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Nah, people spend 700 on consoles, the biggest barriers is comfort.

As long as the headsets are heavy, I won't get one, no matter how great the graphics are or how good the game is



And even more so for people with corrective lenses and/or weird eye behaviors.

Didn't stop me from getting two different Oculus headsets (and some custom corrective lense inserts) but ultimately, comfort is what made me give up.


Bigscreen Beyond 2 is 107g


1400 Euro, yeah... No...I would like to have something light, with just enough power to stream from my pc via WiFi.

That's it. No idea why something like this doesn't exist. ( Or it exists and I don't know it?)


I expect part of it is that the contemporary recommendations for VR are extremely meaty - something like 2160x2160 and 120hz with stereoscopic rendering meaning you're rendering every frame twice.

That's more than 1.1 billion pixels per second. At 24 bits a pixel that's something like 26Gb/s of raw data. And that's just in bandwidth - you also need to hit that 120hz of latency, in an environment where hiccups or input lag can cause physical discomfort for a user. And then even if you remote everything you need the headset to have enough juice to decompress and render all of this and hit these desired throughputs.

I'm napkin mathing all of this, and so I'm sure there have been lots of breakthroughs to help along these lines, but it's definitely not a straightforward problem to solve. Of course it's arguable I'm also just falling victim to the contemporary trappings of fidelity > experience, that I was just criticizing.




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