> When I can just slip on a pair of VR/AR glasses and throw away my monitor is the moment I believe VR/AR has "made it".
They also have to last a good amount of time between charges (wired AR glasses are likely going to be a no-go outside of the office).
It's likely going to be a while before AR becomes viable as more than just a novelty. My guess is that Meta is banking on there being an intermediate commercial stage, where enough corporate customers come on board for visualization & remote work use that they're able to maintain engineering momentum.
It's also possible that a consumer oriented product is farther along the development pipe than expected. Apple is likely the only company at this point that could force mass-adoption with a first generation product. If they release something in, say, 2023 and it becomes widely adopted, Meta would be positioned better than most competing companies to capitalize off of it.
I don't know, I really think we're at an inflection point with VR. People have realized nobody will buy a tethered headset, so things are either streamed over wifi from your computer or compute is on board; both work really well. Screens are getting extremely high-res and high-refresh for not that much money. You don't need a very powerful computer to drive them unless you're gaming, and the real killer app is replacing your work setup.
I think of that photo of the dude from 1980 with all the electronics equipment - microphone, camcorder, disc player, mobile TV, boombox, etc. - things that are all replaced by a smartphone everyone carries in their pocket. I think it'll be the same with my home office: desk, chair, monitors, monitor stand, microphone, webcam, computer - all will be replaced by a VR headset. The only thing it doesn't replace are input devices like keyboard & mouse, and pointing devices might get replaced by eye tracking. A common prediction is that the majority of knowledge workers will be in VR full time by the end of the decade, which honestly seems reasonable to me.
I think before anyone will be spending a day in VR, they’ll need to solve the motion sickness problem. I know people who puke within 30s of being in VR, violently.
Yeah people are very image conscious, as long as you look like robocop nobody is going to wear that stuff. It's fun to goof with, and maybe gamers will be okay with it in their basements and dens but it's not going to be "Ubiquitous until it's Inconspicuous"™.
> It's fun to goof with, and maybe gamers will be okay with it in their basements and dens but it's not going to be "Ubiquitous until it's Inconspicuous"™.
Or - hear me out - you could market the shit out of it until it's no longer goofy. Take Bluetooth headsets as an example - they used to be tacky and the users would appear obnoxious by default, until Apple made them white and expensive, and marketed them as aspirational products.
It's plenty sharp. I'm typing this on the quest 2 right now. Hard to tell exactly but the virtual monitor seems to have resolution better than 1080p at least. I use 23" 4k monitors IRL so it's a downgrade in that respect, but the flexibility is interesting.
I'm also looking forward to UI innovations moving beyond the desktop screen paradigm. Like each window floating in 3D space, stuff like that.
When I can just slip on a pair of VR/AR glasses and throw away my monitor is the moment I believe VR/AR has "made it".