When Will VR Be Main Stream?

Virtual Reality has been called the next wave of computing technology. Even with this such reputation, VR together with augmented reality and mixed reality has been slow to catch on.

With a technology that has so much optimism and potential, it is almost impossible to comprehend why VR hasn’t been mainstream, yet.

Reasons Why VR Isn’t More Prominent

Long before its conception, the seeds of virtual reality was already planted through science fiction. The main goal of VR and its kin is to bring fantasy into reality. It is quite ambitious, but with our current technologies today, they are stepping in the right direction.

There are still debates about the issues of ergonomics and usability of VR technologies, that is why there aren’t more people using it nowadays. Here are some points on which VR is lacking:

  • Natural Input Devices
    VR has gone far into developing amazing technologies that provide visuals and sounds. When it comes to interacting with the program, the most predominant input method is a motion-sensing stick.
    The issue here is that, as commonly observed with first-time users, their instinct is to reach out with their hands. The limitations in users interaction through clickers, sticks or ring controllers, breaks the perfectly rendered optical illusion. These input devices lack the capability of mimicking the freedom and liberty of interacting to a real world.
  • Cumbersome Equipment
    With regards to the hardware, VR technology is still far from being particularly ergonomic. The cables attached to the devices are easy to trip over. The weight of the headset limits mobility and gets uncomfortable after long usage.
    It is a limitation of the current technologies and manufacturing, not VR, but it is still cumbersome and problematic. Not until these issues were solved, will VR takes the forefront for users and the market.
  • Occlusion Problem
    The problem with VR nowadays is having a device directly put in front of your eyes. It blocks your view of the real world with a screen. Users are purely engrossed in the virtual scene rather than involving the outside world.
    Users have to be cautious not to trip or bump into something around them as they move. It also lacks interaction with other people or users actually beside you. Instead, it isolates you into your own virtual world.
  • Inefficient Interface Design
    It is most unfortunate that VR software today is that it hasn’t gone beyond the functions of computers and mobile devices. Windows, icons, and pointers don’t translate well into the virtual world.
    They are highly inefficient and difficult to use. Typing and manipulating windows with arms and wrist movements is tiring. If developers don’t change its course farther away from the traditional computer interface design, it will be a great waste of potential.

Problems That Are Holding Back VR

The VR Technology is continuing to evolve and rapidly change the way people work in several industries. There is an increase in demand for VR to use in design projects collaboration by engineers and manufacturers.

Doctors use it for medical training. VR makes it possible to host teambuilding and company retreats in virtual environments. It also helps training salesforce to improve customer-service interactions.

But with all its improvements, it still lacks in two aspects that hold it back.

  • Hardware
    For business owners and professionals, VR is a cost-effective tool. But for others, high-end VR headsets and powerful PCs are quite expensive, especially for personal use.
  • Content
    The cost of the setup is high-valued for some, while the content is still lacking. There is difficulty in finding qualified virtual reality developers. Content producers from gaming or filming are finding it hard to transition to virtual reality as it requires a new set of skills.

Factors Affecting VR From Becoming Mainstream

The success of smartphones lies in making everything relevant to the needs of their users. VR technology is entirely different from smartphones, but it their path might be the key for VR to become finally mainstream.

  • Inaccessible And Expensive
    You need both high-end PC and high-end VR headset. Most people don’t own powerful PCs, mainly because they are not quite affordable for some.  And, it is not realistic to buy a high-end PC just to own a VR headset. Another reason not to buy a PC is that they already have a substitute, which is a smartphone.
    People live today in an era where everything needs to be easy, simple and affordable. For VR to be relevant at this time, it needs to be much, much more accessible. It needs to be easier to use. And, of course, affordable.
  • Lack Of Compatibility With Mobile
    For starters, you should know that VR headsets for smartphones are different with the high-end VR headsets for PCs. They are not as powerful as PC-based VR, but they are more relevant today as they are compatible with smartphones, well most of the time.
    Some VR Headsets are not compatible with all kinds of smartphones. Mobile-based VR headsets need to have a universal operating system and be able to work with major platforms. Major mobile companies have high-end VR headsets in the works, but users would also need powerful smartphones to make it work.
  • Developers Underestimated Cardboard Platform
    Cardboard platform is the most affordable and is compatible with any phone. Although, it is not the most powerful VR headset. It is commonly used today for educational and marketing use.
    As it is already relevant and accessible, developers should have delved deeper into this platform to enhance the quality of VR experience.
  • VR Is Not AR
    In the search for evolving VR, most developers’ approach leads to creating new augmented reality frameworks. Rather than, using both AR and VR together, or as they call it a Mixed Reality.
    The new approach should have been a perfect blend of digital content and actual conditions of the real world. It will open up a great avenue of functions and social opportunities.

In Conclusion

Like with any other technological advancements, VR still has a lot of factors that inhibit its growth into the mainstream. But these are not a cause to abandon this pursuit.

Virtual Reality has a lot of potentials. Users might become eager to embrace this technology if VR proponents find the right combination of hardware and software.

References:

https://virtualrealitypop.com/why-isnt-virtual-reality-going-mainstream-already-edb7735bfc10
https://www.slashgear.com/virtual-reality-why-it-still-hasnt-taken-a-hold-22520459/
https://techcrunch.com/2017/08/26/this-vr-cycle-is-dead/
http://www.information-age.com/whats-holding-virtual-reality-back-123470073/
https://techcrunch.com/2017/11/05/whats-holding-back-vr/
http://www.businessinsider.com/virtual-reality-no-interest-nielsen-thrive-survey-chart-2017-5

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