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Errorist76 said:
superchunk said:
Meh.

VR is no different than Kinect or 3D. Short lived features that will pass with time. I don't see the mass consumer ever jumping into these until it can be done without any extra effort or devices.

A perfect example of this is motion. It's just built into the existing controllers and therefore can be utilized without impact to the consumer. This way a game creator can use it where it makes sense or ignore it.

Hahaha that's so ridiculous. GDC is full of VR, CES is full of VR. Can't remember that be the case for Kinect or 3D. 

You deniers forget that it doesn't need to be a mass market product from the beginning to be successful. I actually can't believe people with this mindset still exist.

Price is the most deciding factor.

3D became cheap and part of every TV at one point and yes it was all over CES at one point. But no one cared and it is no longer discussed.

Kinect was obviously in reference to Xbox gaming only, so yeah of course it wasn't a CES thing.

Price is not the only factor. So is the additional hardware that is required. VR headsets were free for a large number of phones in 2016/7. No one uses them. Quality VR headsets won't hit mass market as mass market won't want to wear them, even if free. Additionally, like 3D, VR won't provide anything that is a must have for mass market gaming or at least not something that makes it worthy of wearing a headset.

Like 3D, VR would need to be completely friction-less at a low price point. 3D hit the low price point but always requires glasses. VR will likely always require a headset until a holodeck is created. This means it will always remain as a niche feature.

My mindset is realism. It simply isn't going to become a major part of the market. Honestly, I see it at best as similar to motion controls in that only a limited (or one) company still really provides the functionality for specific use-cases.