Virtual Reality Headsets: When Will They Go Mainstream?

The State of Consumer Virtual Reality in 2015
The Consumer Electronics Show (CES) in 2015 showcased a diverse range of virtual reality headsets. Despite years of anticipation, widespread consumer adoption of VR technology still appeared to be on the horizon.
While Oculus Rift had yet to launch its finalized consumer product, numerous other companies were actively competing to be the first to market with a viable VR solution.
A Look Back at the Oculus Rift's Journey
The initial Kickstarter campaign for the Oculus Rift was initiated in 2012. By 2015, Oculus had progressed through three distinct prototype iterations.
This raised a key question for both gamers and technology enthusiasts: when would a commercially available version of the Rift finally become accessible?
The development process had been lengthy, and the anticipation for a consumer release was building significantly.
The Competitive Landscape
Several companies were vying for a position in the emerging VR market. They aimed to capitalize on the growing interest and potentially surpass Oculus Rift in delivering a compelling consumer experience.
The race to release a consumer-ready VR headset was intensifying, with CES 2015 serving as a prominent platform for showcasing advancements and generating excitement.
Oculus Rift Crescent Bay: A Potential Leap to Consumer Availability
During CES 2015, I was given the opportunity to test the Oculus Rift "Crescent Bay" prototype. While I’ve consistently acknowledged the promise of virtual reality technology, my initial experience with Oculus’s first development kit proved underwhelming. The absence of accurate positional tracking and the noticeable pixelation of the low-resolution display significantly detracted from the experience.
I also evaluated the Samsung Gear VR at CES 2015, finding it an improvement, though still lacking a truly compelling quality.
However, the Crescent Bay demonstration proved remarkably impressive. This experience is designed for standing users, allowing for natural movement such as looking around, crouching, and leaning within the virtual environment. The display now boasts a significantly higher resolution, and the enhanced head tracking contributes to a far more immersive sensation.
Users can now physically lean forward to examine details more closely. Crouching in the real world translates directly to crouching within the virtual space. Even extreme actions, like kneeling and pressing your head to the floor, are accurately reflected in the simulation, allowing you to view the virtual floor.
The headset itself is considerably lighter than previous iterations and incorporates integrated headphones. A new feature showcased at CES 2015 was the inclusion of 3D positional audio support.
Oculus has previously focused its development efforts on two "dev kits" specifically for developers. General consumers and enthusiasts were advised to remain patient. The Crescent Bay prototype, which I had the chance to experience, is not yet available even to developers, with Oculus continuing its refinement process.
Based on my hands-on experience, the Crescent Bay prototype appears poised to become the inaugural consumer version of the Oculus Rift. Its performance surpasses that of competing products currently being demonstrated and prepared for release by other manufacturers.
According to Oculus CEO Brendan Iribe, as reported by The Verge at CES 2015, "We're nearing final decisions on key components for the consumer V1. This includes optics, screen technology, the overall form factor, and audio capabilities – many of these aspects are either finalized or very close to being locked in for the consumer release."
After witnessing the Crescent Bay prototype firsthand, I am confident in its potential. 2015 may very well be the year virtual reality becomes accessible to the wider public.

The Suggestion to Purchase an Oculus Development Kit
Oculus has introduced two distinct products to date, each designated as a "dev kit" and specifically targeted towards developers aiming to create virtual reality (VR) applications. During CES 2015, an inquiry to an Oculus Rift spokesperson regarding a consumer release timeline yielded no definitive date.
Following further questioning – prompted by the presence of competing VR headsets vying for market share – the representative suggested that immediate access to virtual reality could be achieved through the purchase of a dev kit. When I pointed out the website’s stipulation that these kits are intended solely for developers, the response was dismissive.
A Potential Strategy with the Crescent Bay Prototype
It’s possible Oculus is employing a strategic approach. The upcoming Crescent Bay prototype might be launched exclusively as a "dev kit," yet remain accessible to the general public. Having personally experienced the Crescent Bay prototype, a purchase is planned upon its release, regardless of its branding.
In fact, the Oculus representative directly recommended this course of action. This tactic could enable enthusiasts to engage with the technology while simultaneously managing expectations among mainstream consumers.
Framing the product as a dev kit also provides a degree of leeway; any imperfections can be attributed to its developmental status.
Challenges Remain with VR Input Devices
A potential obstacle lies in the current availability of optimal VR input methods. Oculus is actively developing its own input solution, with a release anticipated in the near future.
However, the company remains undecided on whether to bundle this input device with the consumer headset or to initially support existing controllers, such as those for Xbox consoles and similar gamepads.
Samsung Gear VR, Powered by Oculus
A consumer-level VR headset, developed through a partnership between Oculus and Samsung, was showcased at CES. Demonstrations of the device were available at both the Samsung and Oculus exhibits during the 2015 event.
The Gear VR is specifically designed for use with the Samsung Galaxy Note 4. Users with this particular smartphone and the headset can insert the phone into the device and experience virtual reality.
During the CES demonstration, a Cirque du Soleil performance was presented on the headset. Head movements to the left or right allowed viewers to explore different perspectives of the show. It’s important to note that this experience involved a pre-recorded video playback, rather than real-time rendering.
Limitations Compared to Crescent Bay
Unlike the Crescent Bay prototype, the Gear VR does not feature positional head tracking. While users can rotate their heads, actions like leaning or other movements are not currently supported.
Despite these limitations, the Gear VR represents a commercially available product for consumers who also own a Galaxy Note smartphone. Oculus is actively developing the Oculus VR Store, which will serve as the software platform for the Gear VR.
This device can be viewed as a valuable testing ground for software that will ultimately be utilized in the final consumer version of the Oculus Rift.
Performance Comparison
The Oculus Rift Crescent Bay prototype demonstrably offers a superior experience compared to the already-released Gear VR. This difference further supports the possibility of the Crescent Bay prototype being launched as a consumer product within 2015.
Alternative VR Headsets Present Challenges, Yet Development ContinuesCES 2015 showcased a variety of virtual reality headsets beyond the leading models. Razer’s “Open Source VR Hacker Dev Kit” garnered significant interest, advocating for an open, Android-based platform within the virtual reality space. This device is intended as a developmental tool, rather than a consumer-ready product, representing a distinct alternative approach.
Exploration of the exhibition halls, even in the more remote areas, revealed devices such as the “Bee Noculus” mobile virtual reality headset. This is a separate entity from Oculus, despite the similar name. Regardless of Oculus’s planned release timeline for 2015, the emergence of less refined headsets may accelerate their market entry.
The Crescent Bay prototype demonstrably outperformed all other virtual reality headsets at the show. However, less capable alternatives are slated for release in 2015, potentially influencing Oculus’s strategic decisions.
Initial Market Focus: Gamers
The primary initial consumer base for virtual reality technology will undoubtedly be gamers. This expectation is shared by game developers, who are actively exploring the potential of VR. Notable AAA titles, including Alien: Isolation, are incorporating concealed virtual reality modes, reflecting developer enthusiasm for the technology.
A high-performance gaming computer will be necessary to effectively utilize these virtual reality experiences. The demands of VR necessitate substantial processing power.
Expanding Applications Beyond Gaming
Looking ahead, the applications of VR are expected to broaden considerably. The consumption of video content, particularly 360-degree recordings – encompassing films, live sporting events, and performances – holds significant promise. Samsung’s Gear VR is already facilitating such experiences.
Furthermore, applications in areas like virtual meetings and enhanced communication are readily apparent. 2015 could mark the year when widespread consumer access to these technologies becomes a reality.
Image Credits: Sergey Galyonkin on Flickr, Sergey Galyonkin on Flickr





