VR takes 7 years to popularize

VR takes 7 years to popularize

Billions of dollars are poured into VR by companies like Facebook, Google, Microsoft and others. But this technology remains for enthusiasts, but not for the mass consumer.

Despite many years of expectations in the field of VR, it cannot be said that this technology is in high demand today. VR faces a number of challenges and challenges that need to be addressed. This situation is influenced by several factors:

  • Imperfection of technology. In order to increase the popularity of VR, at least 4K resolution is required. This requires high bandwidth (10 Gb / s). In addition, many users would like to experience more realistic tactile interactions, for example, with special suits, thanks to which the potential of VR can be unleashed even more. The headset currently does not generate 4K for each eye.
  • The following follows from the previous factor. In the absence of 4K resolution, there are problems with the perception of depth, which sometimes even makes the user feel nauseous. The same can be said for the frame rate. In addition, there is a problem with the size and weight of the VR gadget, which leads to a number of problems and stress in the user’s body. The size of a modern VR headset makes it awkward for the average consumer, not to mention women and children.

There is a possibility that VR will never become a consumer product. Moore’s Law says that computing power will double every two years, but the cost will remain the same. This concept has been applied primarily to technology for some time, but it doesn’t apply to VR. The problem with VR is that the technology needed to create truly immersive virtual experiences just hasn’t hit the industry yet, but it’s been over two years now.

In addition, manufacturing costs play a huge role in current problems. To enjoy full technology, consumers have to spend thousands of dollars on VR and PCs for it. Of course, there are mobile VR technologies, but they have even more problems and flaws. And the money spent by manufacturers has not yet paid off.

An acquaintance spent $ 1,500 last year upgrading his gaming PC for the HTC Vive, but recently admitted that he hadn’t used a headset in 6 months. Ouch!

Also a question of mobility. Nobody wants to lug around a bulky VR headset and everything they need to display quality. Perhaps in 5 years our ultrabooks will be capable of rolling 4K images to each eye, and the headset will be no more than swimming goggles. At a reasonable price point for all this, the technology will have a chance to become a popular product, like a laptop or smartphone.

Considering all of the above, we come to the conclusion that today there are many opportunities for the use of technology in the business sector, for example, for medical or educational institutions. The outlook for VR is still optimistic. Although the companies focused on the average average user have diminished in recent years. But the same HTC and Google intend to create a technology for mobile users who will use it both independently and in tandem with other users.

If the efforts of companies are redoubled, perhaps in 5-7 years we will be able to see a full-fledged VR headset aimed at the average user. In December 2016, I wrote the news that Acer, Google, HTC, Oculus, Samsung and Sony have created the Global Virtual Reality Association (GVRA), which suggests that companies are not competing with each other, but rather are teaming up to promote technology. To the market.

The material used information from the Zdnet website.

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