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?
(Score: 2) by JustNiz on Wednesday January 09 2019, @05:28PM
Self-contained VR devices can only ever be lower-end toys. The best VR experiences will always need far more compute/GPU power than can ever be provided by a small, low-power CPU/GPU as used in any self-contained headset.
A lot of the reason that VR is not more popular is exactly because many people's only VR experience has been a budget headset such as PS4 or some even worse thing that amounts to a no-name android tablet with some cheap lenses infront of it, and is only capable of running some superficial cellphone-like game. Then they incorrectly believe that their experience is representative of where all of VR is at.