• @[email protected]
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    247 months ago

    I don’t think the technology is there yet. As long as people need to wear big bulky goggles and headsets it’s not going to take off. Make something that’s about as cumbersome as sunglasses and less than $1000 and there might be mass adoption.

    • @[email protected]
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      28
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      7 months ago

      March 2023 they sold 20M Quests. Half as many as PS5. That counts as “taken off” in my book.

        • @[email protected]
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          87 months ago

          Everyone in my family has one. We play ping pong. It’s cool, you feel like you’re in the room with someone even when they are many miles away.

          Having said that, I believe most of the users are minors. Whenever I log into a multilayer game, there are children taking.

          Besides ping pong, there’s Best Saber and 3d jigsaw puzzles. Outside of that, I haven’t really had much fun outside of occasional shooting / archery.

          It sucks that it’s owned by Facebook of course. I deleted my Facebook over 10 years ago now. I had to set it up with my girlfriend’s Facebook account.

      • @[email protected]
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        57 months ago

        Daily active users are a much better indicator of success.

        Halo infinite had a peak player count if 272,000. Now it sees DAU of only 3,000

      • @[email protected]
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        27 months ago

        It depends what the tie ratio / attach rate is for the device and whether owners maintain usage of the device or whether it’s a novelty that wears off over time and the device gathers dust.

    • @[email protected]
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      67 months ago

      VR is already great today, and lots of us are enjoying it. I know several people with VR systems.

    • Semi-Hemi-Demigod
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      47 months ago

      I agree that the tech isn’t there, but unless we figure out some new physics it’s going to be impossible to put enough battery, computing power, and cooling capacity in something the size of sunglasses. So the tech for VR like we really want is at least 20 years away, if not more.

        • @[email protected]
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          17 months ago

          This requires an Apple iPhone XR or newer, as the face scan utilizes the TrueDepth sensor.

          Am I wrong in my reading that this hardware product is only available for people who already own and use an iPhone XR or newer? It seemed neat until I got to that bit…

          • @[email protected]
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            17 months ago

            I don’t own one nor do I know anyone who does, but as far as I’ve understood it from casual Googling the product, you just have to find one to use it to submit a scan of your face so they can mold the thing properly. So it’s more like you have to lend an iPhone for 5 minutes from someone/somewhere, which while being annoying, hardly seems like an obstacle to me when considering those.

            Idk why they don’t have an app for Android based phones (fuck iPhones) but it’s a small-ish company which is making them and I imagine there are things about software development I’m unaware of so I couldn’t say “they should just have the app in Google Play store as well” as if it were that simple with 3D-scanning.

            • @[email protected]
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              17 months ago

              You’re right, it’s not an insurmountable obstacle, I think I was just feeling petulant about seeing another product with a sign next to it saying basically, “you must be this invested in the Apple ecosystem to ride”.

              Let’s be real though, it’s already a better option than what Apple is offering for $3500, so I’m sure they will get some traction before being bought out.

              Lastly, because you underscored the point I was making, fuck iPhones.

    • @[email protected]
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      27 months ago

      I’m waiting for more Bigscreen Beyond class weight headsets. 127 grams.

      But it’s tethered and the headset itself is ~1000, and you need the stations and controllers as well.