Yes, there are a few brutal examples like this. 3d screens are also a known example, supposed to replace all classic TVs...
The impact of VR, the presence feeling is incredible. But still not enough to make end to end great experience ( most of the time).
VR in prospect is exciting, but imo there lies a problem: what we anticipate VR to be, vs the state of VR.
there have been developments yes, but a lack of "true games," opposed to tech demos or refits, presents an impression from players and developers that VR is an novelty, versus a platform.
(clarifying that obviously great gamed exist on VR, but when compared to any other competeting console on the market, it's no contest; VR is not a competitor. whether or not it "should" be is an interesting debate, but outside of standouts like Alyx, VR needs games to carry it's price point.)
There are some great games on VR but Iβve heard the same criticisms consistently: Hardware price unjustified due to lack of software. Very few game genres. Genres tend to be gimmicky - shoot thing, rhythm, swing sword. The Wii bridged the interactive gap, but not without allowing normal controls too
What Iβm getting out of this is that thereβs roughly 65 million VR headsets out there?
Wonder how many actual users that is. π€
Bc the enthusiasts probably buy 1-3 headsets through the years, does that mean that weβre talking about a demographic of 35 million users?
25 million?
15?
It's so silly because it's so clear that no one cares for this tech. Everyone knew a bunch of smartphone early adopters, it was so clear it would be the future, but how many VR/AR early adopters do people know? 1 or 2 people, at most? No one is excited!
Comments
The impact of VR, the presence feeling is incredible. But still not enough to make end to end great experience ( most of the time).
there have been developments yes, but a lack of "true games," opposed to tech demos or refits, presents an impression from players and developers that VR is an novelty, versus a platform.
Wonder how many actual users that is. π€
Bc the enthusiasts probably buy 1-3 headsets through the years, does that mean that weβre talking about a demographic of 35 million users?
25 million?
15?
10?
First off, AR is the way to go since most people can't carve out a dedicated use area.
But more importantly until the tech disappears into regular glasses or contacts, it's just too socially isolating to use in any shared space