| I'm looking forward to the next generation of VR headsets immensly. A lot of people have been quick to jump on the "VR is already dead" train, but having picked one up during Christmas this year, it's obvious how much potential is there. There are a few things that need to be accomplished before widespread adoption: - Removal of wires. It restricts movement too much and removes immersion. The new HTC headset is a step toward this. - Higher resolution screens. VR AMOLEDs like this are a step in the right direction. - Prices for GPUs need to go down, and/or a few more years are needed for average computers to be able to render high frame-rates without breaking the bank. - Headsets need to be lighter and smaller. - Removal of sensor placement the room. This will be harder to do, but cameras/sensors built on the headsets themselves could potentially accomplish this. The way I see it, we're in the iPhone 1 stage of VR right now. Imagine the iPhone X version: lighter, smaller, higher resolution, more colors, higher frame-rate, less hassle. These are all inevitabilities, and at that point it will become much easier to adopt the technology. We're also missing a true "killer app" that will get people to purchase a headset JUST for that. I think it will take some sort of truly massive MMO the likes of WoW to accomplish that. The future is definitely exciting in this field. I hope hardware vendors don't give up and can see the light at the end of the tunnel. |
BTW, GPU is a problem, but we're expecting Frame Rate Amplification Technologies to solve the problem. Basically improved versions of Oculus Spacewarp that can do large framerate multiplication factors with zero parallax artifacts (unlike today).
I covered this topic near the bottom of a different article about the journey to 1000 Hz displays at https://www.blurbusters.com/1000hz-journey
The gist is that within five to ten years, we'll have many tricks to increase framerates with the same number of transistors, without needing to reduce detail levels or make textures/edges blurry, without input lag, and without interpolation artifacts.