Re:17
I’m just relaying what the overall consensus is from all the gamers I’ve watched on youtube and twitch for a decade. Of all the platforms that are available, VR gameplay make up 10% or less of content for the reasons I mentioned. It makes users sick and scared and frustrated with setup. It seems to end up being more of a torture device.
I have a pair of David Clarks for work but I can never get past half a day without them making me sore and giving me a headache. For both, the ultimate results are not pleasant.
I have no doubt that many people get nauseas wearing VR goggles. Outside of flight simulators I don't have much actual gaming experience. I think that it probably depends a lot on the type of goggles and optics, the game, and how motivated the person is to overcome this problem.
If most people continued to have much of a problem with this after they became used to them... I doubt that VR use would be growing at the rate that it currently is.
"The global virtual reality market size was valued at $19.44 billion in 2022 & is projected to grow from $25.11 billion in 2023 to $165.91 billion by 2030."