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VR still makes 40-70% of players want to throw up, and that's a huge problem for the companies behind it

Why virtual reality makes a lot of us sick, and what we can do about it.

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  • 1990s: VR is the future. Put these on!

    2000s: VR is the future. Put these on!

    2010s: VR is the future. Put these on!

    2020s: VR is the future. Put these on!

    • It's almost as if we shouldn't listen to the marketing types that are trying to sell a product, but rather what the end users say.

      I remember trying VR in the 90s: from the VirtualBoy to expensive and bulky setups in malls. I've tried 3D TV, google cardboard, and the range of consumer VR across the decades. They were all fundamentally flawed and like everyone else I was jaded. Then I tried what the 2020s had to offer.

      My take away is that the technology available has finally reached the point where consumer VR is starting to become viable. We're seeing the first real prototypes that have the capacity to evolve into something practical. It's still expensive, bulky, and limited -- but the fundamental issues that plagued previous generations of VR have mostly been addressed.

    • They really really want to sell us new trinkets.

      In my mind they look like little Goblins or Ferengi who dream about all the other VR related stuff people can start buying when finally VR headsets become common.

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