- Heavy on the head, making the neck sore after a while.
- Press into the face, which can also get sore.
- Seals around the face, which is claustrophobic.
- Insulates head/face, making hot and sweaty.
- Even high resolution headsets look pixelated, making things like reading / trying to see details irritating.
- VR motion sickness is very real, (with guides on how to develop your VR legs... which takes multiple days of careful practice).
Despite current headsets being excellent from a technical perspective, IMO they still need to get significantly ligher and more physically comfortable, significantly higher resolution, and ideally solve VR motion sickness in some way...
Versus with regular gaming, if my phone buzzes or the laundry goes off, pausing the game and putting down the controller takes two seconds.
That's something that should have been handled much smoother, especially given the comfort issue that might force people to not play everything in VR. But alas, VR support in regular monitor games is extremely rare to begin with and that area of VR never really got much support.
For the kind of design that's actually comfortable, look at third party suppliers like BOBOVR, which have various designs that have actually learned from what's done in other industries. For example, halo strap designs (like https://www.bobovr.com/products/s3-pro) distribute the weight around the head like a hard hat/welding mask instead of clamping things to your face, making the results immensely more comfortable.
I just got a new different headset (Quest Pro, coming from an Index) and I had to figure out how to make it comfortable enough, because you're right that out of the box, they rarely are. (Except Index, which is still one of the best all-around headsets, even years on)
But I figured out a comfort fix because I'm hooked: I'm in VR 10-20 hours a week these days, because I use it to transcend my physical body and hang out with friends around the world. There are even sleep worlds in VRChat where people literally sleep in VR! Also, less intentionally, sometimes you're hanging out and someone passes out on the couch and starts lightly snoring. As above, so below. :)
In some ways, sci-fi is here! It's just, like bars, beaches, or boardgames, not for everyone.
For regular folks, you must have messed something up in your real life pretty badly to waste it in VR in such ways. Real life can have amazing experiences, adventures, passions, extreme sports, experiencing different cultures through real social interaction. But it requires actual effort to get there, not just throwing some money at the problem. Efforts build character, lack of them shows.
If all that sounds old school, boy am I glad to belong there.
> It's impressive, but it starts to hurt after an hour or so.
The issue is that "impressive" wanes after a few weeks or months, while comfort tends to improve by additional adjustments and customization. What VR is missing is long-term content, the stuff you use VR for after the initial wow-factor has vanished, the stuff that takes advantage of the 360° 3D screen in front of your eyes and the 6DOF controls without just being gimmicky.
That's one issue I think Apple handled much better than Meta. On VisionPro you have full 2D app support, so most of the apps just work. It might sound boring, but VR needs to embrace that kind of boring when it wants to survive long term, since boring stuff is what people do with computers 24/7.
On Meta Quest things are much more of a mess. There is no clear vision for what's the headset is actually good for. You have a few lackluster games here, a few exercise apps there, a "Metaverse" that still feels woefully incomplete, basic 2D app support without Google Play Store, no easy way to watch movies and a whole lot of other half done ideas.
Another reason personally also, it is more tedious to develop games for VR wearing and taking off the HMD all the time. I can imagine this would deter other developers not wanting to make VR games, it's already a slow painstaking process to make games already.
I think also the amount of apps you have to switch on your desktop if using PC also means you keep taking the HMD on and off before you begin to play. Too many barriers to entry when it should be a convenience thing, wear and go!
Not everybody is physically fit/young/healthy or wants to just do physical gaming which i think leads to lack on incentive to use VR too. I personally play most games now via my monitor or projector screen and use VR for simracing as there really is no comparisson here. So VR Great for sim cockpit type games, flying and racing but for everything else, it's back to good old pancake mode monitor instead.The one trick though is that I drink about a liter of water every hour I'm using the headset, even when doing low impact games like golf. The headset is super dehydrating, and I suspect that is the cause of many people's discomfort.
You have to have a bottle nearby that you can drink by feel.