Gear VR has been a thing since Nov of last year. Cardboard VR has also been a thing. Cheapness only works to a degree. There's a floor in terms of price for mainstream VR in order to minimize motion sickness, distribute light amounts of weight such that the person does not feel the weight on their head, a certain level of fabric quality that can fit snuggly while not being irritating to the skin or causing too much heat generated, etc, etc. The cost of those materials will go down as more VR headsets are built over time and factories improve the process, but it will be several years.
Maybe 8/10 years.It needs to be a lot more affordable while also changing/modifying it's design,ie being lighter,more comfortable and being wireless along with other things.
Maybe Google's Daydream will help with affordability similar to Gear VR,but as far as I'm aware you have to have a Daydream ready phone....of which there is only 1 so far(Nexus 6p).
So yeah 8 to 10 years or so
Well hello,pink eye!
do you still need to order it online and it's impossible to find it in stores?
If they get foveated rendering working and I think they're getting there, then it might be possible, 8K screens but only rendering in detail the parts you're directly looking at.
I think someone has a system that can register the eye at 200Hz, so in theory it could report back in time to tell the GPU where you're looking so what to render in the next frame. Even at 120fps this eye tracking should be able to work one step ahead. I think. I'm probably wrong lol. Still the cost of that in the headset may or may not be sizeable but I think it needs to happen. Rendering a ton of wasted detail every frame is really wasteful and power consuming when. A blurry mess would do!![]()
When it's less bulky, wireless and more affordable with quality software behind it.
Edit: the University of Wollongong in Australia is currently developing sensors like accelerometers and battery's that are small and flexible enough to be woven into fabric to create dynamic garments.
Something like that seems very useful for VR.
I am going to offer up another juicy bit of controversy and say that none of the big 3 are even close to being mainstream ready.
isn't mainstream with psvr? It's sold out. The fact that Sony build a VR machine in a forsaken project (ps move) is kind in brilliant.
1. Needs to be way cheaper
2. Better visuals, as you said
3. Compelling games that are easy and fun to play
4. Mass media marketing
So we're still pretty far away, I don't know how long, at least 5 years I'd say.
As a group of people who loves videogames I don't get why we are so obsessed with the "mainstream".
Some of the best stuff out of gaming is totally not mainstream and it took gaming years before it hit its current state in our culture.. hell many countries videogames are still not mainstream.
Not all videogames need to be something that is for everyone and their mom.
1. The general public will get its first taste this year.
2. By late next year / mid next year it will be a hot "got to try it" thing.
3. Within 3-4 years from now you will start hearing about the business side of this technology, where it is going for NON game applications.
4. In 5 years the first batch of "VR Experiences" and "VRcations" or VR Vacations" will come out and this is when you will start to hear about classroom applications. I fully expect (and would love to do this if I had the money) that PPE - Pay Per Experience events will become extremely popular. NASA is launching a new rocket into space? For $10 dollars you can VR onto several external cameras to experience blasting off into space. I could also see VR Streaming tech hitting the masses. Rock Climbers could strap on a 360 degree VR streaming device and charge 50 cents per person to join their stream while they climb some big beautiful cliff, etc. Maybe a surfer charges 10 cents per person to catch some waves with him.
5. In 10 years, going on a VR Vacation will be more popular than actually going to the destinations in question. Go visit the pyramids for $50 per person for an all day pass. Go walk under the ocean at the Great Barrier Reef for only $5 an hour. Or go visit The Louvre in Paris for free. Future kids will see the world in VR without ever leaving their classrooms. It's around this time that I also expect the business world to have fully adopted VR. Visit your clients, etc. all without leaving the office.
Just my predictions. The times may be off but all of the above is going to happen eventually.
1. The general public will get its first taste this year.
2. By late next year / mid next year it will be a hot "got to try it" thing.
3. Within 3-4 years from now you will start hearing about the business side of this technology, where it is going for NON game applications.
4. In 5 years the first batch of "VR Experiences" and "VRcations" or VR Vacations" will come out and this is when you will start to hear about classroom applications. I fully expect (and would love to do this if I had the money) that PPE - Pay Per Experience events will become extremely popular. NASA is launching a new rocket into space? For $10 dollars you can VR onto several external cameras to experience blasting off into space. I could also see VR Streaming tech hitting the masses. Rock Climbers could strap on a 360 degree VR streaming device and charge 50 cents per person to join their stream while they climb some big beautiful cliff, etc. Maybe a surfer charges 10 cents per person to catch some waves with him.
5. In 10 years, going on a VR Vacation will be more popular than actually going to the destinations in question. Go visit the pyramids for $50 per person for an all day pass. Go walk under the ocean at the Great Barrier Reef for only $5 an hour. Or go visit The Louvre in Paris for free. Future kids will see the world in VR without ever leaving their classrooms. It's around this time that I also expect the business world to have fully adopted VR. Visit your clients, etc. all without leaving the office.
Just my predictions. The times may be off but all of the above is going to happen eventually.
Games will not be what decide when VR becomes mainstream. It's going to be the practical applications that drive that, whether it's education, medicine, virtual tourism, social events, etc. It's going to be those things that drive mainstream adoption of VR.
I'm going to take a stance that in order to hit mainstream appeal, it needs to be way cheaper and it needs to be wireless (especially for room scale VR).
You've been able to buy Gear VR in Best Buy for over a year, for $99. And it's wireless.do you still need to order it online and it's impossible to find it in stores?
well then first thing is that
second is price,but everyone knows that
the resolution and all the graphical problems will be a non-issueto "the mass",and games will come when a good enough install base will be there for them
5. In 10 years, going on a VR Vacation will be more popular than actually going to the destinations in question. Go visit the pyramids for $50 per person for an all day pass. Go walk under the ocean at the Great Barrier Reef for only $5 an hour. Or go visit The Louvre in Paris for free. Future kids will see the world in VR without ever leaving their classrooms. It's around this time that I also expect the business world to have fully adopted VR. Visit your clients, etc. all without leaving the office.
Damn, how's that kool-aid taste?
I'm with Feep.Resolution is not currently an issue to the mass market. Your "pixelated mess" is extreme hyperbole, and most text is readable just fine.
Much larger barriers are cost, annoying wires coming out of the damn thing, ease of setup/use (Oculus is far ahead of the Vive, in this case), and having a space in your home to do roomscale, which isn't really an issue anyone can do anything about, sadly.
Three years, I think.
I wonder what would be the answer to the same question, if a VR "preacher" was asked back in the 80s/90s when would this tech would go mainstream - wouldn't he say 10-20 years?
There was no functional consumer VR in the 80s and 90s in the first place. That's the important difference between now and then.
I'm of the same opinion, but I'm confident we'll reach that a lot sooner. 20 years maybe.200 years? Idk. Whenever it's as simple as slipping on a pair of sunglasses and doesn't have any wires or external processing.
I don't think it will ever take off in a serious way because anything that isolates you in the physical space like that is inherently stigmatized or limited in appeal.
Resolution is not currently an issue to the mass market. Your "pixelated mess" is extreme hyperbole, and most text is readable just fine.
Much larger barriers are cost, annoying wires coming out of the damn thing, ease of setup/use (Oculus is far ahead of the Vive, in this case), and having a space in your home to do roomscale, which isn't really an issue anyone can do anything about, sadly.
Three years, I think.
There was no functional consumer VR in the 80s and 90s in the first place. That's the important difference between now and then.
Considering what has happened in the last 60 years , that just seems like an incredibly stupid thing to say, unless you're talking only to octogenarian gaf.
Yeah because we didnt go from walky talkies to palm sized computers in 20 years...
We will likely reach immortality through one means or another within the average millinials lifetime.
There was no functional consumer VR in the 80s and 90s in the first place. That's the important difference between now and then.
In what field? graphics? Yes.have you not been paying attention to technology?
the pace is not just predictable now, but also decelerating.
In October, when PSVR releases. So less than one.
My theory is that VR may not ever go mainstream, until it is replaced by AR/MR. Because all AR devices currently are ready self-contained (thus, "wireless"), they have more functionality in real life, and are smaller/lighter, and can even do full VR (though not as nice as something plugged into a modern gaming computer). There are three major MR devices on the horizon, HoloLens, Magic Leap, and Meta, and they all have potential to become big; HoloLens is already being used by businesses.
In what field? graphics? Yes.
Self driving cars, space travel, solar energy, health-technologies, and computers no.
I mean we haven't even started with the next generation of computer science nor have we really begun to breach biological computing. Yes silicone is dying but its going to be replaced by stuff that will be 30 - 1000 times better than it.
A "computer" in 30 years is going to be unrecognizable next to the dinosaur machines we have now. Hell they might be the size of our phones or smaller and 1000x faster.
Near lightfield will be available within the next 20 years but by then we might just be using lasers to draw directly on our retinas.
Maybe you should try looking to the future instead of thinking what we have in the short term is all we will ever have.
I would start by looking up Michio Kaku and listening to some of his talks on the progress of technology.
3D TV was killed by greed - people were *very* interested in buying it because of the movie Avatar, but then when they made 3DTVs, guess what, only people who bought Panasonic TVs could get Avatar on Blu-Ray. And if you wanted to watch 3D Pixar movies, that's another brand. Dreamworks, buy something else. There was a limited time to get the people excited by theater 3D movies to keep the interest up, and the greedy manufacturers and studios wasted that time making it so no matter what you bought you couldn't get much content. Not to mention they were charging $200 for a pair of plastic 3D shutter glasses.Maybe never if they ruin it. 3D was supposed to be big but ends up being a gimmick that comes and goes because of lack f interest in actually developing it, making it better.
3D TV was killed by greed - people were *very* interested in buying it because of the movie Avatar, but then when they made 3DTVs, guess what, only people who bought Panasonic TVs could get Avatar on Blu-Ray. And if you wanted to watch 3D Pixar movies, that's another brand. Dreamworks, buy something else. There was a limited time to get the people excited by theater 3D movies to keep the interest up, and the greedy manufacturers and studios wasted that time making it so no matter what you bought you couldn't get much content. Not to mention they were charging $200 for a pair of plastic 3D shutter glasses.