Hi, this is Wayne again with a topic “Why Virtual Reality Is STRUGGLING”.
When the oculus rift and the HTC vive hit the market a couple of years ago, the gaming world was stoked at the possibility of everyone being able to strap on a headset and be instantly immersed in a realistic virtual world that responded to the players. Every move seamlessly so hyped was the potential of VR that Facebook famously spent two billion dollars to acquire oculus VR in 2014. But here we are a few years later and the VR scene is as stagnant as swamp water, with headset manufacturers slashing their prices in a vain attempt to boost their sales. But why I mean the graphics have certainly come a long way since the Virtual Boy flopped. Well, although many folks who have tried one of these newfangled VR headsets, have come away, impressed with the experienced VR has fallen short in areas other than what you see in here. Once you put on the headset for one, the high frame rates needed for a smooth, VR experience that won’t break your immersion or make you sick demands fairly high-end computer hardware, which, when combined with an expensive VR headset, is out of reach for many consumers Plus. Even if you have the money for a VR setup, they are not immune to a criticism that is common in many wearables people. Just don’t particularly want to wear a bunch of gadgets. You can learn more about that up here, but many consumers were reportedly turned off by the weight and bulk of VR headsets, as well as the tentacle-like cables connecting them to their PC or Playstation, as it were, and on the subject of bulk, the sheer amount of Space needed to get the full room scale. Vr experience is a straight-up non-starter for folks who live in smaller spaces, especially if they already have a large gaming tower in battle station. That’S taking up a bunch of room, then there’s the lack of solid V are focused games out there. Developer, reception to VR platforms has been a little lackluster due to tepid sales of the headsets themselves, creating a chicken-and-egg problem where it’s hard for the entire ecosystem to gain momentum. You can only sell so many units based on Robo, recall, and you can only play so much Robo recall before you like, and this is a problem that is exacerbated by the fact that VR development is more difficult and expensive than regular game development.
Due to the technological challenges involved for one thing, the game engines that are needed to develop and refine these VR titles are still themselves being developed. Since the tech is relatively new and there aren’t that many developers with you know deep resumes about their all their experience. Working on VR over the last 10 or 20 years because, like it’s new uh-huh, so are we saying then that we should just give up any hope that VR will ever be relevant? Oh no, at least not in the long term.
The technology does have potential, especially when you consider that mainstream VR headsets have only been around a few years, and the wireless adapters for them are starting to appear on the market. Additionally, VR could simply prove to be more popular for applications other than gaming than we expected, such as education, healthcare engineering for well CDR uses, but it’s also pretty clear that, with the obstacles we have, it may be quite a few years before VR becomes a fixture In our homes, especially as augmented, reality experiences – and this includes everything from snapchat filters to Pokemon – go – have commanded far more attention in the immersive entertainment space with developers, seeing it as a much more lucrative cash cow than VR gaming. But don’t worry if spending half your paycheck on a VR setup is unrealistic for you there’s good news.
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