1.) Have you used VR? If yes, what headsets have you used? What did you like and dislike about it?
Yes. I've used the HTC Vive and Occulus Rift headsets. I didn't like the bulk of either headset, the amount of loose wiring, and the screens still leave much to be desired as far as a compelling VR experience goes for me. I've also used the Cardboard, Gear, and Daydream.
2.) Are you interested in VR? Why or why not?
Yes, both personally and professionally. On the personal side I'm a tech enthusiast and VR is one of those up and coming things that, if supported properly, can blossom into an avenue for unique and more immersive experiences. Professionally I work for a company that does the implementation of some VR projects so I like to stay up to date with what the latest is in both hardware and software developments.
3.) Do you think VR will be popular in the future? Why or why not?
I think VR can have a sustainable market if more investment occurs in the next 3 years from content creators and headset makers alike. As it stands, software investment seems niche at best (possibly due to the processing requirements of experiences in conjunction with headset adoption not being immense), which will only perpetuate that problem. But as it stands as a technology and an enabler of experiences, it certainly has the capability to be popular.
4.) What games do you want for VR? What games would make you buy a VR headset?
I'm very interested in experiencing more first person (shooters, sword combat, bows and arrows, etc.) and racing games built for VR. Fitness trainers to teach form would be another neat usage of the technology and body/tracking. Finger based tracking will provide a whole new level of experience possible - but I'll leave thinking about that to the creative types. I'm not so fussed about the games in particular to go in on a VR headset. I'm more put off by where the consumer level tech currently stands.
Last edited by trasharmdsister12 - on 09 July 2018