What is the biggest problem for a developer of videogames and movies in virtual reality format? Apart tell if there will be such a market to justify the investment in the training, equipment and software the problem is probably the need to get used to the new medium, checking each time the correct proportion of the avatars, of the setting and the other content of the products, the fluidity of the movement, the similarity of the lights to those of reality.
Before you can get to build a world in the way Bruce Branit imagined it will still take years, but today, thanks to the new version, the fourth, the graphics engine Unreal Engine, developed by Epic Games, already used for dozens of successful video games including Eve Online, it is possible for a creative dive into virtual reality and create its content using one of the most popular graphics editors in the world directly with devices such as Oculus Rift, HTC Vive or Playstation VR.
With Unreal Engine 4 a creative can therefore enter his virtual world, choose the scale, the lighting, varying textures, adding details, try poses and animations and view them exactly how will the player or movie viewer once the product. But wait, where it was already possible to do all this?
In Second Life, where, in fact, creative people have given birth to a full market of user-generated contents, whether it was the avatars, outfits and accessories for the same, both of buildings or entire sets with which to set up the single sim. In some ways Linden Lab focusing on the development and exploitation of its proprietary platform did not understand that itcould (and perhaps should) bet to create a standard and to make it usable by everyone, becoming itself an Epic Games and offer its graphics engine for game developers and 3D movies in VR, as was done with Unreal Engine 4, rather than withdraw into their own little niche market.
A niche which actually represented an impasse in evolutionary terms for the virtual reality industry, but that was able to profoundly influence the protagonists of what a few years after would have been the “new” virtual reality. A legacy that may seem more “philosophical” than in terms of licenses (think also about how the idea of cryptocurrencies like the bitcoins is linked to virtual currencies like the Linden dollars), but that is undeniable and is likely to produce more long-term developments.
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