It's more likely that it simply doesn't have the processing or cooling capacity for an impressive game experience.
It's more likely that it simply doesn't have the processing or cooling capacity for an impressive game experience.
This has the advantage of dramatically increasing the comfort, since motion sickness is largely caused by artificial locomotion with the controller, but it also drastically limits what kinds of games you can do in VR.
I would expect them to expand on this area eventually, but I can understand why they wouldn't for the announcement, as for the time being they want the focus on VisionPro as a friendly computer/monitor/TV/cinema replacement.
However I’m not sure that putting 3T magnets near people isn’t an option.
But the even bigger issue is that even if you overcome that, you still have the fundamental problem that a correct vestibular response is extremely important to keep users from falling over. If you artificially give people the impression that they are accelerating or decelerating, they'll automatically compensate and lean into it and just fall over. This happens already often enough just from the visual stimulus alone, if you mess with the vestibular system those accidents would get a lot worse.
That said, maybe there is some middle ground that could work where you don't create a real virtual vestibular input, but just a little jolt to notify the brain that something is going in, even if that something isn't matching the visuals. Many people report having less issue with motion sickness when they walk in place or bob their head. PlaystationVR2 has a small rumble motor build into the headsets with is supposed to help a little bit here as well.
> This seems unlikely given how much effort they put into the physical demo experience at the unveiling event
Can you name five games Apple has released in the past 10 years?
How does such a list of games relate to my comment?