Since its launch, VR gear makers struggled to gain mainstream acceptance. It is normal to buy or lease a car for a few hundred dollars a month, to own a thousand dollar phone with a monthly pay-off plan, but such clever price-reducing strategies were not the part of HTC or Oculus strategies and we all know what happened afterwards. Both HTC and Oculus were grilled for being too expensive, instead of being an “iPhone” of the VR industry. HTC (finally) understood that its success in the smartphone space relied on the subscription options, and as such started to push. Let’s mention and that since January,
Starting today, on April 20th we’re launching a new daily section covering the latest news from the world of technology. Every day we’ll try to bring Top 10 stories for you to read and eny. We hope you’ll enjoy them. Hold on, memory will be cheaper (soon?) http://www.digitimes.com/news/a20170418PD203.html “Major NAND flash suppliers including Samsung Electronics, Micron Technology and Toshiba have rolled out 64-layer 3D NAND flash products, said the sources. SK Hynix has even introduced what the company claims is the industry’s first 72-layer 3D NAND flash chips.” Microsoft explains why the company opted against combining Polaris GPU with RYZEN CPU architecture http://www.eurogamer.net/articles/digitalfoundry-2017-the-scorpio-engine-in-depth “There are
While the second generation handsets from HTC and Oculus are getting shape hidden from the public eye, there are significant changes being announced or previewed for the upcoming Holiday season. The new controllers were ‘leaked’ a while ago, and should arrive as bundled and separate purchase (for people that have already purchased the Vive). Still, the biggest hurdle for the mass adoption of VR is, or it was, the necessity of a wired connection between the headset and computer. Headset must receive a very high bandwidth picture, so high that a signal from the computer to the headset had to be done by wire, using fastest
Several weeks ago, HTC came out with a statement that their Vive VR system, which is being developed together with Valve Corporation and their SteamVR platform – is being pushed back from December 2015 to April 2016. While the company kept mum on the reasons for the delay, they insisted it wasn’t related to manufacturing issues, but rather because of ‘technological breakthrough’. On CES 2016, HTC and Valve finally released the images of completed products, and we have to admit they look quite different compared to the Vive VR setup we tested in November. Under the retail product name HTC Vive Pre, the company introduced what is a third generation of
Could VR see a release in 2015, or does the emerging platform need more work before it’s ready for mass consumption?