DarthBuzzer
Member
I have used an Oculus Rift, which includes more sensors/cables in a space that can barely fit a chair. If I can do it, almost anyone can. So don't go on some weird crusade about people living in villas, mansions, or what-else. I used to live in a house without my own bedroom and barely enough space to stretch, yet VR worked fine there.We are talking of percentage of ps4 owners who buy psvr, not number of games that psvr owners buy which isn't what was discussed above.
Also about the space. most people (not everybody of course) live in shared accomodation well over into their thirties in my region. And those who live in their own home mostly have studio flat that barely have the space for one console. And I'm talking about a first world country. Not everybody lives in huge mansions or villas with living rooms like maybe it happens in your country. Most people I know of my age (that can afford an house on their own), don't even have a living room at all to accomodate for vr.
Also price is a very serious issue. I mean even 300 euro (and this is just for the psvr price not discounted which is the cheapest) is like a third of a monthly salary in deep South Europe, or even half of a salary for young people in their 20s. Nobody is going to spend half a salary for a device on top of a gaming console or a pricey pc, that at the moment is mostly used for gaming. Spending over 1000 euro for a pc is something done only by hardcore gamers, most regular people are happy with pcs priced 600, or 700 euro, which will not support pc vr headsets. That's unlike AR apps and gaming (that is having quite a lot of success here), that doesn't require to buy something else, because smartphones are pretty much a given for other reasons (work/family and so on). This is a hobby, not something that casuals want to spend huge amounts.
There are certainly other reasons, I never said those that I mentioned were the only ones for everybody. But it's a fact that those are the main ones. You keep ignoring all the users posting in this board mentioning those very reasons (not just me, there were many others also in the other thread who mentioned similar reasons) because they don't fit what you want to be the truth. Also you mention lack of marketing??? With sony splashing psvr ads and marketing campaigns everywhere??
And no VR headset (at their current state) are nowhere as important and change-breaking as phones were at the time. Just look at the adoption rate and number of mobile units just after a few years they became available in most stores. It's not even close for my country. That's without even taking into account how they were used for work and family reasons that pushed the use, and the much lower barriers of accessibility that phones had. And also the fact that vr (in its current state) disconnects from real world, while phones had the very purpose to connect people so much more appealing to most people.
I am living proof that almost everyone has space for some form of VR, period. Inarguable. This is fact.
You keep ignoring the fact that I am not ignoring the issues. I literally just told you that price was an issue, and you have the audacity to tell me that I never consider it?
VR headsets right now are not as important as phones, yes, obviously. I'm not arguing that. Over time though, they will be more valuable because the devices will do everything phones do, but extend us to new realities, which is invaluable for improving lives and efficiency. Mobile phones took a long time to take off. Smartphones in particular took around 10 years before people started to really care.
Phones connect people at distances. You do not use a phone for someone in person other than a few features like taking pictures. Likewise, you don't usually use VR in conjunction with someone in person, but it can be used to communicate with people at distances, and it's ability there exceeds all other technologies even right now. Video chat since it's inception has always been the most social way to connect across distances, and it is simply inferior to what VR offers today, and the gap will only increase leaps and bounds as tracking humans gets better.
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