Why virtual reality makes a lot of us sick, and what we can do about it.

  • MudMan@kbin.social
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    1 year ago

    See? No, this is what I mean. It’s not this. It’s not even Apples insane thing.

    It’s not an incremental progression that will take us there. I will not pop out a headset of any kind and put it on my face as my default mode of engagement. Won’t happen. Not a thing.

    It could be shaped like pool goggles, it could have color passthrough, it could have perfect resolution and field of view, it could solve the nausea problem, it won’t matter. Because the reality is that anything that straps to my face and substitutes my normal free field of view is by definition and by design a secondary device.

    It’s cool that you like what they offer, and hey, unlike the weird people out there mourning Stadia you can still use all of these things.

    But a replacement for PCs, TVs or consoles they are not.

    • SamboT
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      1 year ago

      Oh. It’s just that you listed these reasons as detractors. I don’t really know what you mean by default engagement. I’m not understanding your use case. Do you expect to be wearing VR goggles while you walk down the street to the convenience store? They are for play right now… not so much work.

      • MudMan@kbin.social
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        1 year ago

        Let me put it this way: I reach out for my PC handheld or my Switch to play small indie games all the time. Specifically to avoid even turning on my TV or going over to the living room.

        Wearing a headset is an extra step of complication, discomfort and annoyance over turning on my TV, and my TV is losing out to more convenient devices even right now.

        VR, no matter how advanced, is currently the third in a list of convenience when I want to play some Tetris Effect.

        To be mainstream, VR needs to be at least as convenient as a TV, or ideally a handheld device. And the reason it can’t be that is not the tech, it’s that by definition VR requires a screen strapped to your face and a couple of dangly motion controllers.