How Digital Infrastructure Is Holding VR Back

In today’s connected world, many of us are online 24/7. The realm of virtual reality (VR) much of the features that the technology relies on require and active internet connection to work. Some analysts think this dependence is holding VR back, but perhaps its the flaws in the communications infrastructure that are letting down modern VR.

With much of the distribution for VR being exclusively digital, relying on platforms such as Steam VR, Viveport or the Oculus Store, having fast, stable internet is essential for VR users. Especially when engaging in activities such as livestreaming. Yet many still lack the speed and stability of connection to truly support VR.

In February of this year, it was reported that the UK Government were very frustrated at the pace of deployment for ultrafast fibre broadband by BT Openreach. Despite aspirations to get 10 million Fibre-to-the-premises lines out, BT Openreach has only sold plans for 2 million. This leaves the majority of the UK still working on ADSL connections, which can have wildly different speeds depending on a host of factors. To make matters worse, roughly 5% of the UK still uses 56K dial-up for internet access.

Across the pond in the USA, things look even bleaker. Many areas are effectively held captive by one internet service provider (ISP), who can pretty much charge whatever price they like and provide whatever level of service they feel like, since they are the only game in town. One of the biggest ISPs, Comcast, has been twice awarded the ‘Worst company in America’ moniker thanks to reports of terrible customer service, pricing and assorted regulatory breeches.

This situation is compounded in the USA by strict data caps on downloads, which in some cases mean that users are cut off from all internet access once they exceed this, all too easy to do when downloading a VR title, since the demands of VR often mean large file downloads.

All this means that non-commercial customers are put off from VR due to the lack of fast, stable data connections, and fear of going over the data cap. This can cut off a large portion of the potential audience, which as the VR industry seeks to enter the mainstream, is certainly a concern.

Is there a solution? It is certainly true that companies that rely of their customers having fast, reliable access to the internet need to apply pressure to governments and regulators, but it might also be worth reconsidering the heavy reliance on digital distribution.

It could be noted that the Nintendo Switch has done phenomenally well, despite being primarily reliant on physical distribution, on a media that the industry had mostly declared to be dead (cartridge). Perhaps the VR industry should take note of this, and the limitations of current internet infrastructure and give thought towards providing a physical media option.

Of course, it’s possible that an end-run around the current internet gatekeepers will be performed with the introduction of 5G cellular networks, though only time will tell.

BT Openreach Use VR To Recruit New Engineers

BT Openreach, the company that maintains telephone lines and the broadband network in the UK, is turning to virtual reality (VR) technology in order to recruit and train new field engineers.

Openreach is in the process of upgrading the UK’s broadband network to super-fast optical fibre, aiming to have it rolled out to 12 million homes by 2020. As a result of this, along with the standard work of installing new lines and making repairs, the company have been forced to rapidly expand their pool of engineers, recruiting 5,000 engineers along with 900 apprentices and graduates over the last four years.

To aid in recruitment, Openreach have been taking a VR headset to their recruitment roadshows, offering potential staff the chance to find out what it is like to climb a telegraph poll and look around a telephone exchange building as an engineer would see it. The videos are all specially filmed in 360-degrees, and Openreach say that similar videos will be available on the company’s website and YouTube channel shortly.

Kevin Brady, HR director for Openreach had this to say: “Everyone wonders what it might be like to work for a company when they apply for a job, but we’re giving people the ability to physically see it and experience it for themselves. We know, for example, that climbing a pole for the first time can be daunting for new recruits, and that’s why we wanted to give people a real insight into what’s involved. Hopefully it will help them to make a more informed decision when they come to apply.”

BT Openreach join a range of companies that are trying out VR technology to aid in training and teaching. Dassault Aviation have been using VR to train new mechanics on their aircraft, Realize Mobile have produced a VR training tool for dentists, and Microsoft’s HoloLens has even begun to see use in classrooms.

VRFocus will continue to bring you news of VR use in education and training