• halcyoncmdr@lemmy.world
    link
    fedilink
    English
    arrow-up
    16
    arrow-down
    3
    ·
    8 months ago

    VR has been explored though, from Google Cardboard to the PSV2 to animating/painting… All of them failing to gain traction or be widely adopted.

    That’s only because the cost for a good experience is still out of the realm for most people to justify to even try. Until we are looking at $150 or so for a good experience that doesn’t give people headaches or motion sickness issues it will never take off.

    The cheap VR systems still give plenty of people issues, and the expensive ones are out of the reach of a normal person living their life day to day.

    And for businesses, VR simply has not proven to have a cost benefit worth even the initial capital investment, without even taking into account ongoing IT costs due to damaged equipment.

    • Takatakatakatakatak@lemmy.dbzer0.com
      link
      fedilink
      English
      arrow-up
      2
      arrow-down
      1
      ·
      8 months ago

      That’s certainly a factor, but I think it has far more to do with availability of content.

      I can afford to buy a proper VR setup but I do not see it as a worthwhile investment because practically none of the content available is of interest to me.

      It’s the equivalent of dropping 2K+ to play mobile games.

      Until AAA studios are actively developing for this hardware, I’m not interested…but they won’t because barely anyone has the hardware. It’s a real chicken and egg scenario.