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by ldom66 3799 days ago
I agree, I had an Oculus Rift Dk2 and while the technology was truly impressive, plugging the thousand cables needed to make it work and trying to make it fit comfortably was never worth it.

The first thing they need for this to work is think of it like a game controller. To play a game with a controller you only need to plug it in, and it will just work. The same needs to be done with VR headsets. You should not have to worry about display resolution and placement, cable management, sound devices, etc, just to play with a VR headset.

The ideal would be plugging your headset into a single USB type-c port with a technology allowing it to act as a display, sound card and controller all at once. Or at least have a kind of dock where you plug in the VR controller and this dock is plugged into your computer in various ways.

Still, I think they should work on this before resolution and accuracy for VR to really work.

1 comments

I look at this sort of thing the way I looked at my first smart phone in 2004. Sure, they should have been fully graphically accelerated in a less bulky package with a bigger screen and such things were possible even then. But at the same time, I could download and run programs on my phone. I could stream Shoutcast radio in the car and check email or watch little low-res video streams. I even had a Nintendo emulator on it for portable gaming!

The other stuff came eventually. Within 5 years it was finally (relatively) affordable to improve the ergonomics and responsiveness of the UI and within 10 it was common even among cheap, mainstream devices.

I see VR following a similar path. Get the actual basic features up and running first as that's the basis of the platform. Then iterate and benefit from scale to get the nicer, more polished hardware into something under $1000+