No killer apps exist. yet.
And that is the problem with Virtual reality in 2016. The VR pioneers are all singing the same song on this one.
Marc Metis, vice president of HTC Corp, maker of the Vive headset, says that when the content is ready, the VR experience will be a radically different way to play and work.
Content creators, such as writer Christopher Mims say the VR isn't ready for prime time. And the gap between expectations and reality could cause the VR hype train to crash into a wall.
Even as new headsets arrive, how much deeper will the next generation of experiences be? Not much, according to Rene Pinnell, head of Kaleidoscope VR, a production studio. Pinnell says VR is so new that the hardware has run ahead of the content.
Aside from games, the VR business model is unclear. Games are sold through app stores such as Steam, Oculus Store, and Google Play. But because of content limitations, it isn't clear yet what works and what doesn't.
According to CNet, no one is quite sure just yet how popular VR will be, but the bets are not small. Analysis Group estimates worldwide revenue from virtual or augmented reality to be between $2.8 billion to $125 billion through 2020. That's a wide gap in big numbers.
Every major tech firm is betting big on what they believe is a 'once-in-a-generation' technological sea change and a huge opportunity for both business and even just visionaries ready to enter the game-making matrix.
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