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> Currently we haven’t hit the point where many people, even many self-described fans, use these systems heavily How many minutes per day would you consider “h
by anonred 4y ago
> Currently we haven’t hit the point where many people, even many self-described fans, use these systems heavily
How many minutes per day would you consider “heavy usage” given the current entertainment/gaming focus?
- acdha 4y agoIt’ll vary depending on the person (e.g. a single 20-something has a lot more time than a 30-something parent) so I’d put it in relative terms: replacing console/PC gaming or Netflix. I was in particular thinking of how many people I’ve heard comment that they thought they’d use their VR headset more but it was just enough extra hassle that it stayed on the shelf. This ties back to the price question: this currently costs noticeably more than console or even PC gaming, both of which are more social. A mainstream product needs to offer something you don’t get there to justify the extra money.
- anonred 4y agoReplacing another entertainment source is definitely a clear sign of value, no argument there. But I think you’ll find that your priors are quite a bit off at least in terms of “heavy usage” of VR though. Without any snark, I highly suggest talking to people who work in the industry if you’re curious. Note that a new Quest 2 costs $400 with the price hike (previously $300, and sometimes as low as $250 when on sale). Compare that to $500 for a PS5 or Xbox Series X. I don’t think it’s correct to say that VR “costs noticeably more” or doesn’t have something extra to offer; don’t discount the novelty factor of VR to move sales.
- acdha 4y agoLook, I’m not saying there’s no value or that it hasn’t had some big advances but simply that it’s uncommon for something to be really popular and nobody talks about it. I’ve heard at least an order of magnitude more “I thought I’d use it more” comments even from early adopters, which suggests to me that it’s still waiting for the Wii Sports / Pokémon Go moment where something clicks. The Quest 2 is reasonably priced, yes, but every review mentioned drawbacks (often due to Facebook rather than the concept) so the question of satisfaction per dollar is still pertinent. The people I know who are VR fans all use PCs which is where my cost priors come from - high-end gaming system rather than console level - but hopefully that’s shifting. I was definitely expecting this to be more noticeably popular by 2023.