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 bob_super on Wednesday January 09 2019, @05:47PM
I put the heavy vest and pants on, feeling thick elements added to strategic locations.
I put the special boots on, then the thick gloves lined with rubber bumps.
I put the helmet on, not too heavy, but limiting my view and not something I'd do all day long (thankfully I'm in between my years of wearing glasses).
I punched the key on the machine, a couple other buttons, the noise came through despite the helmet. The vibration was present, and the range of motion was limited for safety. The controls were not intuitive at first, but you get used to it, and the weight you are dealing with is definitely reminding you not to make abrupt motions and anticipate more.
The world flew by. It was thrilling. The freedom to look around, to go places that would normally take a lot more effort. But yet, still arbitrary rules and limits.
The setup was a bit hot after a while, but it was a blast just to roam around. Met others, who saluted a fellow as they went in their own happy exploration.
No motion sickness, and a giant grin on my face.
After an hour I realized I had to take a break, exit, and gas up.
Call me when VR figures out inner ear stimulation.