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Re:A reality check for virtual headsets by gfodor on Friday July 07, 2017 @01:57AM (#14716387)
Here are the qualities (IMHO) that will need to be met for a consumer grade VR device to become widely successful:

- It needs to be at a price point akin to a tablet computer

- It needs to be able to run for more than an hour without overheating

- It needs full 6dof head tracking and ideally 6dof controller tracking with motion to photon latency comparable to vive/rift

- It needs to be comfortable to wear for an hour for most people

- It needs to deliver a graphical experience on par with something like a PS2 or PS3

- It needs to be portable and wireless so it can be passed around and shown off to others easily

- Most importantly, it needs to be simple to set up and use. Ie, no external computer, no wires, no mounting of sensors on walls, no need to plug or unplug devices before/after use, etc.

No such device exists on the market today but many of them will exist soon. Choose any one VR device out there today and it will meet a subset of these but not all of them.

If devices meeting these specs don't have some form of mainstream appeal a year of the first release then I'll be revisiting my assumptions about VR. (I have been working in VR for the last 3 years)

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