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Comment by norea-armozel

I'm not sure I have much to contribute to the idea of VR beyond my years of playing MUDs, MMOs, and Second Life. So I'm seeing VR from the POV of the desktop here. What I think is the key problem with VR is the problem with all kinds of technology: form factor. For years cell phones were bulky niche products that didn't have many users until the mid-90s when candy bar and clam shell form factors were good enough compared to the bag and bricks of the 80s. That's when cell phones took off. Smart phones had a similar problem that was solved with better touch screens and better storage/processor. Now, VR has always had a huge problem with the goggles and other interfaces so I think VR to be able to be attractive to people (especially developers) it has to be smaller, better resolution, and as easy as wearing sunglasses and/or winter gloves (IMO, I think a glove form factor is the bare minimum for any controller scheme or at least a good enough pair of gesture sensors that are easy to place and calibrate). Until a good enough form factor takes over there's no way VR will ever break beyond niche. It's just that 2016 made that niche bigger. So I'll be waiting out this wave of VR out until they have a form factor that's easy and cheap.

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