Showing posts with label VR. Show all posts
Showing posts with label VR. Show all posts

March 04, 2022

HTC's death spiral, continued

Way back in 2017, I was confidently predicting that VR would not be a widespread thing in 5 years time, as some were predicting, and that companies which were betting their futures on VR would come to regret those bets. In particular, I'd called out HTC, the former darling of the Android smartphone business, as being especially poorly positioned to make such a bet.

Fast forward five years, and most of those predictions are still holding up. VR is still not a widespread thing, in spite of Facebook Meta dumping $10 billion USD into their VR business and counting, and "Meta" is just the latest attempt to rebrand VR as something else. Do you remember XR? I do, but I'm probably the only one.

And HTC, having already pivoted from VR to Meta, and then to blockchain, is still desperately searching for the buzzword which can save them.

As reported by The Verge:

HTC’s slow-motion fall from smartphone grace is reportedly set to continue in 2022, with the company said to be working on a new “metaverse”-focused phone in April as the remnants of the once-flagship smartphone company continues to desperately cling to whatever zeitgeist term it can to stay afloat, according to DigiTimes.

[...]

The news sounds a lot like HTC’s last major pivot towards relevancy: its Exodus line of blockchain phones that its offered for the past few years. Promising decentralized apps (“Dapps”) and a built-in cryptocurrency wallet, the phones could run blockchain nodes and even mine paltry amounts of cryptocurrency, but — like many instances of blockchain technology — it was a solution largely in search of a problem that never really took off. 

[...]

HTC’s main announcement at MWC 2022 was the debut of a nebulous “Viverse” — the company’s metaverse concept that promises to fuse VR, XR, 5G, blockchain technology, NFTs, and more together into a new, futuristic platform.  

[...]

Given that HTC’s Viverse doesn’t really exist — nor does widespread adoption of any modern metaverse concept — it’s easy for the company to just say it’s making a metaverse app or phone. After all, who’s to say that you aren’t?

I will give HTC this much credit -- they've lasted longer than I thought they would. But considering that consumers are not showing any appetite for Metaverse, or for blockchain products in general, outside of a small group of well-heeled early adopters, I don't see why anyone would want HTC's blockchain-based Metaverse knockoff.

I mean, seriously.... Viverse? So much for dignity, I guess.

April 12, 2021

VR has failed to thrive in the pandemic

This isn't how it was supposed to play out. 

As the COVID-19 pandemic's first wave gathered speed, and fortunate souls like me switched from meatspace commuting to tele-commuting, I started seeing more and more takes like this one, from CNBC:

Virtual reality is booming in the workplace amid the pandemic. Here’s why.

After years of promises and false starts, Covid-19 has driven a record number of workers remotely and could finally usher in their regular use of VR and AR at home — or at least give the tech a push on the path to mainstream.

A PwC report last year predicted that nearly 23.5 million jobs worldwide would be using AR and VR by 2030 for training, work meetings or to provide better customer service. According to a report by ABI Research this year, before the pandemic the VR market was forecasted to grow at a 45.7% compound annual rate, surpassing $24.5 billion in revenue by 2024. Virtual reality used within businesses is forecasted to grow from $829 million in 2018 to $4.26 billion in 2023, according to ARtillery Intelligence.

The alert among you will have already spotted the repeating pattern here: a click-bait headline that talks about a VR boom as if it's happening, then immediately follows with a sentence that only says that it could happen; and "analysts" with skin in the VR game, bullishly predicting that VR will grow into a multi-billion dollar business in the next five years, in a report published a year earlier, before the pandemic had even started. In short, a lot of speculation with no substance, breathlessly presented as if CNBC were reporting on something that was already happening.

We've been seeing this same pattern play out for years, in no small part because analysts like PwC have been making these same predictions for about five years now, without the predicted VR boom ever happening, but COVID-19 changed a lot of things. Did it change this one? Was this actually VR's hour, come round at last?

October 30, 2020

VR won't be a "meaningful" part of interactive entertainment for YEARS, according to SONY

Among all the languishing and failed VR products, Sony's PlayStation VR stands out as the closest thing VR has to a success story. Sure, Google's Cardboard VR or Samsung's Gear VR may have moved more units, but PSVR has handily outsold all integrated-display VR headsets, combined. The problem is that even those industry-leading sales numbers are far below VR's early projections; worse yet, they were entirely front-loaded, with basically nobody buying in after that first wave of early adopters.

PSVR fans kept showing up for E3, year after year, hoping for a big VR announcement from Sony, only to leave disappointed. The next-gen PS5, which will land in stores only days from today equipped with more than enough grunt for VR, does have a camera module available for sale, but it isn't PSVR-compatible; if you want to use your last-gen PSVR with the next-gen PS5, you'll need an adapter. The only thing that could speak more loudly to VR being low on the priority list for Sony would be some sort of official statement to that effect, from Sony themselves.

And now, as reported by The Washington Post, we have exactly that:

And that, as they say, is that. The most successful player in the VR game has no plans for a next play, anytime in the near-to-foreseeable future. Stick a fork in VR, folks; it's done.

VR apologists will likely look to Ryan's "at some stage"/"in the future" remarks as signs of life, but don't be fooled; that's just the corpse, twitching. Sony has to say something to assure buzzword-sensitive investors that they haven't given up on one of tech's juicier buzzwords, because admitting that VR's years-long campaign is ending in defeat could cause the share price of whoever admits it first to drop sharply, something which Sony would rather avoid. 

But their reluctance to flee the VR field first should not be mistaken for a desire to keep fighting the VR fight; Sony is done with VR, unless and until somebody else succeeds in convincing consumers to adopt the technology en masse. With the second-biggest player being Facebook VR née Oculus, who have nailed their VR fortunes to the larger platform's declining user count, that's looking less and less likely to happen.

Of all the companies doing VR business, the only one that might have been making money from VR was Sony. What we've now learned is that even Sony are not making enough money from VR for the tech to be worth any more investment. 

Oh, sure, Facebook and Valve have deep enough pockets that they can probably continue to lose money on VR for a while yet, but don't expect that to propel VR into the forefront of the public consciousness; it won't, and neither will the upcoming Ready Player Two (the sequel to VR-advert/movie Ready Player One, which also didn't more the needle on VR).

It's all over save the shouting; how long the likes of Facebook and Valve will keep shouting into the VR void remains to be seen.

August 18, 2020

In case you needed one, here's another reason not to buy an Oculus VR headset


 

As reported by The Verge:
Oculus will soon require all of its virtual reality headset users to sign up with a Facebook account. [...]
Starting later this year, you’ll only be able to sign up for an Oculus account through Facebook. If you already have an account, you’ll be prompted to permanently merge your account. If you don’t, you’ll be able to use the headset normally until 2023, at which point official support will end. [...]
Facebook also says that all future unreleased Oculus devices will require a Facebook login, even if you’ve got a separate account already.

Yay?

If you're wondering why Facebook would possibly want to add even more barriers to entry in the way of VR adoption, in spite of the fact that almost nobody has a VR headset or cares about VR, the answer appears to be

a) consolidating Facebook’s management of its platforms, and

b) slightly simplifying the launch of Horizon, the social VR world that Facebook announced last year.

Of course, Facebook's disastrous record on privacy and data security makes 'a' problematic right out of the gate, and 'b' is only helpful is people care about Horizon... which is so thoroughly not a thing that even I hadn't heard about it, and I've been following this shit.

GG, Facebook! Well played. With most of your customers having bought those headsets only because they could also use them with Steam, you've now spiked your own sales, and probably the overall sales of VR headsets, for no other reason than sheer, monopolistic territoriality.

May 29, 2020

BREAKING: "Spatial Computing" is still bullshit. Surprise.

I first encountered the term "spatial computing" in a Reddit thread on the topic of VR. My post touched on a theme which should be familiar to anyone who's read any of the other posts on this blog about the subejc: that VR is only good for qualitatively enhancing a limited subset of existing experiences, without enabling anything quantitatively new. In other words, it lacked a strong use case, and would never see widespread consumer adoption until that changed. To quote Palmer Luckey, "No existing or imminent VR hardware is good enough to go truly mainstream, even at a price of $0.00."

One VR defender fired right back, though, declaring my statement to be "simply not true," before going on to list of a bunch of qualitative enhancements to existing experiences like telepresence, social media, and spatial computing, which is defined as "human interaction with a machine in which the machine retains and manipulates referents to real objects and spaces." In VR, specifically, that equates to the use of physical actions in place of other input schemes, i.e. motion controls, which also didn't require VR, and which have stubbornly not replaced other input methods because motions controls suck.

November 24, 2019

Is Half-Life: Alyx the killer app that VR has been waiting for?
Spoiler Alert: No, it probably isn't. But it does look cool.

In what has to be the biggest hype/news to hit the VR scene for quite some time, Valve Software have finally released another full-blown game, for the first time in forever. But that's not even the big news -- the big news is that the game is a Half-Life game. And while it isn't Half-Life 3 (it's actually a prequel), Half-Life: Alyx is not only a new Half-Life game, it's a VR-only game.

Oh, and it looks pretty good, too.


The stakes couldn't be higher; TechRadar called Alyx, "a gambit where the very future of VR gaming is at stake." And while that might sound hyperbolic, it might not be wrong, with the announcement of Alyx prompting some VR evangelists to dub this the "killer app" that VR has long been lacking.

But, while some of the gameplay we're seeing will clearly need either Oculus Touch controllers, or the Knuckles controllers that ship with the Valve Index, I'm not convinced that the experience on offer here is different enough to convince skeptical consumers to suddenly jump onto the VR hype train; and I'm not convinced that the Half-Life IP, iconic as it is for the video game industry, is actually broadly popular enough to prompt non-gamers to buy VR headsets just to play it.

November 13, 2019

John Carmack jumps from VR to AI

I'm calling it right now: VR is dead. It's not, as someone tried to convince me recently, five to seven years away from breaking out, once they figure out exactly what socialization and spatial computing are and how VR can make them happen. No, VR is over; this generation of VR has failed.

For proof, look no further than John Carmack, who left id Software for Oculus because he was just that excited about the possibilities of VR, and who is now jumping off the VR ship before it sinks and takes him down with it. As reported by The Verge:
It was unclear whether the problem with no solution in sight referred to VR, or AI, or both.

People, if John freaking Carmack can't figure out what VR is good for, or how to convince skeptical consumers to buy in, then VR is probably doomed. Palmer Luckey, who founded Oculus, couldn't solve this problem, either, and finally said that VR could be free and still not find any takers.

June 06, 2019

Google Stadia is an even worse deal than I thought

It looks like I may have one crucial detail of the Google Stadia package completely wrong.

Like many people, I was thinking that Stadia was basically "Netflix for Games," but if the team at Techlinked are correct, then Stadia may closer kin to XBox Game Pass, with a monthly fee that only gives access to a few free games, with major AAA titles being something you'll need to purchase separately in order to secure access outside of that free period.

This means that the US$1090 over 8 years cost of Stadia that I had calculated as being comparable to the average 8-year cost of console ownership is wrong. The Stadia actually costs US$1690 ($1090 for the service, plus $600 for the games), which amortizes over 8 years to US$211.25 per year, compared to the US$112.50 annual cost of console ownership over the same period. With the added disadvantage, for Stadia, that you own nothing at the end of those 8 years, compared to the console experience which leaves you with a console and 10 games that you own.

Much of Stadia's marketing is still deliberately vague, so clarification on these details could still emerge and magically make the whole thing suddenly awesome, but I doubt it. If this is indeed how Stadia will work, then Stadia... sucks. Even the free version won't actually be a new gaming paradigm; it'll just be a new digital distribution channel. Which nobody wanted. Mazel tov!

December 03, 2018

Denial of Virtual Reality

I spotted this accidental juxtaposition in a Google search for VR news, and it couldn't have been more perfect. First, from RoadToVR:
Road to VR analysis of the latest data from Valve’s Steam Hardware & Software shows that VR users on Steam have not only been growing, but are at their highest point in history.
First generation VR hardware may not yet have had its mass adoption moment, but pundits claiming the end is near for VR are overlooking strong evidence against their claims. Not only has the tech fostered a strong enthusiast community, but that group continues to grow. In fact, in November there were more VR users on Steam than ever before.
And then, from The VR Soldier:
Although there are still four weeks in the year 2018, VR-related forecasts are not looking great. Research by CCS Insight confirms there will be a total of eight million headsets to be sold throughout 2018. This number combines both VR and AR units, which further confirms the VR industry itself may face a bigger uphill battle than originally assumed.
This total figure is down by 20% compared to 2017. While one would assume sales figures to rise as more content is produced, the opposite is coming true. Further growth will occur in 2019 and beyond, according to the research. CCS Insight confirms 52 million units will be sold in 2022. Whether that favors VR or AR, is difficult to predict at this time.
I couldn't have planned a more perfect rebuttal.

The percentage of VR headset owners increased by 0.05% of Steam's total user base, with only HTC Vive and Oculus Rift showing growth that registered as more than 0.00% on the Steam Hardware Survey. Multiplied by Steam's 125 million users, that's about 62,500 headsets sold... in November, which is one of the two busiest sales months of the year.

Even Black Friday couldn't shift VR's market momentum.

The 0.78% of Steam's total users who have VR or AR headsets, by the by, similarly approximate to 975K total headsets, worldwide, since VR's launch two years ago, and to get even that high, you have to include Oculus Rift's two developer kits, which are almost certainly not in the hands of average consumers. Which must mean that the "eight million headsets" cited by The VR Soldier includes non-SteamVR users, also, like PlayStationVR, GearVR, and, presumably, Google Cardboard.

That's not enough to support any platform, and VR is a platform; headset sales need to pick up sharply, and soon, if this round of either VR or AR hardware is going to be anything other than a footnote in tech history.

Needless to say, I think that's unlikely.

November 12, 2018

Not exactly Half Life 3

Lest we forget, Valve Software isn't only working on separating their primary business, the Steam storefront, from Microsoft's Windows OS. They're also devoting significant resources to VR technology, an R&D spent which apparently includes Valve-branded VR hardware, likely iterating on HTC's Vive designs, and supporting software, including a sequel prequel to Half-Life 2.

As reported by UploadVR:
Images of a prototype VR headset with a Valve logo visible on the circuit board leaked on the image sharing website imgur. Our independent sources tell us these are in fact prototypes for an upcoming Valve HMD.
We’ve also heard the field of view will be 135° with “Vive Pro resolution.” It may also come bundled with ‘Knuckles’ controllers as well as a Half-Life based VR game that could be a prequel rather than the much-anticipated Half-Life 3.
Cue the Half-Life 3 jokes in 3... 2... 1...

And now, with that out of our collective systems, let's talk about the potential impact of this.

November 04, 2018

"Free is still not cheap enough"

I've been saying for some time now that the problem with VR wasn't its price point per se, but rather its lack of perceived value for money. There simply isn't enough that VR can do, which potential users want to do, and which they can't already do with devices that they already own. There is, in short, no reason for anyone to keep using VR after the initial wow factor wears off, a quality of current VR technology which led at least one analyst to label it as "drawerware."

That analyst and I are getting some backup, and the person backing us up might surprise you: it's Palmer Luckey himself, the founder of Oculus. As reported by RoadToVR:
Palmer Luckey, the founder of Oculus who left the company in 2017, recently published an article with his thoughts on what it will take for VR to reach the mainstream. Price, he argues, matters little if the experience is not keeping people coming back to the technology on a regular basis.
Perhaps not coincidentally, the piece published on Luckey’s personal blog this week comes just after reported priority shuffling at his former company, Oculus. Last week saw the departure of co-founder Brendan Iribe amidst reports that a significant upgrade to the Rift headset was cancelled in favor of a lesser iteration focused on keeping costs down.
Luckey’s piece, titled ‘Free isn’t Cheap Enough‘, argues that the number of headsets sold doesn’t matter if customers aren’t staying engaged with the product and using it on a consistent basis. “Engagement is Everything,” he writes.
“You could give a Rift+PC to every single person in the developed world for free, and the vast majority would cease to use it in a matter of weeks or months,” Luckey writes to illustrate his point. “I know this from seeing the results of large scale real-world market testing, not just my own imagination [his emphasis] – hardcore gamers and technology enthusiasts are entranced by the VR of today, as am I, but stickiness drops off steeply outside of that core demographic. Free is still not cheap enough for most people, because cost is not what holds them back actively or passively.”
If VR were not just cool, but useful, people would be willing to spend what it cost to buy in. It isn't, though, so they aren't, and there's no price low enough to change that value-for-dollar calculation in VR's favour. So says Palmer Luckey himself, one of the current reigning patron saints of VR. No existing or imminent VR hardware is good enough to go truly mainstream, even at a price of $0.00. [his emphasis],"  says Palmer Luckey, in what I can only describe as a "holy shit" moment for the entire VR industry. Of all the people to voice this criticism, Palmer Luckey is just about the last person who I expected might do so.

And yet, is anyone really surprised?

September 27, 2018

Facebook announced Oculus Quest, and it's already obsolete... according to its designers!

Remember when Facebook won (and lost) a lawsuit partly waged over the way they poached John Carmack away from Zenimax/ID? I wonder if they're re-thinking that acquisition after Carmack compared their next-generation "all-in-one" Oculus device to last-generation gaming consoles?

For the record, here is how Facebook/Oculus described their new device during the actual announcement, as reported by Gizmodo yesterday:
“This is it,” Mark Zuckerberg said to a crowd of developers and press at Facebook’s annual VR developers conference, Oculus Connect. “This is the all-in-one VR experience that we have been waiting for. It’s wireless, its got hand presence, 6 degrees of freedom, and it runs Rift-quality experiences.”
And here is how Oculus' CTO described the Quest at the same conference, as reported by arstechnica:
In a wide-ranging and occasionally rambling unscripted talk at the Oculus Connect conference today, CTO John Carmack suggested the Oculus Quest headset was "in the neighborhood of power of an Xbox 360 or PS3."
That doesn't mean the Quest, which is powered by a Qualcomm Snapdragon 835 SoC, can generate VR scenes comparable to those seen in Xbox 360 or PS3 games, though. As Carmack pointed out, most games of that generation targeted a 1280x720 resolution at 30 frames per second. On Quest, the display target involves two 1280x1280 images per frame at 72fps. That's 8.5 times as many pixels per second, with additional high-end anti-aliasing effects needed for VR as well.
"It is not possible to take a game that was done at a high-quality level [on the Xbox 360 or PS3] and expect it to look good in VR," Carmack said.
So... it's wireless, but needs a four-camera room-scale setup to work, and it aims to provide a Rift-quality experience, but can't because it just doesn't pack enough processing power. Also, count on it, Quest will cost significantly more than the Go, if only because of those cameras... and Oculus Go isn't exactly flying off shelves. Why does this exist, again?

September 06, 2018

Virtual Reality Check?

I've been writing, more or less non-stop, about VR's failure to thrive, and the reasons behind it. In the process, I've posted links to the likes of CinemaBlend, reporting on how VR's numbers show that VR is in trouble, and TechCrunch, reporting the very same thing.

But CinemaBlend is a self-described entertainment news and celebrity gossip site, and TechCrunch covers start-ups and technology exclusively. Neither one has the cachet of an a major print publication like, say, Forbes. So it's noteworthy CinemaBlend and TechCrunch have now been joined in calling out the VR Emperor's New Clothes by none other than Forbes, under the headline, "Virtual Reality: Steep Decline Is More Than A Hiccup."
There is little doubt that the market for virtual reality has entered the trough of disillusionment and it will take real progress on the limitations of the technology before it comes out again.
IDC’s latest figures (see here) make rough reading and it is likely that even the one segment that is showing growth will soon run out of steam. VR exists in three categories: screenless viewers that use a mobile phone, headsets tethered to a remote computer or console and standalone headsets where the compute is embedded in the unit.
Both the screenless viewers (-59.1% YoY Q2 18) and the tethered headsets (-37.3% YoY Q2 18) are rapidly declining with only the very new standalone segment showing any growth (+417.7% YoY). However, because the standalone segment is so small (212,000 units) it has been unable to offset the impact from falling demand elsewhere, leading to an overall market that declined 33.7% YoY.
Hence, once the initial demand for the standalone units is satisfied, it too will see a similar profile to the one being suffered by the tethered units. This is because the main issues of VR are not close to being solved.
Predictably, Forbes then go on to list price (too high), clunkiness (they're uncomfortable to wear, and can "make the user feel foolish when wearing one"), and comfort and security (lack of environmental awareness, simulation sickness). Forbes, like so many others, have continued to miss the elephant in the room: the simple fact that VR still doesn't enable any activity that can't also be done without the tech, and that people will want to do.

July 21, 2018

Numbers don't lie: VR is in trouble

Remember back in June, when IDC were predicting that VR headset sales were just about to rebound after plunging by thirty-five percent? Well, here's the thing about that... funny story... it's not happening. At all.

As reported by CinemaBlend:

July 17, 2018

Another baby step for VR

VR still has a long, long way to go, but developments like this might help. From WCCFTech:
An industry consortium lead by Nvidia, Oculus, Valve, AMD, and Microsoft have today introduced the VirtualLink specification which is an open standard for next-generation VR headsets to connect to PCs and other similar devices with a single high bandwidth USB Type-C connector, forgoing the mess of cables that have traditionally plagued VR gaming.
The Connection is an alternate mode of USB-C should simplify and speed up the setup time for your VR gear avoiding one of the major inconveniences of having and using a VR headset in a room where it isn’t always connected. It should also make VR experiences much easier with smaller devices like laptops and notebooks.
[...]
This may also help in the long term with the need to provide higher display resolutions and high bandwidth cameras for tracking. VirtualLink connects with VR headsets to simultaneously deliver four high-speed HBR3 DisplayPort lanes, which are scalable for future needs; a USB3.1 data channel for supporting high-resolution cameras and sensors; and up to 27 watts of power.
One of the nicer things about VirtualLink is that it has been purpose built for VR with optimizing latency and keying in on bandwidth demands to make the next generation of VR experiences a much better one.
Several of the major VR players are part of this initiative, though, which gives it a better chance to succeed than it would have otherwise, but it will be years before VirtualLink stars appearing on the market in actual VR devices, and years more before it can become the VR industry standard. Notably absent from the VirtualLink consortium, too, are Sony and Samsung, who currently have the two best-selling VR devices on the market in PSVR and GearVR, which could mean trouble for this newborn VR device standard.

Still... progress is progress, and this is a baby step in a direction that many analysts say VR needs to go. A lack of hardware standards isn't VR's biggest problem, obviously, but it is a problem, and VirtualLink could help bring some much-needed standardization to the VR industry.

June 27, 2018

Reminder: VR is still not useful.
Also, tech journalism continues to be a bad joke.

Spotted today, on Tech Republic: "5 top use cases for AR/VR in business, and how you can get started."

Challenge accepted! Shall we keep score?
According to an Altimeter report by analyst Omar Akhtar, the combined market size for augmented reality (AR) and virtual reality (VR) is expected to grow exponentially from about $18 billion in 2018 to $215 billion in 2021. With this growing push toward immersive technology, many business are questioning how they can utilize it and how to being implementing it into their strategies.
Analysts have been making equally aggressive growth forecasts for VR for the past two years; as yet, this forecast growth has not materialized, and there is no sign that it's going to suddenly start happening anytime soon. I've noticed that Altimeter are now rolling AR and VR together into this number, which is probably wise considering that VR is not a thing, but there's no evidence yet of AR being ready for prime time, either. Not a good start. F.
Emily Olman, CEO of VR/AR at Hopscotch Interactive, said in the report that immersive technology implementation is a question of "when, not if."
"The sooner your company is able to understand the language [of AR/VR] and become fluent in what the possibilities are, the faster they are going to be able to react," Olman said in the report.
When people with a vested material interest in something keep predicting that it's just about to happen, for years on end, with no sign of it actually happening, you should be very suspicious. Someone whose job title includes "of VR/AR" definitely falls into this category, as do Altimeter themselves, whose actual business is "providing research and advisory on how to leverage disruptive technologies." I'd recommend that you take any of their recommendations with a healthy pinch of salt, if double handfuls of salt weren't actually needed here. F.
Here are the five use cases for immersive technology outlined in the report.
This is where things really start to go downhill.

June 20, 2018

Virtual reality meets commercial reality
as headset sales plunge

By now, a headline like the one above, which I nicked from The Reg, should not be a surprise. The article that accompanied it, however, was much more optimistic:
Shipments of virtual reality kit have plunged, but growth is just around the corner.
So said analyst firm IDC’s Worldwide Quarterly Augmented and Virtual Reality Headset Tracker, which found “shipments of augmented reality (AR) and virtual reality (VR) headsets were down 30.5 per cent year over year, totalling 1.2 million units in the first quarter of 2018.”
But IDC also predicts a rebound, for a couple of reasons.
One is that 2017 saw lots of headsets bundled with smartphones as the likes of Samsung and HTC sought to stoke the VR market. They’ve since stopped doing that, so this year’s scary shipment figures reflect the end of giveaways rather than a dip in real demand.
Another is that new products like the Oculus Go are both superior to their predecessors and nicely-priced, so their arrival in stores should spur demand.
A third is that the VR/AR ecosystem has matured and it’s therefore becoming easier to create content, which will see business adopt VR. IDC said it “believes the commercial market to be equally important and predicts it will grow from 24 per cent of VR headset shipments in 2018 to 44.6 per cent by 2022.”
How long, exactly, has a VR breakout been "right around the corner?" It seems like forever, but it can't have been more than two years.

Dispensing with that bit of ridiculous boosterism, though, we can move on to the rest of IDC's case here, which is even weaker.

June 17, 2018

Creativity is officially dead and so is VR

I must have gone to bathroom, or something, when this bit popped up during Sony's E3 event last week:


It's a very pretty video, with very pretty music, and it takes just over two minutes (2:10, to be precise) before actually fading into any gameplay from the game itself. And yes, it's Tetris. Like, literally, just Tetris but with Tron's aesthetics.

According to the game's Wikipedia entry, Tetris Effect has been in development for 6 years. It took them 6 years to add Tron's glowy graphic style to the now-34-years-young Tetris. Oh, and a pause button, or "an all-new Zone mechanic that allows players to stop time," as it's gushingly called by UploadVR.

Available soon on Windows, PS4, and PSVR, Tetris Effect should be all the proof you need that creativity is dead. They spent six years making a VR version of Tetris, in an environment where you can't turn around and spit without hitting a free version of Tetris, and thirty four years after Tetris was first released. In thirty-four years, nobody has succeeded in adding anything of worth or note to the gameplay of Tetris, and I don't expect that Tetris Effect will succeed where everyone else has failed.

The fact that this utter failure of creativity features prominently on UploadVR's list of E3's Biggest VR Announcements should tell you everything you need to know about the state of VR, right now.