Chapter 4

Consuming Content in Vir tual Reality

IN THIS CHAPTER

check Exploring current consumer-based virtual reality headsets

check Identifying potential upcoming hardware releases

check Comparing current and future generations of hardware

The virtual reality (VR) market is very young, but already packed with choices for consuming content. Consumers have a number of headsets to choose from — from simple, mobile-powered devices to high-end headsets run by powerful external computers. Often, there isn’t a simple way to compare all these choices side-by-side to find out what works best for your particular consumption needs. Determining what’s available now, what’s coming out next, and when the right time to enter the market may be confusing.

In this chapter, I discuss the available first-generation versions of VR headsets and hardware as of early 2018. I take a look at the upcoming second generation of VR headsets, many aiming to be released within 2018 or early 2019. Finally, I touch upon some things to keep in mind when comparing the current and upcoming generations of devices.

Exploring Consumer-Grade Virtual Reality

Consumer-grade headsets have experienced an explosion of growth since the ...

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