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> LaserDiscs, interactive TV, VRML (yes, "VR"), 3D TVs, Google Glass, and (probably) smart watches.

I've lived through all of those and this generation of VR feels like a different thing.

I'm normally reticent to buy into bleeding edge tech. (I'm a 'wait til the price drops' kind of guy) and I opened my wallet for a new PC and a Vive within 3 weeks of borrowing a DK2.

This hype is enthusiast and consumer led - and not in the way Laserdisc had it's "enthusiasts" - it's the kind of tech that makes people want to switch careers.

I think it's fortunate that VR has coincided with the rise of crowdfunding and the renaissance of indie devs. That is going to help see it through it's difficult early patch.



Laserdisc failed because of cost/competition from competing platforms. 3D TVs were an add-on to a commodity product to help differentiate it in a technologically stagnate market. Google glass was experimental.

VR on the other hand is a technology evolution. You could argue we're too early in the adoption hockey stick. But I doubt you could even begin to compare it to those other products.

It seems like there are already enough early adopters to fuel the growth it will require (product-wise) to get mainstream adoption.

As others have mentioned, this has only scratched the surface in the consumer market. But the B2B applications are so wide that this could be huge there alone in terms of simulation, training, and business process automation.

I doubt someones poor experience with some early stage VR tech is enough to discredit the wider potential of the platform. Even if the consumer gaming side is niche for another half decade.


Ok, so what other mainstream product/technology went through a similar evolution as you claim VR is doing now? Recall 2 things:

1. VR has been tried in the past and went nowhere.

2. Adoption of mainstream things is usually pretty steep (cell phones, PCs, TV, Internet access)[1]

If you're saying current VR hardware are the "mainframe computers of the 60s and 70s" and we're still yet to see what the "personal computer of the 80s/90s" will be for VR, I can maybe buy that but I still have unanswered questions and would bet against it.

Also, current VR is also an add-on to a commodity product (PCs and gaming consoles).

You say niche for half a decade ... he says an "explosion" in less than 2 years. I don't get it.

[1] http://imgur.com/a/dr5rQ


> If you're saying current VR hardware are the "mainframe computers of the 60s and 70s" and we're still yet to see what the "personal computer of the 80s/90s" will be for VR, I can maybe buy that but I still have unanswered questions and would bet against it.

I'm not saying that it's a mainframe. In regards to the consumer market I think it is the personal computer but rather a PC with Windows 3.1, while the market is waiting for Windows 95 - and the explosion in software that came with it.

> Also, current VR is also an add-on to a commodity product (PCs and gaming consoles).

PC's are a commodity product but not the software that runs on them. Which is why one generates trillions more dollars than the other.




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