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Re:A reality check for virtual headsets by gondo on Friday July 07, 2017 @03:14AM (#14716670)
it is not about the graphics, it is about the content
Re:A reality check for virtual headsets by pandaman on Friday July 07, 2017 @03:55AM (#14716821)
Exactly. TVs, game consoles and digital cameras I mentioned were sold as devices to consume and produce content people wanted. The current VR push is "Look how awesome the technology is now! Surely somebody will make a lot of tasty content for it. Any time now. Why would not you buy a set so you are ready when the content hits? It's coming. Get your set now so you won't have to wait in lines when the content will finally appear and everyone will rush the stores. This will happen. Just be prepared. Any minute now."
Re:A reality check for virtual headsets by ZenoArrow on Friday July 07, 2017 @12:39PM (#14719790)
If you get a chance to play SUPERHOT VR, do. It's the best VR game I've ever played. The only drawback is the cost of the rig needed to play it.
Re:A reality check for virtual headsets by pandaman on Friday July 07, 2017 @01:50PM (#14720450)
And here is another issue. The content to sell VR cannot be hyped by "try it!". You want to sell VR to someone who has not bought it yet so there is no time/content restricted "demo version" route. You cannot demo it in Bestbuy either (I don't know many people willing to put a public use mask on their faces). If a 2D video does not sell it then the only channel left is through friends and family. Do you have friends coming over just to play SUPERHOT VR?
Re:A reality check for virtual headsets by agar on Friday July 07, 2017 @07:26PM (#14723028)
Many companies use disposable covers[1] when doing demos at conferences. I'm not sure if Best Buy uses them for their demos as well (which are available at many stores), but generally companies do address the hygiene problem.

[1] https://vrcover.com/product/htc-vive-disposable-hygiene-cove...

Re:A reality check for virtual headsets by Zelizz on Friday July 07, 2017 @04:53PM (#14721989)
It's already being demoed in Microsoft stores, actually.
Re:A reality check for virtual headsets by agar on Friday July 07, 2017 @07:20PM (#14722999)
Those who say there is no VR content typically do not own a major headset. There are at least 236 VR apps on Steam[1], well over 300 on the Oculus Store for Rift (I stopped counting after 300 - click "show all" under Browse All at the link below)[2], more for GearVR, and more for PlayStation. Many of these are duplicates, but not all. There are multiple other stores, including WEARVR.com, itch.io, Viveport, the Oculus GearVR store, Google Play store, PlayStation Store, and others.

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...