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What is the use case for VR?
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Porn
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>>109537148
getting non-human body experiences
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>>109537240
>Porn
Truest answer right here.
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>>109537148
For consumers the use case is fully immersive entertainment. For business is is the same in production environments.

Porn is one entertainment category but like with anything else it's usually just a leading-edge indicator. VHS didn't make most of its money off of porn even if that helped with early adoption. The only reason VR isn't everywhere yet is because the hardware that produces an experience at the level consumers will want is still too expensive. Once the cost comes down you'll see VR take off and this will happen within five years. VCR's cost the equivalent of about $3,000 in 1980 and by 1990 everyone had one.
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>>109537351
> vr just needs content
It's been long enough, no must-have content is coming. Maybe Nintendo will release a VirtualBoy2 and give us comfortable headsets and family/multiplayer experiences, but short of that the fad is dead.
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>>109537499
I literally did not say that. Can you read?

I specifically said that the limitation for mass adoption of VR is hardware.
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>>109537499
> content
Maybe I should have said
> better quality
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>>109537240
This and VR Chat for "shitposting" in a more immersive environment almost reminiscent of old AOL or Yahoo chat rooms.
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>>109537533
There is a huge gap between the hardware quality existing already, but being too expensive for mass consumer adoption, and anything approximating content.

The software side is way ahead in the VR space. There is no reason for people to make "content" for the form factor right now because there is a relatively limited audience. As soon as that audience increases you'll see more people release content tailored for it.
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vr is not ready for "everyone". many people struggle with motion sickness.
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>>109537148
Entertainment

which 99% of it is just >>109537240

Maybe you could write some code with one of these during a trip without bringing a laptop with you, but who would do that in the first place anyways?
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>>109537657
Filtered.
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>>109537657
>motion sickness
Lower duty-cycle and increase frame rate ?
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>>109537657
>everyone
even if 20% of the population is never going to use VR that is not a problem. Your inability to engage with the technology is entirely irrelevant to the discussion and it's narcissistic and self-centered to interject your personal experience as if anyone cares or it matters. Tell your therapist or something.
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>>109537148
I always wanted VR, always wanted a VR mod that could place me inside Watchdogs 2 atmosphere, and then just walk around enjoy the world as a mini escape, but no idea if that is feasible, and all VR headsets that have an okay price seem to have some kind of issue

IIRC a lot come with super cheap fresnel lenses instead of proper lenses, then others have really shitty PPI or use shitty technology introduced by samsung where there is large space between pixels.

I remember being annoyed by this PENTILE pixel arrangement on my amoled Galaxy S2 phone, where on paper it was better, but in real life it sucked ass, while iPhone 4 Retina display had none of that. Now Apple Vision has by far the best displays, but they are insanely expensive. Effect you get I think they call screendoor effect. So I would get a VR if it was reasonably priced and didnt look like 720p.


I have an ultrawide 49" samsung 1440p infront of me, only Apple vision pro could match that resolution at that distance i think, quest would probably be equivalent of 1080p at best, but maybe i am overthinking this, I wonder if its possible to order one try it and send it back if i dont like it, ive never tried VR in my entire life, there used to be DEMOs but since covid i havent seen a single one.
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>>109537645
Maybe I don't see it because I've only used the Meta headsets. I figure current quality is there to have the VR experience. It would be nicer with wide fov and higher fps and resolution, but VR was so mind boggling at first I don't know how better quality helps push it into the realm of everybody using it. You still have to give people a reason to put it on every day and that's gone for most everyone except kids really like that gorilla game.
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Given that people are vibecoding simple videogames with a single prompt now, what stops (You) from doing the same but for VR or modding an existing game to support it?
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>>109537844
The resolution quality makes a lot of difference because it changes the kind of content you can provide. It also makes the immersion much higher, which makes the "space" more enjoyable to use. This is like when iphone improved the "space" of smartphones which massively increased adoption.

IMO the key is getting the weight of the headset down. A strap to a box carrying battery and processing that fits in your backpocket or whatever is a form factor that will work. Stand-alone is also necessary.

The main issue with Quest is that Meta has retards in charge of the software side. The hardware side is top-tier and Meta selling their devices under cost is a nice benefit for the public and part of their business plan to make it harder for others to compete with them. This is why the Steam vr headset is so interesting - it offers the first technically competent stand alone headset that has an open software environment. The expectation is that once people see what can be done by non-retards it gets a lot more exciting, quickly.

IMO it is vlogging that will become a killer product. Seeing your favorite Youtuber but in a 3d, much more life like format as if they're sitting there with you will be very very popular. The difference in video on VR vs 2d youtube format is huge and there are more esoteric reasons beyond the obvious I won't get into.

I'd be willing to spend $1,5000 on a headset that was like the Bigscreen Beyond 2 but with a standalone pc at a power a level up from the existing products. That is not far from being viable.
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>>109537888
This guy gets it. When you can tell an AI to design a VR "space" for you just with some prompts you'll understand. There is no technical reason that can't exist today.
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>>109537842
>>109537148

I also do not want to just consoooom, entertainment is a good reason but again in my opinion it needs a real use case, for some time I thought my use case could be virtual displays when working on a laptop in my car when I want to just disconnect from everyone everywhere, but I am worried by the relative low resolution when you simulate a computer screen at that distance and i do a lot of reading since vibecoder
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>>109537148
While not all of these use cases are being fulfilled:
Immersive entertainment.
Better/different user interfaces.
Better use of motion controls, because you don't need to keep a flat screen in view at all times
Monitor/TV replacement that takes up less space, uses less power and can have a lot more simulated properties.
Virtual socialization.
Jobsite instruction.

I think that once all the problems of 2010s VR get solved, like the push for Windows 10 or Investors wanting to get in on the ground floor of the next smartphone, VR will get more momentum.
>>109537351
The hardware is inexpensive, it's just that there is zero preservation of development or ecosystem outside of whatever jank is in PCVR, almost every new headset comes out with its own proprietary tracking, controllers, etc..
Tracking ecosystems (Lighthouses and SLAM) and wireless streaming/standalone modules need to become generic FOSS shit you can strap to a 3DoF Displayport/USB C headset with no real tinkering.
>>109537657
Aside from some outliers this is a meme. Most of that initial wave of "VR causes motion sickness" was bad 3DoF headset rollercoaster demos and since then the number is mostly inflated by bad conditions (bad headset, bad games, bad performance, bad behavior like smooth turning, etc.).



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