Technology is driven by trends, but not every type of technological innovation will endure. In recent years, VR games have been decryed. VR technology can be widely used in many fields such as construction, medical, mechanical manufacturing and automation. However, like most “revolutionary products†in the gaming arena (such as N-Gage), VR games are likely to be just a flash in the pan.
Of course, VR may also make it possible for players to make their dreams come true. However, before this, there are still many technical defects that need improvement. Next we want to discuss ten reasons why VR is seen as a momentary boom:
10. Somatosensory operation is a lesson
The Nintendo Wii that debuted on November 19, 2006 had once set off a wave of somatosensory operations. Even Microsoft and Sony have had to introduce similar external devices. Wii's success is not controversial, but somatosensory operation is just one of many features of the host. The catastrophic failure of Microsoft Kinect 2.0 drew a pause for the development of this technology.
Although VR is the hottest topic of the moment, whether it exists after 5 years is still a problem. After the limitations appeared and fresh momentum faded, we were still eager to return to the traditional way of playing with a handle and staring at the screen.
Anti-party view: Somatosensory and VR are not comparable and historical trends are not necessarily repeated. The somatosensory is just a gimmick to attract casual players who have never been exposed to the game, and the immersion of VR is far greater than that of the body.
9. Immersion is not enough
VR headsets are really cool, but immersion is actually quite limited: most players don't have enough game space and money to buy treadmill-style exaggerated linkage devices, and they can't use the whole body to explore the VR world. They can only use traditional handles. Or peripheral input instructions.
On the other hand, the vast majority of current VR headsets require a wired connection to a power source, a PC, or a game console and cannot move freely. Although the integrated backpack introduced by Alienware can solve this problem, its price is not acceptable to the general public.
Anti-side point of view: Does VR really need to move? Blindfolding is also not safe. Inconvenient cable? The cost of retrofitting a full set of wireless devices is not low. Play with the smaller, cheaper VR headset before it comes out.
8. Casual games or mainstream
As with somatosensory, most VR games are just party games for the majority of casual people. In addition to this is a shooting game where you step on a treadmill. Deep immersive games with various forms will also be in short supply within three to five years.
Anti-side point of view: Most of the early hot somatosensory games on the Wii platform are simply technical demonstration programs, but it is not fun for players to easily master this technology. The primary goal of VR device manufacturers today is to expand audiences and reduce hardware sales. Casual games are definitely a shortcut to open up the market and attract more players. Although sorry for the core players, this strategy is the only way for VR to achieve long-term success.
7. Hard to show
Video display is not enough to allow consumers to experience the kind of immersiveness when wearing a headset. How can the vast majority of the people have the time to go to the store to experience VR? Not to mention there are few places to provide VR experience. How many people will buy VR devices for thousands of dollars in order to eat fresh?
Anti-side point of view: VR promotion depends on word of mouth and cannot be rushed for a moment. Sony's PlayStation VR may also bring surprises.
6. VR syndrome
The so-called VR syndrome refers to symptoms such as headaches and nausea that occur when some players use VR devices. Players who feel uncomfortable on the first trial are likely to bid farewell to VR.
Anti-party point of view: More play will gradually adapt to, do not have to be overwhelmed.
5. High prices
The HTC Vive is priced at $799, the Oculus Rift is priced at $599, and the cheapest PS VR is $399, with an additional camera. The average game duration is only 3-4 hours demo-party, party-style VR games are actually the same price and ordinary game masterpiece.
Anti-side point of view: It is only a matter of time before prices and discounts are reduced.
4. Lack of original AAA masterpiece
Current VR games are based on small-cost, technology-displayed casual games. Where are the original AAA masterpieces that have cost millions and are amazing?
Anti-party viewpoint: After establishing a stable consumer group, the masterpiece must follow suit. Again, VR promotion is a marathon, not a 100m race.
3. Business competition helps
Not long ago, Oculus tried to prevent HTC Vive users from running Rift games by introducing DRM (Digital Rights Management). Despite being forced to cancel in the player's unanimous condemnation, this storm has cast a shadow over the development of VR. In order to compete for market share, the “big three†did not hesitate to sacrifice consumer interests when secretly fighting.
Anti-side point of view: Consumers are God after all, and their opinions will eventually be respected. The failure of Oculus's public relations shows that the respective platforms of the "Big Three" need to be as open as possible.
2. Not really "virtual reality"
Due to many technical limitations (a lot of wires, inability to move freely, etc.), the current VR is not a immersive “virtual reality†in the traditional concept, but it is just a marketing technique and a more fluent technology.
Anti-party view: technological development can not be eager for success. In the coming years, there will be a lively virtual world for everyone in the next few decades. Please be patient.
1. VR technology has failed
As early as the 1990s, Virtuality's VR arcade and Nintendo's Virtual Boy gaming console had set off a VR boom. But the bad effect has caused consumers to lose interest in VR for a long time.
Anti-side point of view: VR technology is no longer comparable. The huge investment of many large companies has greatly increased the success rate of VR.
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