It's basically a compilation of all the failed gaming tech over the last decade. It inherits all of the challenges/shortcomings of those devices and even makes them worse is some cases.
Kinect: was semi-successful commercially but ultimately failed, mostly due to the limitations/complications of the tech. You need a large open space to play, setup and calibration were difficult to get right. And the inherent inaccuracy of the tech made it difficult to have any real hardcore gaming experiences with it.
VR takes all these challenges/shortcomings and ups the anti, by needing multiple cameras, more intricate setup, and a larger open space needed to play.
Move/Wii motion controls: Waggle sucks, not responsive enough, traditional controller just works better for most games.
With VR sure there will be games that you can use a controller for, but that instantly kills the immersion you were trying to capture by putting the headset on. So you either have unresponsive motion controls, or you have an immersion breaking controller in your hand.
In home 3D: Failed because the glasses are too restrictive. In order to see it you have to wear something on your face, and you need multiple pairs if you don't live alone. That's makes 3D a no go for most families. People gather around tv cause it's an easy, and sometimes social experience. Needing glasses to see it, removes those advantages.
VR takes 3D glasses to the max. They are more restrictive, you need a huge cord to tether you to your computer, they fully take you out of the rest of the world, and people who don't have the equipment can not enjoy the media with you at all.
And all of these products had a problem with content. Content creators are not gonna invest millions into content for a platform with a small user base. It's just business. VR will have that challenge as well, even more so due to the huge investment it takes to make AAA games from the ground up.
To add on top of all that VR is much more expensive than any of the aforementioned tech.
I know some people are very excited about the tech, but reality is, we are decades off from VR being ubiquitous in consumer homes, if it ever happens.
Kinect: was semi-successful commercially but ultimately failed, mostly due to the limitations/complications of the tech. You need a large open space to play, setup and calibration were difficult to get right. And the inherent inaccuracy of the tech made it difficult to have any real hardcore gaming experiences with it.
VR takes all these challenges/shortcomings and ups the anti, by needing multiple cameras, more intricate setup, and a larger open space needed to play.
Move/Wii motion controls: Waggle sucks, not responsive enough, traditional controller just works better for most games.
With VR sure there will be games that you can use a controller for, but that instantly kills the immersion you were trying to capture by putting the headset on. So you either have unresponsive motion controls, or you have an immersion breaking controller in your hand.
In home 3D: Failed because the glasses are too restrictive. In order to see it you have to wear something on your face, and you need multiple pairs if you don't live alone. That's makes 3D a no go for most families. People gather around tv cause it's an easy, and sometimes social experience. Needing glasses to see it, removes those advantages.
VR takes 3D glasses to the max. They are more restrictive, you need a huge cord to tether you to your computer, they fully take you out of the rest of the world, and people who don't have the equipment can not enjoy the media with you at all.
And all of these products had a problem with content. Content creators are not gonna invest millions into content for a platform with a small user base. It's just business. VR will have that challenge as well, even more so due to the huge investment it takes to make AAA games from the ground up.
To add on top of all that VR is much more expensive than any of the aforementioned tech.
I know some people are very excited about the tech, but reality is, we are decades off from VR being ubiquitous in consumer homes, if it ever happens.