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by djmips 2417 days ago
So Valve and Occulus both basically just gave developers an SDK and said have at it. There were some pointers, easily ignored and there was no QA like you might have with Nintendo that would tighten up some of these issues across all VR apps. Then you have the endless variety of computer specs and a bunch of different VR hardware. It's so easy for a bad app, bad hardware, bad configuration, bad advice to upset the apple cart and cause a bad experience where it could be one of any of the issues you mentioned and others you didn't like bad tracking or just bad programming. With all that it's no doubt that their are a lot of people who 'tried VR' and gave up.
1 comments

I agree completely. That said, I think those of us who have actively been in the industry more than at least a year have had to work through their own crappy software enough to at least intuitively know the issues. No, I won't take the advice of any ol' random developer, but I have not seen any users who were not also developers who knew what was what.