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by soylentcola 3394 days ago
A big part of this is due to mobile-grade hardware and no positional tracking. These things are neat little toys and I have both a Cardboard and a Daydream that I mess with from time to time.

But even my old (in VR-industry terms) Oculus dev unit from a couple years ago works much better. The mobile VR setups only track head orientation but the Rift, Vive, and similar devices also track your position in xyz space. This has a huge impact on how well your movements are mirrored in the virtual environment. Ultimately, getting as close to 1:1 mirroring is how you avoid motion sickness.

The other part of that is overall body position so a lot of the attempts to shoehorn traditional FPS games into VR are iffy because even if your head is tracked, your brain knows you're not running around even if your visual input tells you that you are.

It's a big part of why I don't think games (or at least many styles of games that work on 2D screens) are the end goal for VR. They seem obvious since they're already using complex and realistic environments but the VR applications that really work are the ones where your viewpoint matches your actual physical orientation (including the rest of your body).

I also think the big jump will come when someone sorts out how to get a few cheap depth cameras set up around a room to generate a real-time 3d model with video data used to texture the mesh. Send that data over networks and display in a VR headset and you're on your way to 3d/VR telepresence. The hardware still needs to improve and the software developed, but it reminds me of using early smartphones more than anything else.

When I had a Treo or an old Pocket PC I knew that technically these things could be as fluid and smooth as a desktop or laptop of the time. It just wasn't feasible to cram it into a tiny handset for a price anyone could pay. But now 10-15 years later you can spend a few hundred bucks and get something better than your old Playstation or laptop in your pocket.