Perhaps not the overnight success some believed, it’s fair to say VR platforms have been struggling. Growth of VR is at a virtual standstill according to metrics reported by Steam's Hardware Survey for October. Steam shows that in October, HTC's Vive went from 0.19% percent usage share to 0.20% percent, a minuscule rise of 0.01 percentage points. Similarly, the Oculus Rift went from 0.09% to 0.10%. In total, VR gained 0.02% for the whole month.
>B-b-but it's the future!
you say this like its a good thing, like you're personally going to benefit from VR tailing off and never reaching its full potential
>>57346442
More just amused at all the people who were saying how VR would be taking over the world less than a year ago and yet here we are.
>fell for VR meme
I have to admit, after actually trying out the vive at a Halloween party its got some major potential for super emersive games. Just playing a simple office simulator I tired to put my hand down on the virtual desk and nearly fell over. Its still got a long way to go before I'd play it consistently though.
>>57346514
This is kind of my take too. Tried it once and got a little sick, fun experience but nothing mind blowing either. Maybe in the future it will get better but as things stand I can't see spending the $800+ entry price.
https://www.youtube.com/watch?v=fQ0JTkBZdyw
There seems to be a lot of focus on using motion controllers, which are inconvinient to set up and use and provide very simple and limited kinds of games that people grow tired of quickly. And the price of admission is very high.
I might some kind of VR years from now if the Japanese make some good forever alone simulators.