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The problem is all the great stuff is on Vive and Rift which is inconvenient to jump into. Then you have Oculus Go which is convenient to jump into, but there's not much great stuff due to lack of hands (crippled interactivity), and will get shelved with little re-engagement.

The Second Life continuations aren't the best examples to measure VR's traction. I'd look at user re-engagement of apps on the level of Bigscreen, Rec Room, Beat Saber, Google Earth. Those apps get people back into the headset and capable of logging 1000+ hour playtimes. Once high-end capabilities (6DoF head / hands) meets convenient form factor (standalone, wireless), I expect to see VR gain wider traction.



You do have a controller for oculus go and it works quite well if you're not moving.


It's only one controller that can only wiggle.


you'd be surprised how much you can do with it. Try Virtual Virtual Reality, it just feels like you can freely movie it. The illusion is strong.


I've tried it all. VVR was okay for like a few minutes. I didn't feel any illusion, flipping a pancake and such still felt like a wiggler. It's not just "feeling" like being able to move it, 6DoF enables an entire class of interactions that is impossible on 3DoF (e.g., having your hand doing something even if you're not looking at it).




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