I'm one of those HTC Vive owners that cannot tolerate prolonged usage (>5 minutes). If your product line enters market, where one of recommendations is "try little at first, increase a minute each day" for even using it, it won't have a broad appeal
I'm one of those HTC Vive owners that cannot tolerate prolonged usage (>5 minutes). If your product line enters market, where one of recommendations is "try little at first, increase a minute each day" for even using it, it won't have a broad appeal
I switched to a split keyboard with a different layout because I was suffering from an RSI. It was worth me to take the time to relearn something I had done for decades to be able to continue typing. Most people don’t need to and get no benefit, so they don’t.
Apple just needs to make a product that provides enough value that people are willing to deal with the initial hump of discomfort.
ok now please prove these gimmicks are worth the $3500 price tag
> Apple just needs to make a product that provides enough value that people are willing to deal with the initial hump of discomfort.
And not that they have already made one.
I can wear my quest many hours per day and I didn't have to build it up. I did have to use teleport movement at first but that didn't feel like an impediment.
My own experience is that half of the people I know can't do more than 20 minutes in one session. The longest I could do is 1 hour and that's it. Unless you have real numbers to back up that claim, it is meaningless.
LOL about that "inferior" point. I don't know how much hype you bought into but the comfort thing isn't going to be significantly different on Vision Pro. It is only weighs a bit less and the screen is not going to do magic. I wouldn't make any assumptions until the unit is widely available and reviews come out.
The rest might have some discomfort (though our experience is tailored to that with teleportation instead of smooth movement etc) and they are fine. If they use it regularly it will go away.
I've only seen 2 people that really were not ok with it. It happens yes but it's not a huge amount of people.
Also, don't forget, the phenomenon is only when the movement in VR doesn't correspond with the physical space, usually because the virtual world is much bigger. But for many things like productivity scenarios, moving around long distances is not really a major need.
Is there any value in the productivity "sector", or it's still mostly entertainment?
Personally I see a big benefit for the more networky event that are simply not well done over MS Teams videocalls because that is too centralised. For people that can't or won't travel due to monetary, environmental or familial concerns I think it is a great option. It's not as great as meeting face to face but it's way better than online meetings. This is why I promote it within the company I work (and I volunteered to take on the task)
The cyberpunk mod is not great actually. In fact most third party mods aren't. It's very quirky especially because it doesn't render both viewpoints for every frame, it uses "alternate eye rendering", so each frame it alternately renders the left or right eye. The other frame is interpolated. This gives some ghosting effects. There's also many control issues as the game is not made for VR controllers. The city is beautiful but not nearly as beautiful as on a screen, everything looks really crumbly in VR. And yes I have the latest mod (the studio breaks the VR mod with every update so you have to). I have a 4090 so performance is not the issue.
There's some third party mods that are great, like the Half-Life 2 games. They have full motion controller support. Also some made for VR games like HL:Alyx are amazing of course.
Don't get me wrong, I'm enthusiastic about that tech, but let's not get the overhype kill it. If they integrate some variant of a well performing 3d reconstruction (such as guassian splatting), it has a potential to impress.
Still, In "professional photography" it won't make any dent.
The point being that if the value is there the people will come.