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VR isn't anywhere near where it needs to be, in order to be an actual thriving industry. It very well could be at some point in the future, but it's not there now. Or it could prove to be a fad that ultimately goes nowhere again, like it did in the 90s. You never know with these things, really. Partially, of course, you've got a chicken-and-egg problem: nobody wants to commit millions to making content for the platform, because the market is so tiny; and the market isn't growing because there's no content. But there are serious technical problems to solve, too. The headsets are way too big, and too heavy. It gets sweaty inside them quickly, and just uncomfortable to wear for extended periods of time. They need to become much lighter (minimally, to the point where the don't require a strap). Displays aren't performing quite as well as anyone would like, either. Both pixel density and latency need to improve. These are problems that can be solved quickly (~2 years or so). The cost also needs to come down. But that's an economics problem, more than anything else. Much worse is the problem of motion sickness. This is a problem that modern technology can finally solve, but it's very much in an experimental, proof-of-concept state right now. I wouldn't expect it to be mature enough to be ready for mass production in a 2-year time frame. Maybe in 5 years, or so?
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# ¿ Jun 15, 2016 16:38 |
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# ¿ Apr 28, 2024 10:56 |