• @[email protected]
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    181 year 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.

    • @[email protected]
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      61 year ago

      I’m one of the people who gets nauseated from 3D goggles. I’ve got a friend who got all the latest stuff, had sensors on the wall, all that and within a minute or so I wanted to puke.

      I’m never going to use a vr headset. Not sure what percentage of people are in my boat, but I think that’s a pretty significant barrier to adoption

      • @[email protected]
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        31 year ago

        I wouldn’t say never.

        The current headsets can make you sick in a variety of ways but since the start of VR, the sick factor has been reduced by roughly half every 5 years or every generation I’ve tried it.

        It’s through a combination of higher refresh rates, better tracking, sickness reducers such as limited FOV when moving, or various locomotion techniques for the player.

        The largest nausea inducer is giving people a joystick for moving around. But otherwise a 90+hz refresh rate and large FOV solve most issues.

        Also, frankly, it takes some getting used to. But once your brain knows what to expect, the sickness goes away pretty quick.

        Also I don’t necessarily expect entertainment or games to be the big thing. Many businesses use it for short periods to showcase designs. And VR is walking right now while AR is running.

    • @[email protected]
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      41 year ago

      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.

      That’s just not true. Companies of all sizes are using VR for onboarding and training with much success and a huge return on investment. There are also a lot of location-based and VR arcades making a nice profit.

      VR may never go mainstream, but for businesses there are a lot of use cases for which it is valuable.

      • @[email protected]
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        61 year ago

        What are some companies/industries using it for onboarding/training and how are they applying it? Haven’t heard about this.

      • Metal Zealot
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        -41 year ago

        Maybe if you’re in the military or space industry, otherwise I can’t see any practical use in commercial business.

        No one wanted to wear them even for meetings while they were isolated, and that requires the bare minimum of effort

        • @[email protected]
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          41 year ago

          They’re used quite a bit in architecture and real estate surveying/imaging. VR is a great way to view a building that hasn’t been built yet, for instance.

        • @[email protected]
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          11 year ago

          Well if you can’t see any practical use for it, let’s just shutter the whole industry 🙄

    • Takatakatakatakatak
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      21 year 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.