Re:Why we've never fallen in love with virtual reality
by oblio on Friday January 10, 2020 @11:08AM
(#22011924)
Well, we're talking about mass market adoption. If they make 1% of people feel sick, that's tens if not hundreds of millions of people who will be actively campaigning against your product. This is definitely into early adopter territory.
Then you need super high graphical fidelity (resolution, refresh rate, field of view, etc.) and super portable equipment.
Then you need super high graphical fidelity (resolution, refresh rate, field of view, etc.) and super portable equipment.