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Re:A Third of Valve Is Now Working on VR by intrasight on Wednesday June 22, 2016 @10:46PM (#11958547)
Personal Computers had a 15 year adoption cycle. VR will be even longer. We don't really know who is affected or unaffected by it. Only a few dozen people have used real VR on a regular basis. By "real" VR I mean a facility with at least a $M price tag. Let's assume that this raises the percent who find it utterly tolerable to 50%. That's still way higher than the rate for amusement park rides - which is a multi-billion dollar business.

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