Google Kills Daydream VR
engadget.com
engadget.com
It has been known for a long time that mobile VR on the consumer level wasn't really going to work out given the limitations Google explained in their statement. Apart from 'training' applications or very niche games, I'd be surprised if this became an instant hit on mobile.
I think Google must have been dreaming a bit on this, but it looks like this is the reality for others attempting to enter the mobile VR headset market.
As you called out, then you have the problem with marketing a streaming service to people that can’t afford a gaming console or PC rig, yet assumes their internet speeds are fast enough to handle it (and without busting whatever data caps are in place).
I think it’s one of the most bizarre moves I’ve seen yet from Google in terms of products. Smacks of spray and pray productization tactics.
At least with a subscription, I know what I'm paying for is ephemeral.
Makes me wary about buying any Google products as the lifespan of their products tend to be cut short (and of course privacy concerns).