By Malathi Nayak LOS ANGELES (Reuters) - In 2013, Oculus VR's booth at Electronic Entertainment Expo, the gaming industry's biggest annual convention, was relegated to a far corner of the showfloor near the restrooms. At the 2014 expo this week, the startup, which Facebook bought in March for $2 billion, drew crowds of oglers for its latest virtual reality headset, Oculus Rift. The change is a sign of the rising interest in virtual reality platforms among publishers and developers, who hope the years-old technology -- which creates a 360-degree view that immerses players in fantasy settings -- can finally become a viable platform to reverse shrinking video game industry revenues and draw a new generation of users. At the expo, known as E3, Sony let gamers try out its virtual reality headset, Project Morpheus, and teased them with experiences such as zipping down a highway on a luge.
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