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Re:Hold the postmortem: The metaverse was never alive in the... by causality0 on Tuesday May 30, 2023 @12:13AM (#36121046)
Add another real problem:VR is just not that much better. My biggest takeaway from owning an Oculus Rift wasn't how incredible VR was, but how transporting not VR is. For experiences VR is super cool, but for playing games VR is worse in almost every way. Instead of instantly starting up and pausing if you get interrupted, you have to get the headset off and on. You can't pay attention, even slightly, to anything else while using a headset. That means no keeping an eye on children or animals. Using VR with a strong eye prescription is still a dilemma between a difficult adjustment or ordering very expensive custom lenses that also make it harder for anybody else to use the headset. Instead of just using an analog stick to move around and adjust where you're looking, you have to physically turn your head.

Frankly my TV is just a better gaming experience.

Re:Hold the postmortem: The metaverse was never alive in the... by DirkH on Tuesday May 30, 2023 @12:59AM (#36121276)
I might have agreed with you except... Half-life Alyx. I could be immersed in that one for hours at a time. No nausea or pain or anything and very well worth finding solutions for someone to watch the pets and kid for a few hours so you can play.
Re:Hold the postmortem: The metaverse was never alive in the... by dakom on Tuesday May 30, 2023 @02:03AM (#36121594)
I haven't played a ton of titles, only own a Quest 1, but I found Superhot and Beat Saber to be distinctly unique and more enjoyable than non-VR counterparts in some ways.

On the other hand, I tried out some VR titles that just weren't very fun.

I think this is an issue of game design. Once the "wow" factor gets old, games still need to hold their own

Re:Hold the postmortem: The metaverse was never alive in the... by chaostheory on Tuesday May 30, 2023 @02:32AM (#36121779)
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