▲ | Fwirt 6 hours ago | |||||||
We are still in the very early days of VR. Does anybody remember the late 1970s when personal computers were toys for enthusiasts and rich kids? They were not ergonomic and served no purpose to the general public that couldn’t be filled by the technology they already had. Eventually they reached a point where they had value to enough people that they “took off”. I believe we’re still in that period for VR. VR has not found its “killer app” yet, the closest thing we have is Beat Saber. People aren’t willing to put up with the inconveniences and cost of VR just to play a handful of mediocre games that would work just as well in 2D. Valve has been the company really pushing this space forward, The Lab and Half Life: Alyx are hailed as some of the best VR software there is. If anyone has the chops to make a headset and software with mass appeal, especially after the success of the Steam Deck, I think it’s them. I also have a personal theory that deep in Apple’s R&D department, a “consumer” level headset is brewing, which is the real reason for the “Liquid Glass” push. Forcing it onto their OSes right now is a move to familiarize end-users and developers with the design language so the market will be more receptive to the VR device that’s in the works. I haven’t had the opportunity to try the Vision Pro, but it has a reputation for having the best fidelity and “pass through” capability on the market. If the “Vision Air” comes close and comes in under $1200 it might be the final push that VR needs to go mainstream. | ||||||||
▲ | miladyincontrol 5 hours ago | parent | next [-] | |||||||
I'd argue VR did have it's killer app, VRchat, and covid gave them a golden opportunity. Unfortunately they chased user acquisition hard via non-vr modes and subscriptions rather than enabling creators using their platform highlighting what made such spaces unique. Updates actively made things more hostile to their most dedicated users, it was sad to see. Eternal September got kicked into overdrive and most dedicated users either got pushed out or retreated entirely to private spaces. Lo and behold the mobile and casual VRless werent interested in spending money, so vrchats been running out of runway. | ||||||||
▲ | rchaud 6 hours ago | parent | prev [-] | |||||||
Personal computers were extremely expensive until the mid-90s when free consumer email and chat started making them a necessity. Microcomputers didn't exist until the 80s and were largely useless to people with jobs didn't require email, desktop publishing or spreadsheets. VR is a recreational tool. People aren't waiting for the tech to be better to jump in en masse. It just isn't a need most people have. | ||||||||
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