08-01-2018, 09:47 AM
https://www.extremetech.com/gaming/27451...a-tailspin
Quote:So what are we to make of all this? Right now, VR is still niche territory. The games that are shipping for VR are mostly smaller indie titles, with a few AAA exceptions. There are no must-have VR games right now, and there aren’t a ton of virtual reality games coming in the immediate future. And part of the problem is undoubtedly the slowing pace of PC evolution. Consider this: If VR had launched in 2004 and this were 2006, we’d be on our second new GPU architecture just since VR debuted. Back then, it was normal for GPU performance to nearly double every year. Instead, AMD and Nvidia have launched one new architecture each since VR deployed. This matters, because new architectures are how the GPU market principally drives performance to lower price points. There also needs to be better clarity regarding what kinds of VR experiences are practically supported on hardware, to avoid situations in which someone buys an Oculus Go thinking they’ll be getting something they can use for PC or console gaming. As the market grows (assuming it does), those kinds of confusions will become more commonplace.
If I’m being honest, I’m more pessimistic about VR’s success than HTC is. It’s not a lack of enjoying the medium, but the fact that we still have yet to see much in the way of killer apps. I think VR still has some time to solve that problem, but not too much of it. If VR hasn’t established itself as a player by 2019, the chances that Sony will continue the experiment with the PS5 seem slim — and if Sony and MS don’t support VR on next-generation consoles, the chances of it gathering much momentum seem that much steeper. VR and AR could still succeed in commercial markets, but so far we aren’t seeing the consumer impact we’d hoped to see more than two years after launch.

