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It's not dying, for full fledged VR (i.e. not Cardboard/GearVR) the active user base is small but persistently growing. There's a of low hanging fruit for impr
by throwaway34241 8y ago
It's not dying, for full fledged VR (i.e. not Cardboard/GearVR) the active user base is small but persistently growing.
There's a of low hanging fruit for improvement in the first wave that came out recently. Needing to be tethered with a cable to a $1000 PC is one of the big ones, and that should be addressed by the Quest in a few months.
I don't know how it will compare to mobile phone growth, but I expect VR to grow at a much faster rate once the Quest comes out. It will bring the entry cost to $400 (from ~$1400 for most people, who don't already have gaming PCs), remove one of the biggest nuisances (the cable), and be drastically easier to set up. The software library is still small but better than it was a few years ago.
Also keep in mind there's huge numbers of people who haven't ever tried VR yet. The Quest is likely to get in front of a much larger number of potential customers since it's so easy for a friend or relative etc to bring it over compared to the current non-portable systems.