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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: 2) by bob_super on Wednesday January 09 2019, @07:40PM

    by bob_super (1357) on Wednesday January 09 2019, @07:40PM (#784249)

    Roller coasters are about throwing your body around, giving you a few Gs or weightlessness, the scare that it won't make that sharp turn, the rushing wind in your face, the drop from scary heights ...
    How much of that do you get in VR ?
    VR is not immersive, and therefore not thrilling, if your other senses don't get overwhelmed at the same time as your eyes.

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