

Right now, I still see consumer VR as early in the development stages, especially if you look into the potential. And for us folks, the value will be in the content. Tuan: You’re absolutely correct, and that actually reminds me of something John Carmack recently said: that whatever the technology is, it’s not going to go anywhere without delivering value to the end user. I've bought Nintendo consoles to play Zelda games and built new gaming PCs anticipating certain games in the past, too. But if there's one thing I definitely think the VR industry has failed at this year, it's convincing people that it has killer apps. Granted, I haven't given every VR game a fair shake, and there are probably some games out now I'd really enjoy. If there's one thing I definitely think the VR industry has failed at this year, it's convincing people that it has killer apps. Being a constant internet user for the past decade has really killed my attention span, and virtual reality demands single task focus. Both headsets are fairly comfortable for short periods of time, but it's still a nuisance to put on the headset, adjust it, take it off whenever I want to check my phone or take a drink or do anything other than play a VR game. I just don't feel like there have been any must-play games since launch which have really tempted me to wear that headset. That's great! But the initial impact does wear off, and really interesting games have to be there to keep it interesting. And the technology has come far enough that in well designed VR experiences, most people won't have to worry about motion sickness. That initial experience with VR, feeling presence for the first time, is genuinely incredible. I haven't felt compelled to put on one of these headsets for months. I just wanted to say that before I get a bit more down on VR. The first time I experienced presence in VR, with the Oculus Rift Crescent Bay prototype, is a moment I don't think I'll ever forget. Before the Rift or Vive launched, it was still exciting technology with potential, not a thing I needed to pay close to $1000 for. Wes: I think it's been easy for me to forget that part now that VR headsets are real consumer products. The fact that a young, 20-year-old Palmer Luckey, was able to cobble together a system using commodity mobile phone parts that gave people a VR experience far exceeding what the $30,000 VR system from two decades ago could is incredible. There was no real consumer interest and no company was willing to take the investment risk into trying to develop something for home use. Because of how over-complicated VR was back then, it set a huge precedent.
