| Otter said: VR is a fine comparison. The whole point is you cannot define a markets future potential based on current/past technical limitations which will be overcome in said future. If so we would never be at this point we are today where 5m PSVRs have been sold to consumers. It's taken decades to reach here and the market will grow further when improvements like wireless/smaller headsets, better tracking, higher fidelity and lower entry prices make it even more attractive. It's like someone in the 90s saying streaming films will not be the future of film consumption because video takes up too much bandwidth or you dont have ownership. We're now in a stage where streaming movies/music is the default. Digital downloads and physical still exist but streaming is simply more convenient and often more cost effective. This is the exact same promise of cloud gaming. How long it will take to deliver on this is the question. |
I wouldn't say it taken decades. Some companies tried to push VR back in the late-80s-early-90s but everyone immediately stopped after they all came to conclusion that it simply doesn't work. There was a pause between Oculus started working on what future VR headsets are. So, we can say it took just a couple of years to build the current VR market from the ground up. As for movies, streaming is not the standard still. You have to go to cinema to watch all the premieres. If streaming would have been the default for movies, all movies would have released on Netflix day one. But they are not. When it comes to music, you pay a monthly license fee actually. That's why it is so popular. You can do whatever you want with the huge catalog of music available on the service as long as you pay for subscription. You can take it offline or stream. See the huge difference with Stadia here? And it is not to mention something that has been brought up already is that games have much higher bandwidth requirements because when it comes to games, any couple miliseconds lag is unacceptable.








