| Reading the comments I realized there are currently three main issues: 1. VR costs a lot 2. The technology needs to be better (higher resolution) 3. There's not a lot of VR content available yet. Two weeks ago, Gabe Newell and his SteamVR team talked openly about these issues in an interview. [1] They say: - The price will go down and the tech will become better. He said VR will be a new reason for CPU/GPU manufacturers to up their game again. (2018/2019) - Valve is currently making three different full VR games (2017/2018) - There should be an open VR standard [1] https://www.youtube.com/watch?v=kMpQWSqQFK0 |
Instead, it's not quite getting dumped in the sand the way Atari dumped ET in 1982, but it's not far off - major supporters are giving half-hearted statements, and the biggest application I've heard about receiving VR investment is a desktop replacement - not exactly something from which I'd expect a compelling VR experience. So far, my most mind-blowing VR experience has merely been Google Earth.
Where are the Wii-game clones? Where are the DDR-clones and, like, retro arcades? Where are the games that have co-op in the same space? Why can't you invite your friends into your Google Earth, to look at the same scenes?
We're roughly a year out, with multiple platforms, and almost every game is still a tech demo. Where are the news reports of people breaking their TV with their Vive-mote? - Nobody has been so preoccupied with a VR game that that they flung the controller into the TV yet. I'm worried that investors were so preoccupied with whether or not they could make money off of this, that they didn't stop to think if they should make it fun. How many consoles have successfully gone their first year without a compelling release, and later recovered?