, says Mr Gibson, because Japanese companies have a clear set of advantages on mobile if they seek growth overseas. "They know about the concept of games as a service rather than a launch-boom-bust product. They have 50 people designing the game and 20 people managing it. They know how to do data analytics and how to sustain interest," he says. Several Japanese gaming companies have already discovered that finding a strong local partner helps. Bandai Namco has teamed with Tencent, the Chinese internet group that ultimately owns Clash of Clans, to develop games using its animation franchises One Piece and Namco for Chinese players. Pokémon Go was also produced jointly with US-based Niantic, a global success that analysts say would have been unlikely if it was developed only by a Japanese team.


Mr Abe's choice of Super Mario to represent Japan may have been as wishful as it was eye-catching. The famous plumber's greatest trick — and the magic behind his extraordinary longevity — is to double in size when the going gets tough. For Japan's games industry, that may be more virtual than reality. Without a blockbuster Pokémon or Mario franchise to count on, Japan's mobile game publishers see virtual reality as a fast ticket to global fame.

Among the gaming companies, Gree, Colopl and Gumi have been the most aggressive and quick in embracing the technology, which they view as a new battleground that could potentially reshape the entertainment industry. "Big companies tend to be cautious, they don't need to rush if they have strong intellectual property. In the case of start-ups, [like Gumi] we need to enter the market at an early phase," says Hironao Kunimitsu, the chief executive of Gumi. Mr Kunimitsu believes it is easier to produce content for a global market when that market is still at an early stage as users have yet to develop tastes unique to a specific country or culture. And that, he says, is the opportunity for Japan's games makers in VR and partly explains the early adoption of the technology.


Japan continues to be one of the world's most lucrative mobile gaming markets, with revenue growing 25 per cent last year according to market research firm App Annie. But executives say the market depends on a few hit titles while developing a game is becoming more costly and time-consuming. Eiji Araki, the vice-president of Gree, hopes the technology will make it easier to create global games as a VR experience requires less text. But other elements of mobile gaming such as short, casual game playing on the way to work, are less applicable to VR games, which require a headset. The companies are already investing heavily. Colopl and Gumi have both established $50m VR investment funds, with Gree launching its own $12m version. "It will be difficult for companies to recover their investments by focusing only on the Japanese market," says Takuto Takizawa, App Annie's regional director for Japan and Korea. "They will need to look globally."



Bakappoi

J'y avais pas pensé, mais en effet, si on considère que le principal problème des développeurs japonais est leur manque de moyens structurels, si la VR est comme le mobile moins gourmande à ce niveau, ça pourrait les relancer.