rgrekejin said:
I suspect that VR's primary problem isn't going to turn out to be cost. Rather, its going to suffer the same problem as 3D TV/movies - once that new tech smell fades, and you put enough time in on the device that you stop going "OMG I'm IN the GAME!" every time you strap it on, you realize that it really doesn't add enough to the experience to justify the additional expense and inconvenience of using it. I'm certain enthusiasts will disagree, but then, there are still some people who love their 3D TVs. And I'm certain that I'm going to get jumped on here by a bunch of people who swear up and down that if I'd actually tried VR with whatever their preferred device is instead of the previous iteration of that same device, then I'd know what "real" VR is and I'd wonder how I ever lived without it. I guess the only possible response to that is that we'll see, won't we?
3D TV's aren't really comparable to VR. For all intents and purposes, 3D TV is, for all intents and purposes, just a visual filter, with fairly limited potential in advancing the way a film or TV show tell a story and portray characters. Further, it has little more impact on gaming than something like... a new shader mask. It doesn't improve performance or optimization, and it really doesn't add much of anything in the way of how you can interact in the game.
VR on the other hand? VR completely changes the game for first person view. It offers the easiest and most intuitive method for separating the player's POV from character movement. As an example, say you're running your character down an alley, running from a zombie or whatever. You don't have to turn your entire character's body just to glance behind you. You don't even need to slow down or stop your character's movement, you just turn your head and look, and then turn your head back like you would in real life (minus the zombie). And then there's the VR motion controllers, which goes even further towards making player interaction less clunky (especially for melee combat, which has always been a challenge to implement realistically in a game).
Ah, and one other thing. With the right kind of hardware design, VR can actually reduce the stress on computer/console. Basically, eye tracking FOV. The computer/console would be able to render at a much smaller resolution than normal for an optimal view, thus saving a LOT of performance.