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potato_hamster said:

Take some time and go back and look into the VR technologies that were developed during the 90's and how they're not nearly as different from today's VR than you think they are.  Almost all of the problems that prevented VR from catching on in the 90's and 00's still exist in VR technology today.

Don't make me laugh, the differences of the VR headsets in the 90's and now are huge.

The Forte VFX1 had a resolution of 263x230 per eye, the modern VR headsets have a resolution of 960x1080 to 1440x1600 per eye, so 20x to 40x improvement.

The Forte VFX1 had a field of view of 45 degree, the modern VR  headsets have a resolution of 90 - 110 degrees.

The Forte VFX1 had a shitty refresh rate and a lot of lag, the modern VR  headsets have 90 - 120 Hz displays with almost no lag.

The Forte VFX1 could only use a 256 color palette and the display brightness was also shitty.

The Forte VFX1 had no positional tracking, it could only recognize pitch, roll and yaw input.

The Forte VFX1 had a weight of 2.5 lbs (1.1 kg), double of the weight of modern VR  headsets.

The controller of the Forte VFX1 (the "cyber puck") emulated a computer mouse and had no positional tracking or even sixaxis motion sensors... not the best device for VR games.

Most of the few games with VFX1-support weren't designed with VR support in mind.