4th Part of Epic’s ‘Sense of Presence’ VR Doc Focuses on the ‘Future of VR’

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Epic, the company behind the popular Unreal Engine, has released the fourth part of it’s series of films looking at virtual reality technology and the industry. It’s been an interestingly positive journey thus far and this latest instalment focuses on where VR technology may take us in the future, beyond gaming.

Towards the end of the latest in Epic’s series of short films on virtual reality technology, founder of Oculus Palmer Luckey states that “Ultimate goal is to make virtual reality as real as possible,” before concluding “because once you can do that, there’s no need to perfect anything else.” A neat way to summarise the essence of VR’s future potential where there are no limits. Gaming may well be what most people are concentrating on right now in the VR space, but as the technology is refined, the range of possibilities for the areas of human life it can potentially touch, change or completely transforms is limitless.

Briefly touching on potential applications for VR music and education, the series continues to be a largely optimistic view on where this new technology could take us. It’ll be interesting to see if the film-makers delve into the darker areas of VR’s potential future at a later date, but I suspect that may well step beyond the series’ remit.

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Based in the UK, Paul has been immersed in interactive entertainment for the best part of 27 years and has followed advances in gaming with a passionate fervour. His obsession with graphical fidelity over the years has had him branded a ‘graphics whore’ (which he views as the highest compliment) more than once and he holds a particular candle for the dream of the ultimate immersive gaming experience. Having followed and been disappointed by the original VR explosion of the 90s, he then founded RiftVR.com to follow the new and exciting prospect of the rebirth of VR in products like the Oculus Rift. Paul joined forces with Ben to help build the new Road to VR in preparation for what he sees as VR’s coming of age over the next few years.