5 ms·
It feels like VR is 5 years away forever. Realistically, I feel like there are two near-intractible problems for widescale consumer adoption. 1. The space pr
by hakfoo 5y ago
It feels like VR is 5 years away forever.
Realistically, I feel like there are two near-intractible problems for widescale consumer adoption.
1. The space problem. For some experiences, yeah, you can sit in a chair and wear a helmet, but I'd expect many of the more compelling immersive experiences would involve flailing your arms and moving around. That's a recipe for disaster inside a small apartment without dedicated space-- you're gonna trip on something or break something. I seem to recall some designs for an "omnidirectional treadmill" to keep someone contained while giving them more room to roam, but that's a whole different thing to design and perfect.
2. The motion-sickness problem. I'm not sure if tracking will improve to the point where this isn't the factor it is now, but I'd expect some people are going to always have issues because of an conflicting sensory experiences-- the helmet says you're being blasted into hyperspace, but your stomach and legs say you're standing still.
- fooey 5y agoVR also requires 100% task dedication You can't alt-tab over to HN to browse during loading screens Even assuming everyone had the hardware, the barrier to use is magnitudes larger than using a mobile device Personally, I think VR has already plateaued