5 ms·
This. It appeals to a very specific market at the moment. Most consumers will probably never experience VR on a PC at home. The real seller to mass market wil
by christoph 11y ago
This.
It appeals to a very specific market at the moment. Most consumers will probably never experience VR on a PC at home.
The real seller to mass market will be a combination of integration with phone handsets (a la Gear VR) or console (Morpheus/PS4) devices. The mass market doesn't want a big, expensive black box chugging away in their living room.
- cookingrobot 11y agoPC gaming may be bigger than you realize - it's twice the size of the console gaming market and growing. PC might not reach everyone, but it's where the money is. http://www.forbes.com/sites/marcochiappetta/2014/07/14/the-console-war-is-over-the-pc-already-won/ http://www.forbes.com/sites/marcochiappetta/2014/07/14/the-c...
- joshuapants 11y agoBut how many of those PC gamers have large powerful computers adequate for use with VR?
- exodust 11y agoNot many considering you really want a GTX 970 minimum to keep framerate high enough - crucial to reduce motion sickness. Those new MSI GTX 970 4Gb nvidia cards look nice. I'd put the $400 down for one if I didn't just buy a coffee machine. BTW, these graphics cards are the first I've seen which spin down to a stop for normal computing, the fans only kick in for 3d applications, great stuff. PC gaming and graphics is more amazing than ever.
- christoph 11y agoI know. But rightly or wrongly I personally believe the reach of VR long term extends a lot further than just gaming.
- wavefunction 11y agoThe Star Citizen community is slavering over the Oculus and its competitors. I don't know what adoption rates will be but the population of the game's backers is approaching a million accounts, though some of those are surely alt "accounts." I bring this up to say that I believe people are underestimating how much interest actually exists in acquiring such a device.
- wingerlang 11y ago> the population of the game's backers is approaching a million accounts Seriously doubt that there's a 1:1 ratio of backers and buyers of VR tech.