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Zvi Mowshowitz's avatar

Side question: Is there any way to demo any other VR/AR products? To get a comparison?

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artifex0's avatar

For me, the weight is a deal-breaker.

I have a Valve Index, which I've tried on several occasions to use for productivity- it's compatible with some pretty decent ZBrush-like 3d modelling apps, and while being able to walk around a model you're sculpting is a great feature, over long periods of time, the constant mild annoyance of that weight hanging off your face just isn't worth it. Same thing with using it to watch video- relaxing in front of a large TV is just more physically comfortable long-term. Despite my best effort to find good use cases for it, the $1000+ piece of hardware has been gathering dust on a shelf for well over a year now. Aside from a small handful of very immersive VR games where the advantage over a monitor is just barely enough to justify the discomfort, I feel like these headsets are going to need to be anywhere from a third to a tenth their current weight to be worthwhile for long-term use.

In my view, that physical discomfort is the main limiting factor for VR in the same way that the discomfort of small screens and bad input schemes were the limiting factor of cellphones before the iPhone. Apple circa 2007 solved that problem by replacing physical buttons with more screen and compensating with an innovative interface, but modern Apple seems to have taken entirely the wrong lesson from that success. Instead of asking themselves why people aren't using VR for productivity already and trying to solve that specific limiting factor, they're just trying the same trick of removing physical controls, adding screen, and inventing new inputs- almost like a cargo cult of themselves.

When someone invents a VR headset with a similar form factor to a pair of ordinary sunglasses, that will be the iPhone of VR, not this.

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