It has been a while since I wrote about VR. The last time I mentioned is was in a post where I said I was moving away from this new medium after being immersed in it for over a year.
The reason for my departure from Head Mounted Displays was that after my first VR experiences, the wow-factor had quickly—and totally—evaporated. I could wow newcomers with it, but my Oculus Rift DK2 and first-gen Samsung Gear VR became dust catchers on a shelf before I sold them in the end of 2015 (with a surprisingly high profit).
More specifically, the reason I stopped caring about VR was the lack of interesting content. None of the “VR experiences” I tried—passive ones, games and certainly not 360° videos—could convince me that this medium had a future beyond Wii-like first-time wows and corporate trade shows.
I still think this is true today. None of the available or announced VR content is going to make it the next thing every consumer wants—certainly not at the current price and probably not even at any price. A $2 Google Cardboard viewer will be fun enough for kids for years to come.
There will never will be a mass market for VR as an entertainment technology: consumers aren’t going to watch full sports event with it, watch movies with it or play full games with it.
This made me believe that VR technology has no future at all. I wasn’t going to spend $2000 of my hard-earned money on a HMD and a overpowered gaming PC.
But then I tried Tilt Brush—a Virtual Reality 3D painting application acquired by Google in April—for 5 minutes. And ordered an HTC Vive and a Gaming PC (Alienware Aurora with Nvidia GTX 1070) the same day.