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I really have trouble seeing VR becoming mainstream for two reasons that really have nothing to do with technology: * Real world space. I know personally I'd h
by overgard 8y ago
I really have trouble seeing VR becoming mainstream for two reasons that really have nothing to do with technology:
* Real world space. I know personally I'd have to sell some furniture to make it practical in my apartment. I think a lot of young people are in the same boat -- if you live in a major city and you're young it's hard to really afford enough space for this kind of thing. I'm not gonna rearrange my living room for it.
* Weird movement. Like, most games are either vehicle based or use some sort of teleportation mechanic. There's a really hard limit on what you can do with VR without making a lot of people really sick; and even if you solve the motion-sickness you still have a situation where you're tethered to a specific spot with a limited amount of movement before you walk into a wall.
I don't really see the enterprise usage either. How is it that much of an improvement over a webcam and a google hangout?
- sigi45 8y agoI would first think about what mainstream means and than if or how it is relevant for VR. Companies will and already using it for training. There are VR experience centers. Porn and gaming will keep people playing around with it. It will become easier to use, with more content, lighter and cheaper. Good VR is a crazy experience but not cheap. Let's wait a few years.