Ha ok, we’ll see how that prediction pans out.
Yes the expensive and complex products available today limit the audience which in turn lowers the attractiveness of the market to creators which further inhibits uptake, the exact same thing is clearly visible in the home computer adoption curve and many similar developments.
First adopters create an ecosystem of markets which results in a growing diversity of established use cases - many ideas fail but some prove to be very efficient and effective as part of a workflow which over going becomes the standard way of doing things.
As there are more things for which vr becomes established it transitions from being something major creators don’t really bother with to something that they make a show of supporting - especially as the general ecosystem has become established so things like which menu style to use or how to orientate views have become easy choices. This changes vr from being niche special use to a fairly general tool that a lot of people are used to using.
At that point we’ll see a lot of cheap consumer devices which results in a lot more development on the market, especially as natural language input through LLMs make control interfaces easier and similar generative ai make creating vr environments easier.
Vr is going to be something that most people are used to using somewhat regularly, I don’t think it’ll replace screens but there’s a lot of things that we currently do on a screen that will just make more sense in vr
Death@lemmy.world 9 months ago
I think VR is doing OK
According to Steam has more number users than either Mac or Linux
And just Quest 2 alone has 20 millions unit sold, same number as XBOX Series X/S that released on the same year
I don’t think the situation is that bad
Evotech@lemmy.world 9 months ago
20 million sold. 19 million units covered in dust in some box you never check
crimsonpoodle@pawb.social 9 months ago
Seems anecdotal at best— I play beat Sabre at least a few times a week with the family, which is ironically, still anecdote.