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you're right on all of this, except I disagree with your conclusion that VR is not close to being ready for mass market adoption. I was getting my PhD in VR be
by dsugarman 11y ago
you're right on all of this, except I disagree with your conclusion that VR is not close to being ready for mass market adoption. I was getting my PhD in VR before dropping out to start a YC backed company in 2011. It wasn't glorious at the time, I would just say I was pursuing a PhD in Computer Graphics so that people didn't write me off immediately. I am really happy that VR is getting a lot of attention, but the entire focus is on general purpose headsets which will likely not work due to two main reasons.
-The virtual world needs to match the physical world, if the haptic feedback isn't there, it is extremely discomforting and the closer you get in visuals, the worse the sickness will be.
-Headsets take too much set up, anything that requires you to deal with that many cords is going to eventually collect dust. I loved playing games in 3d using nvidias shutter eye glasses, but even that was too much set up to continue using for 6 months or longer.
All this is true, but I think there is still a huge opportunity for VR in the near future. To get it right, people need carefully crafted experiences where they can match the virtual world with the physical world using haptic feedback. You could use headsets or not, you can also just use stereoscopic monitors or projectors in a carefully crafted experience. I can envision an arcade that let's you play a 5v5 robot fighting MOBA, with the monitors not right up on your eye, but surrounding your cockpit. You can have visual acuity matching the real world (retina displays). You can match every physical stimulus with real world stimulus.