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by haydenlee
3339 days ago
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As a professional VR developer I'm unaware of this crisis. There's also about as many headsets sold as people thought there would be (and way more GearVR's than expected). I haven't gotten sick from a VR experience (that I wasn't half-way through building) in over a year. The headsets are good enough that they don't make you sick by default (like they used to) and to make somebody sick you have to go against best design practises. |
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1) Developers seem to be interested in heavyweight VR systems like Vive and Rift, while users (based on sales figures, anyway) seem to be interested in inexpensive, cordless systems like GearVR and Cardboard. Which leads to the awkward situation where all the innovative software is coming out for hardware that very few users actually own. (And then that market gets segmented even further -- with Rift development now orienting around Rift + Touch, for instance, which leaves users without Touch behind.)
2) "It hasn't made me sick in over a year!" is not an answer to concerns about VR making people sick that is going to get people to rush out and buy hardware. Once a product has developed a rep for making people sick (not everybody, of course, but all it takes is enough people), it can take a long, long time to shake that rep off.
3) There's a fundamental problem that nobody in this generation of VR has been able to really solve yet, which is making a headset that is comfortable to wear for long periods. Even simpler solutions like GearVR are heavy enough that you feel their weight after wearing them for 30 minutes or more, and with developers pushing the platform towards bigger/deeper experiences, the trend in hardware doesn't seem like it'll be running primarily towards weight reduction. This could lead to a self-reinforcing cycle of pushing the tech further and further away from a mass audience, as VR enthusiasts (i.e. people who don't mind the weight of existing hardware) demand higher-resolution experiences, which leads to hardware companies pursuing more power instead of less weight, which leads to products that only sell to VR enthusiasts, who demand higher-resolution experiences, etc. Something similar to this happened to the market for flight simulations in the '90s, which resulted in one of the main categories of entertainment software evolving into a tiny niche market of interest only to obsessives.
None of which is to say that VR is doomed, or that these things are in reality as serious as they appear to be to an outsider. But I would say there are plenty of reasons to be skeptical that VR will become a big, mass-market hit, at least this go-around.