DarthBuzzard said:
I was talking about early 2000s smartphones. And VR was certainly tried before in the 90s, but only by a few small companies. Sega was one of the only big companies actually trying to push VR but they never made it to market. Nintendo definitely weren't doing anything with VR at the time either, since Virtual Boy is not VR. Which left you with like 3 or 4 small companies shipping products like VFX-1 as you mentioned.
But today, things are very different. You have quite literally the majority of the tech giants working on VR, whereas before hardly any of them did anything related to VR. They're all invested long term as well, knowing full well that this is a market that will take time to grow and they are fully expecting to not turn a profit until later on, though there might be some good surprises like with PSVR being profitable. Not to mention the tech now works at a better price point. VFX-1 would be $1000 today, had no positional tracking, had 16x less pixels than today's headsets, had only one 3DoF motion controller without any finger sensing or advanced haptics, ran at a low refresh rate, is heavier, and there was no compelling content at all. We're going to see the same jump you see from VFX-1 to PSVR in the next 5 years. PSVR compared to a high-end headset in 5 years will feel 20 years apart going off past measures. |
How many tech giants invested long term in 3D TV technologies? Sony, Samsung, Microsoft, Sharp, LG to name a few. They made specialty 3D TV cameras, created specialty 3D TV channels. Hundreds of millions of dollars was invested in it. In 2010 they were predicting that 87% of American Households would have 3D Blu Ray players by 2015. They expected to sell 200 million 3D TVs in 2018 alone for a revenue of $23 Billion.
How did that work out?







