The progress in the field of virtual, augmented reality and its related peripherals presents us with a future that we only thought possible within a science fiction movie, but in turn brings with it many issues.
Just two years ago we were wondering if virtual reality would be here to stay. Currently there is no longer the slightest doubt that this will be the case, because the innumerable possibilities that this technology poses surprise all audiences and there are many companies that plan related projects.
Despite this there are several unknowns (in addition to the long-awaited date of sale to the public of the business model of Oculus and the features that will be presented), many related hardware, software and the power required to achieve the optimal experience of virtual reality that they defend.
What equipment will we need, for example, to maintain the necessary frame rates per second, reproduce very high levels of resolution in stereoscopic mode and draw the graphics that we are used to seeing on a monitor but through a viewfinder that also reacts to our movement in real time?
The field of video games is not spared from being explored, but if the main development studios work for consoles and find it difficult to achieve the aforementioned under their structures, would their applications require greater optimization, or would new consoles and new graphics cards be necessary?
And if we talk about virtual reality with all the letters, we cannot forget the new control systems that aim to capture our movement and transfer it to the experience, walkers or the new Microsoft HoloLens project, which would require more power if possible and add more weight to our bag of doubts.