samnoxid said:
I am curious to know how many of the sceptics have actually used the Oculus Rift. I was extremely sceptical when I first heard about it but after trying it at a demonstration at my local library I was extremely impressed. They had this demo where all you did was ride a roller-coaster. You couldn't interact with the demo in anyway beyond enjoying the ride, but it was amazing just how much it affected me, to the point where my body would physically react when the coaster went down big drops and tight corners. It was truly a unique and hard to describe experience. Combine this experience with the YouTube videos I have seen of people using it, and I think the potential for the Oculus Rift is amazing
TLDR: Don't knock it till you try it.
The trouble is that I've already tried it at the Armageddon Expo (to the point where I watched the exact same demo as you) and I still think it'll fail.
Don't get me wrong, there
is potential but mostly as a gaming peripheral before anything else. By the sounds of it Oculus is attempting to reach towards something similar to TV, which is possible if:
1) They can get BIG content producers to go along creating content for an un-proven platform.
2) Successfully push out the Rift as a must-have item.
3) Prove that the Rift has staying power and isn't some gimmick that'll be abandoned when the Next Big Thing comes along.
4) Sell enough Rifts to prove there is an market for VR.
5) Slim down the model.
6) Make it less dependent on a heavy duty PC.
The last two points are hardware based and not insurmountable but the first three are the killers, especially two. Sure they are producing Dev Kits, but many of the early adopters and the ones most likely to benefit (and ultimately push VR towards mainstream) the gamers are pulling back due to the Facebook buy-out and shift in focus towards general use (never-mind the fact there is next to no reason why you'd want to use one apart from gaming).
In short, this seemingly increased focus towards general use is robbing confidence in early adopters who can actually use the device and already have content available, wounding the nascent user-base and retarding any sort of traction needed to start widespread usage they are aiming for.