But the true challenge we face within this industry of Oculus Rifts and HTC Vives and Gear VR’s and Google Cardboards is that even the so-called experts are still learning. Virtual Reality is a largely unexplored platform and boundaries are constantly being pushed whilst best practices are revised, scrapped and remodeled on an almost daily basis as developers find ways around old obstacles and encounter new ones. In simple terms, this means that the VR you try today is unlikely to look anything like the VR you try a month from now.
So when we have our first meeting with a client and they tell us that they’ve ‘tried VR before’, our first instinct is to suppress the urge to groan because more often than not, that experience consisted of a poorly optimised, monoscopic experience on an oculus rift connected to a cheap computer that can barely handle the strain. In these cases, what the client sees are pixelated, laggy videos that lack any sense of depth, much less making them feel like they’ve been whisked away to another reality. Another issue that we commonly see is where clients have gone through what we like to call “lazy porting”, which is simply building a game or gamified experience and then simply adding a VR camera and calling it a day. This, in a nut shell is why VR is so often associated with motion sickness. Virtual Reality doesn’t play by the same rules as other media we consume such as video games and movies and when a developer doesn’t take this into account, all sorts of problems arise. As a direct result of this, any good developer in the Virtual Reality space made a departure from ‘traditional’ systems a long time ago.