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What Features Of True Vr Would Bring The Most Commercial Success?


Panther

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I'm sure many people here have their idea of what an ideal true virtual reality (credit for that term goes to @kayaba from Brain Jackers). However, the smallest differences in features could be the difference between dominating the gaming industry and being in the news for a few days before dying off. 

Think of it this way: kids will always be a major part of the gaming industry. Let's say the device cuts off your hearing while you use it. There will be many safety concerns, sure, but on top of that a parent would never buy something like that for their kid. Even putting a kid for sleep would be hard for a lot of parents to grasp. If there was nothing to stop you from logging off before you get dehydrated or very hungry, the product's public reputation would be really bad.

A system would need to satisfy what people are looking for but cause no real safety concerns. These types of limitations may be very important in the kid industry, but say someone wants to experience complete immersion. That could be a second product that is much more expensive, used in the military, and for studies. The kid model could even have parental controls which would be another major selling point.

If a company or group succeeded in making some form of true VR, the best way to have the most success would be to have multiple levels of immersion, all of which would still be immersive. There could be an education model mainly based on ar, a kid gaming experience that creates close to 0 safety concerns (and have none of the things kids would be better off not seeing like super realistic gory scenes), maybe a couple other options, and then an expensive full experience for military use or rich adults. 

That sort of plan would dominate the vr field as you would cover all of your audience.

Anyways, that was my take on the type of things that would bring the most success to a group that is able to create something to the true vr effect. Feel free to comment any of your own opinions on this topic.

Also, if you feel you are qualified and are interested in joining an actual working and organized group, check out the AOVR thread which you can get to in the same list you found this in. 

Have a good day!

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I have seen that term elsewhere, written before I used it (yet I hadn't seen it elsewhere when I started using it). Thanks for crediting me, yet while I may be popularizing it, I didn't make it :P

 

Kids will be a major part yet they will likely not be able to pay for such a machine. I honestly do not think a parent would mind once it's been proven as safe BUT I would be more concerned about it even working with their developing brains... I do think parents will be concerned if there's no auto logout BUT as long as they can unplug the headset safely, that shouldn't be an issue.

 

Parental controls can be added in via software and should exist for any game console.

 

I was discussing having the interface be separate from the computer. A computer could handle VR (full sense data + knockout), your phone AR (some sense data)... this would allow people to use it in school and at home, as one device. The design would be interesting to see (based on electrode positioning) and you would have to see what the requirements are (battery and CPU) for AR, yet that could work.

 

I think the 'expensive full experience' should just be a better processor behind the device and not relative to the device itself. Modularity ;)

 

It wouldn't be too hard to adapt the device between AR/VR and it would offer more features/eliminate more competitors (if it did both well). I think that if it doesn't make the design/layout too complex. this is the way to go.

 

--@Kayaba
 

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