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posted by martyb on Wednesday January 09 2019, @04:30AM   Printer-friendly
from the need-moah-faster-computes dept.

CNet:

it's 2019. I'm at CES, and VR is an idea gathering dust for all the wrong reasons, lost in a sea of strange peripherals and pipe dreams. Self-contained VR devices, like Oculus Quest and the newly announced HTC Vive Cosmos, are en route, but it feels too little, too late. VR has lost the attention of mainstream audiences.

In 2019, VR is a sideshow in a theme park, a marketing stunt, a slide in a PR powerpoint presentation, a niche hobby for people locked in rooms with a ton of money to spend, and -- worse -- no one seems to know what direction we're headed in, or even what virtual reality should be.

TFA cites motion sickness as a continuing issue, one of the same reasons VR didn't catch on 20 years ago. What will it take for VR to finally realize the potential everyone keeps believing it has?


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  • (Score: 1, Interesting) by Anonymous Coward on Wednesday January 09 2019, @05:22AM

    by Anonymous Coward on Wednesday January 09 2019, @05:22AM (#783989)
    It might be useful, but only after the user is provided with simulation of all senses. Otherwise the brain perceives one sense apart from others. A digital machine would throw an error, but an analog machine (a brain) merges unmergeable, causing headache. Seasickness is another example of this effect.
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