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What will end up pulling most people into VR is seeing other people, in some social platform, in VR, in full body tracking. Like imagine if among all these tweets there were virtual people walking around the screen, tracked head-to-toe, interacting with each other in ways that...
...looked just how people interact in real life. Then you'd just be sitting here being able to type text snippets at them, or maybe talk over your mic at them. It'd be very apparent there is a severe imbalance in the effectiveness of ability to communicate and interact. People...
...in VR could be talking with full expression of body language, dancing, hugging, whatever, then you the screen-user can only watch that through a screen typing or speaking at them. Yes, if most people were exposed to such a platform one by one people would be drawn into VR...
...just because of how clearly it improves capacity to communicate in the platform. This is what happened in VRChat. I presume few people were like "I am going to spend a grand on a PC VR headset to go in VRChat". No, most people first went into VRChat on desktop, met people...
...in VR, clearly saw how much VR and fully body tracking enabled better communication and interactions, then bought VR to participate. It's the same dynamic that I see as having drove sales of better and better cameras on smartphones. Someone would post a nice clear...
...photo on social media or a dating site or something, this clearly gave them an advantage in their ability to communicate on such a platform, others saw that and wanted to have a comparably good camera themselves. One by one, over years, everyone has ended up with a phone...
...that has a camera that can produce high-quality images. Better cameras became one of the biggest driving forces in smartphone sales. The ability of a device to enable better participation, communication and interaction in the social fabric innate to the medium of the...
...device is the primary thing that drives mainstream adoption. Games, applications, faster chips, higher resolution etc. etc. All secondary to; does it enable better participation, communication and interaction in the social fabric of the medium? So what will sell VR hardware...
...and get more into it? Well first people need some social platform where screen users and VR users intermix, then that platform needs to support every possible VR technology that can enable better self-capture and self-expression to put on display the greater capacity of...
...participation, communication and interaction such technology enables. Then people will want that greater capacity to participate. Full body expression, full facial expression, tracking of everything, so important. But also custom avatars, what better enables full...
...self-expression than being able to design your whole body and everything about it? This is why what will continue to compound users into HMDs is whatever enables screen-users to intermix with VR-users that have full body tracking and all the new tracking tech and also...
...custom avatars. Wherever the mix of all those elements is allowed to exist will always be the center where the XR HMD userbase will continue to compound, grow user count and drive hardware adoption. Some device or platform could be 10x better in multiple regards but...
...if it doesn't plug into something that enables full body tracking, facial and all the tracking tech, and also enable VR-users and screen-users to intermix socially, and also enable full custom avatar creation it will be peripheral to whatever does enable that.
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