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Virtual Reality: Explained!

Marques Brownlee@mkbhd1.9M viewsMar 28, 20156:20
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From Oculus Rift to Google Cardboard: Everything you need to know about VR! Google Cardboard: google.com Video Gear I use: amzn.com Intro Track: Deadmau5 - Slow Down, Start Over ~ twitter.com google.com @MarquesBrownlee @MKBHD @MKBHD

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Virtual reality is about replacing the real world with a computer generated environment that surrounds your senses, primarily your vision. The concept originated with flight training for the Air Force, using flight simulators to practice maneuvers, ejecting, and crashing without risking real aircraft. Modern consumer VR comes in two broad categories: headsets that use your smartphone as the display and processing engine, and standalone headsets that include their own screens, sensors, and processing power. Both designs rely on lenses that create a stereoscopic image and onboard sensors like gyroscopes and accelerometers to track head movement, which is essential for immersion. In this video, the presenter highlights how tracking sensors and the need for space to move around influence the quality of the experience, noting that while tethered headsets add realism, they also require cables and a suitable play area. The discussion also covers how early devices like Google Cardboard compare to more premium options such as the Oculus Rift and HTC Vive, and why immersion remains the key differentiator that could drive VR adoption. Finally, the video clarifies the distinction between virtual reality and augmented reality, explaining that VR fully replaces the viewer’s reality while AR overlays digital content onto the real world, a difference exemplified by technologies like Google Glass and Microsoft Hololens. The conclusion emphasizes that VR will gain traction when there is a robust library of experiences that can convincingly transport users into new virtual worlds, much like how compelling 3D content helped past tech trends along their own timelines.

Topics · technology · science · virtual reality · consumer electronics · entertainment tech