VR is a much harder problem than the 80s pioneers expected. Previous display technologies "worked" for VR, but they gave you neckache and/or severe nausea after a few minutes. We needed a breakthrough in lightweight, high-resolution, low-persistence, low-cost displays. That breakthrough arrived when Samsung started putting OLED displays in the Galaxy series smartphones.
We finally have headsets that really work - headsets that provide immersive experiences, headsets that can be worn for more than a few minutes at a time. We've got GPUs that can push pixels fast enough to maintain a stable 90fps. We still have a huge way to go, but I think it's far too early to declare VR as vapourware or a technological dead-end. We're only just getting started.
No it's not. The big differentiator this time is not graphics (though they're vastly improved) but reduced latency and lag and more accurate head tracking. That's the key to making it feel immersive an making it less likely that people will throw up.
It's not merely graphics that make today's VR better than VR in the 90's - and actually viable. There has been a confluence of enabling technologies including:
- High bandwidth internet - High DPI OLED screens - Development of VR-specific techniques such as low-persistence pixel strobing, rolling shutters, pre-warped images, asynchronous reprojection, etc. - Computer vision developments for 6 degree of freedom tracking - Submillimeter tracking of room position for the VR user and his/her hands - Fast GPUs to allow for consistent 90 frame per second display - Cheap precision manufacturing for complex systems - Lens technologies - Lightweight materials - Capacitive touch technologies to enable finger tracking - High bandwidth I/O ports (USB3, HDMI) - Fast, cheap CPUs - Widely available Graphics engines and toolkits to accelerate and democratize content development
None of the above were available in 1998.
Yes, one important result is better graphics, but the sum total of the above is an experience where your brain forgets it's inside a simulation. This comes from low "motion to photon" latency such that your movements track 1:1 with the virtual world, "good enough" graphics (but could be better), a wide enough field of view (but could be wider), and so on.
People didn't buy VR in the 80's, or 90's, or 00's, because it sucked. The technology wasn't there. That is no longer the case.
Future iterations in this generation will widen the field of view, further improve pixel density and brightness, lower weight, reduce cost, and increase portability - all important evolutionary steps that incrementally improve the experience.
[1] https://en.wikipedia.org/wiki/The_Sword_of_Damocles_(virtual...
The problem is not in the technology. It's in the content. When the current adopters will start using the systems they already have semi-regularly then and only then I can agree it has a chance.
Television emerged as a broadcast medium in the 1920s, but didn't become mainstream until the 1950s. I wouldn't say that's a particular good example of fast adoption (or at least, not significantly faster than VR).
[1] https://vrcover.com/product/htc-vive-disposable-hygiene-cove...
Numerous 360 video portals and creators present and produce content including BBC, Disney, National Geographic, New York Times, etc. VR tie-ins to feature films include Spiderman Homecoming, John Wick, Games of Thrones, and many others.
Companies such as Volkswagen use VR for training and development. SIs such as Accenture have built practices to support enterprise adoption of VR and AR technology for manufacturing, training, and advertising.
Though a lot of content includes thin "experiences," there are so many high quality, rich applications and games that a backlog (more content than time) is a common problem for working adults. Oculus alone will be publishing a major game each month through the end of the year. Fallout, Skyrim, and other game titles are getting the VR treatment as well.
Content is not the problem. The outdated perception of a lack of content is a huge problem.
[1] http://store.steampowered.com/vr/#p=0&tab=TopSellers [2] https://www.oculus.com/experiences/rift/ [3] https://www.volkswagen-media-services.com/en/detailpage/-/de...