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by andybak 1770 days ago
> I dislike 360deg videos because there is always something happening where you're not looking, and you miss a lot. Using a VR headset doesn't solve the problem.

I'm not a fan of 360 video (it's very flat compared to true 6DOF VR and the resolution is currently very poor) but I think you're being unfair.

This is a creative failure - not something intrinsic to the medium. Watch a carefully made 6DOF experience and tell me that this problem isn't solvable. Wolves in the Walls or Gloomy Eyes are amazing examples of guiding the viewer through a volumetric scene.

> This leaves video games and simulations, both are expensive to make and play.

Considering I disagree with your previous statement I obvious disagree with this too. I'm also fairly sure you're missing a broad swathe of content but I'm not entirely sure what you mean by "simulations"

> VR will never be as popular as a smartphone or a movie, it will always be a niche.

Probably true but I'm fine with that.

> And the moment when every one has an oculus rift (or whatever headset) with a computer able to use it with enough FPS is far far along the road. So far we might turn in another direction before getting there.

Why is "everyone" an important benchmark? Smartphones were interesting even at the point where they were still niche and they would have remained interesting had they stayed that way. As long as a medium has enough makers and consumers to be self-sustaining then that's ok. I think VR has demonstrated a staying power way beyond the original nay-sayers. There's great work still being made and sales are still increasing.

And I still enjoy it and want to contribute to it.