Is there anything holding VR back from achieving it’s potential?

Is there anything holding VR back from achieving it’s potential?

Whilst VR headsets, in one form or another, have been around since the 1990’s, only now have we reached a point where we can safely say that the technology is here to stay. And not only that, it is the cutting edge of video game technology, and as a result, the industry is expected to swell massively over the next few years. The reason VR is becoming so successful and popular is because, if done well, it offers a sense of immersion and involvement that is simply unmatched by traditional console systems. As well as this, the applications for VR stretch beyond the video games industry, with medicine touted as being a particular beneficiary.

But whilst there is a spectrum involved when it comes to motion sickness, a not insignificant percentage of users still suffer in one way or another. Some people may find that after an hour of use, they suffer from no ill effects, whilst others may feel sick and have a headache for hours after use.

And there are a number of sticking points that might potentially stop the technology being as widely used as the developers would like, and one of the primary reasons for this is customer expectations.

Gamers demand a certain standard from console and PC games. For between £40 and £60 we expect high quality, AAA graphics and countless hours of gameplay. Whilst this is a very reasonable request on a console, the fact is that it is very expensive to develop this quality content for harder that still lags behind its rivals.

This, combined with comparatively high upfront costs could prove to be a major stumbling block. Given that to buy a capable PC and headset could cost up to £2500, and you can get a console for far cheaper, with better graphics and more games to play, customers may purchase the latter. This is a major problem because without investment, the price f the technology won’t come down to something more affordable. The headsets that are cheaper, such as Sony’s PSVR system, tends to be the ones that are most prolific.

In the near future, dozens of different companies are going to realise their own interpretation of VR headsets, and as competition stiffens, the quality of the headsets will go up, as well as the price going down. This in turn will lead to better content, more akin to what gamers expect from their consoles, being released.