Prove it 4:20pm mr #nickolascage from #nationaltreasure gonna stream some #vrstuff tune in https://www.instagram.com/p/Bs56ISfnRQ6/?utm_source=ig_tumblr_share&igshid=2tq8l4vv8692
seen from United States

seen from Germany
seen from United States
seen from China
seen from Russia
seen from Canada

seen from Vietnam
seen from United Kingdom

seen from Germany
seen from Malaysia
seen from United States

seen from Poland

seen from United States
seen from China

seen from Canada
seen from China

seen from United States

seen from Netherlands
seen from United States

seen from France
Prove it 4:20pm mr #nickolascage from #nationaltreasure gonna stream some #vrstuff tune in https://www.instagram.com/p/Bs56ISfnRQ6/?utm_source=ig_tumblr_share&igshid=2tq8l4vv8692
The girls trying some VR stuff. #yunée #yuko #mamaanddaughter #vr #vrstuff #virtualreality #familytime #sundaywithfriends #wesandyunee #technology #tech #headset #mija
VR
So I’ve been trying to find some solid data that can tell you the proper details of creating a VR game but it’s easier said than done. The whole thing is a fairly new concept and there are no solid guidelines yet, not official ones anyway.
I read this article here, detailing some tips and tricks about creating a proper VR world.
http://www.gamasutra.com/view/feature/192810/creating_virtual_reality_games_.php?print=1
They mention all kinds of interesting things to keep in mind, like being aware of the scale of the VR world you’re creating, and little things like the height of the protagonist that you will be playing. They also encourage you to keep the hardware limitations in mind and be very aware of everything your machine can do - resolution, head-tracking, etc. They also have some good advice based on experience - keep the player active at all times, don’t use cut-scenes in the 3rd person if it’s a 1st person game, and work hard on creating a presence.
This is all good to keep in mind as your game is only as strong as the world you build around it, because the player is absolutely immersed in it.
This website focuses on the differences between the upcoming VR headsets and their prices.
http://www.wareable.com/headgear/the-best-ar-and-vr-headsets
It seems that their prices go from 30$ up to around 3000$, with low cost headgears designed to hold your phone (like Google Cardboard, Samsung Gear VR and Freefly VR Headset) at the bottom, seemingly high quality recognized brands in the middle (Razer OSVR, Oculus Rift, Fove VR, Avegant Glyph) and a hyper prized Microsoft HoloLens at the top.
It seems that most of the headsets that don’t require your phone, tend to rely on Android or Windows as an operating system, or some kind of software that we don’t know about yet. I’m no expert in this stuff so it’s hard to say.
But the medium prized ones, around 500$, cost pretty much the same as an actual gaming console - and you’ll probably only buy one of these headsets, not many. So I would argue that it is in the favour of VR game companies to try and keep their games not stuck on only one of these headsets. For a game like mine, the bicycle one, having multi-platform capabilities would be crucial to it’s success, making it not dependent on any one of these devices.
The end result of this research is that finding out the exact cost of making a game like this is very difficult. I also didn’t find any solid info on how long making a game would take, but assuming that we would have to invent technology to track the speed and movement of your foot, and record a lot of real live driving and / or create virtual 3D missions with a lot of landscapes and some characters - we could be talking about 3 years.
But that’s just my wild guess.