Virtual Reality: Things People Probably Do not Know

oracusVirtual reality sounds like science romance for most of us, but the plaudits futurist and discoverer Ray Kurzweil has considered it more to the hold of our telephones than a spooky, the new technology. The telephone is virtual reality in which people can meet with someone as if they are together, at least in the auditory sense. All of the sudden, virtual reality seems a lot little mystic.

It is very difficult to guess all of the use cases for rising technologies, and Virtual reality is not different. But the technology is speedily decent a major focusing for companies in the technical sector, and many think that we will all be using Virtual reality some time in upcoming time.

Most of the people do not want to pay much for virtual reality. About 60% of United States internet users say that they can pay about $400 or less for a virtual reality headset system. But a number of people want only to spend between $200 and $400, depending upon the Standard Research.

Most of the people know that Facebook biramous over $2 billion to purchase the now famous Virtual reality company that is Oculus. But the rest of Silicon Valley is acquiring in on the action, too. More than $765 million has been invested with virtual reality start ups in last five years, excluding acquiring.

VR may be the perfect program for gaming, but people are more curious in watching Virtual reality movies. Approximate 39% of Internet users say that they want to see the movies in VR, followed by 38% user who want to play Virtual reality games.

Companies are already developing VR social. Oculus has a social application which allows up to four users to watch the same Twitch or Vimeo videos collectively in virtual room. People choose an avatar to correspond them and can talk to each other active the video in real time, through their headset.

The Virtual reality market is continuously growing. Gross from Virtual reality software and hardware sales are awaited to spike from just $90 million in the year 2014 to $5.8 billion in the year 2018. Headset sales lonely are awaited to account for $3.9 billion within two years from now, and there will be 171 million active Virtual reality users by that time, according to survey.