Google Daydream VR platform is set to launch in fall 2016, but only a select group of developers will be able to publish Daydream apps. Google Play store is limiting access until some point in 2017. While any Android developer can submit Cardboard applications to the Google Play store, Google decided to limit Daydream apps releases. Only developers are accepted into the Daydream Access Program (DAP) will be allowed to publish apps starting with October 4th, the day of Daydream launch. Everyone else will be allowed to publish apps “early next year.” Developers can apply now to join the DAP. The application form consists of some basic information gathering,
Even though they’re not the only VR headsets on the market, HTC Vive and Oculus Rift attract the most attention and command the mainstream media presence. When announced, Oculus Rift launch price of $599 presented a main advantage over HTC Vive’s $799. In markets such as the European Union, that price went as high as Euro 699 (Rift) vs. 899 (Vive). Translated into USD, $785 vs. 1010. From the very start, explanation for the Vive price was that the package enables “room scale VR,” with the included tracking solution (Lighthouse) and a pair of motion controllers, while the Oculus Rift only comes with a Microsoft Xbox controller.
While VR commands a lot of attention from up and coming experiences and franchises, there is no denying that the first really big shots in VR games are yet to come. On the other hand, impact and workflow of today’s 3D games are all established and known. For some franchises, one might say that they’ve been here from the beginning of gaming. Milestone for many young (not so young) lives. One such game is Valve’s Counter-Strike i.e. CS. Together with League of Legends (LoL) and Dota 2, this holy trinity of eSports reach over 140 million players and attract more viewers globally than numerous mainstream sports.
As a technology, Virtual Reality is gradually influencing the shape of the world. The evolution of education and removal of borders between physical and virtual environments represents a unique opportunity for education and industries alike. If that’s how it is, the next logical step is an industry initiative to channel that energy, providing a starting point in sense of equipment/tools and to some extend standardize and educate foundation for virtual reality development. During the VRLA expo in Los Angeles, VR First released the results of their survey which showed that for the academic year 2016/17, over 15,000 students applied for VR programs, but they were faced with the demoralizing