Virtual reality firms revive video arcades as they aim for the mainstream
Companies are using old-school techniques to help everyday consumers get to grips with the complexity of a new technology
Above me is the Hillary Step, a sheer vertical face of rock about 12 metres high on the south-east ridge of Mount Everest. In a brisk breeze, snow eddies around my boots. I reach out my thickly gloved hand to connect a carabiner to a rope to pull myself up the rock wall.
In reality, of course, I'm not scaling the world's tallest mountain but strapped to a machine in a stuffy, darkened room in a Los Angeles convention centre. This is Everest VR, a virtual reality experience on HTC's Vive which, along with Facebook's Oculus Rift headset, is one of the top-end VR devices available. The Everest app was stitched together from more than 300,000 photographs and while linear in structure, it's not really a game - more a showcase for the hardware - it is captivating.
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