Intel has decided that they’re going to invest a little time and money into the world of VR. The acquisition of Voke, which produces 360-degree content out of events of all natures, has renewed their interest in the field.
Voke could the key to VR proliferation
The problem with VR is in the adoption by more than just game developers. Sure, we can see quite a few different games coming to market that are attempting to make VR a mainstay of gaming, but what about the other valuable markets out there? Intel, with their acquisition of Voke, are going to try to use their TrueVR technology that can broadcast VR in realtime, for use by any number of platforms. With the right marketing and contractual deals within the entertainment and sporting industries, it’s possible to enable 360-degree content for consumption.
Though you’ll be able to browse and watch the 360-degree content on your mobile device and PC, it seems there’s still no integrated solution for the usual main spectating device. It’ll be interesting how this technology is further integrated into TV’s aside from the obvious connected devices that can facilitate such watching. But for now the TV itself is being largely ignored. Regardless, Intel sees the future of VR content in such live events, especially in sports and gaming. There’s generally a large amount of advertising spent on these events and it’s thus far mostly untapped.
A side effect of the VR fixation is that it does need a bit of computing power in order to both render and display it, so there it adds more demand for Intel’s own chips, among other things. Intel also has plans for their own, in-house VR headset, as well, with Project Alloy, giving them an end-to-end solution for consumers.