Why virtual reality technologies turned out to be of no use to anyone

As a child, I remember often going to a computer club to play the most modern games, since my computer was closer to an office one in terms of its characteristics.

One fine day, a steering wheel and pedals appeared in the computer club - you could play races on a real steering wheel, and throttle not with a keyboard button, but with an almost realistic pedal. There were only 2 such gadgets on 20 computers, and we signed up in a week to play our cherished hour behind the “real” steering wheel and pedals.

And our administrator constantly said that 10 years will pass and we will no longer play games in the classical way, everything will be in format of virtual reality - we will put on special helmets, we will have dozens of sensors and we will practically live in the game. With an open mouth, we ate the fantasies of our bearded sysadmin - we thought it would be so.

Why virtual reality technologies turned out to be of no use to anyone
Why virtual reality technologies turned out to be of no use to anyone
Why virtual reality technologies turned out to be of no use to anyone

But it's already 2021 outside the window, and various gadgets for VR (hereinafter we will call virtual reality) can be counted on one hand, and most of them, judging by the large stores, are made to order. Modern technologies allow you to create a high-quality helmet, various sensors and controllers that will make the gameplay as realistic as possible. But it turned out to be of no use to anyone.

Why has VR become useless?

1. A virtual reality helmet is not for everyone

The bad experience of 3D TVs has shown that after viewing content on a 3D screen, some people experience discomfort and headaches. Apparently, the evolutionary processes in our brain have not yet reached such a self-deception. In addition, a good helmet will not come cheap, which discourages many gamers from buying.

2. Too cumbersome

Full-fledged VR systems, in addition to the helmet, include various controllers for the arms, legs, torso with feedback, as well as motion sensors. For this case, it is necessary to allocate a whole room that will not have any obstacles, otherwise the gamer may hesitate and fall: the player must feel exactly in virtual reality, which means he can move freely, wave his arms and feet. This discourages many gamers from buying such systems.

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3. Few VR games

Because demand always gives rise to supply. In this case, the demand is not so high. Of course, there are a certain number of people, the so-called geeks, who equip their premises for virtual reality. But there are not many of these people to develop this industry.

In theory, it was possible to create films in which the viewer would live the life of the protagonist literally in his body, but try going to the so-called 5D or 7D cinemas - you get bored quickly, discomfort will appear. Therefore, in these cinemas, the session lasts only a few minutes, and it is difficult to call it a cinema, rather an attraction.

But do not bury VR technology - it is actively used in education, industry, architecture and construction. Personally, I was a user of a virtual reality helmet and, to be honest, I quickly got bored - if I and I play games, then only to distract myself from work and do not want to be involved in another, virtual peace.

But the smart home is very good for me - you can see the review of my robot vacuum cleaner:

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