Re:The Spacefaring Paradox
by beyondcompute on Thursday May 27, 2021 @12:23PM
(#27304868)
Thanks for the information! But I did some research recently plus one of my friends got into VR not so long ago. I should have expressed myself more clearly. By “visually immersive” I meant “virtual representations of real places so realistic that many people in many cases wouldn’t want to bother with visiting a real place afterwards”. I still think that: 1) graphics is not “realistic enough” (especially if we are talking about more consumer-oriented systems). 2) there’s not enough content yet.
When I will be able to visit a museum or to travel to some real place (or to a place that is inspired by a real one and retains “detalization”, for example, various small objects that you’d find in a real place) that will be interesting to me.
Games, on the other hand, do not really sound so compelling.
It's available today. If you lost interest in consumer VR a few years ago, as I did, it's now worth taking a second look. The Valve Index and Oculus (i.e. Facebook) Quest are incredible devices with a mature software ecosystem. Half-Life: Alyx blew me away [0]. Compared to the headsets of a few years prior, I don't even notice a screen-door effect [1] on my Quest 2.
I've used VR headsets to keep sane in the middle seat on trans-continental flights. Even when it's just Netflix or YouTube in a virtual cinema, modern VR is an utterly transporting experience.
[0] https://www.youtube.com/watch?v=O2W0N3uKXmo
[1] https://en.wikipedia.org/wiki/Screen-door_effect