How universal do you think vr will be in the coming years project-wise?

Allen,

You’re too caught up in your perceptions. It is not all that difficult to deliver a fluid experience, it just requires some pre-planning and thought behind optimization. I’m not entirely sure what all of these “rules” that you don’t want to see gone from the experience? Camera Shake? Sure, you need to avoid that. Depth of Field? You can throw that out of the window because human eyes have their own DOF filters :wink:

If you’re referring to the needed framerates… well, all games need framerate. For example, the PS4. Target framerate is between 30-60 FPS. But according to your theory, that is a hang-up. Why can’t you create a game that runs at 1 FPS? BTW, the 75 - 90 fps target is for the same reason as to why you don’t want to use Camera Shake. It feels like you’re head is swimming (significant nausea).

As far as making the experience universal… I have no idea what you mean by that.

As for point 2… well, that is the job of the advertising department. You’re trying to argue about VR, but your statement about delivering the magnificence of VR is universal for every product out there. How do you deliver the magnificence of a 4k TV without the person seeing it? How do you deliver the magnificence of a Subaru CrossTrek without the person driving it? How do you deliver the magnificence of the taste of a Big Mac without the person tasting it?

You’re making mountains out of mole-hills.