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  • Believe it or not, virtual reality has been around

  • for nearly 20 years.

  • And yet, it still feels like a random experiment

  • instead of the next mainstream video game.

  • You'd think after nearly two decades

  • of calling it the future, it'd be better, but it's not.

  • So why does virtual reality still suck?

  • First, the cost.

  • Virtual reality is an expensive commitment.

  • Right now the cost of entry for virtual reality

  • is around $400 or $500 once you factor in all the different

  • devices and games and whatnot.

  • There are some new machines coming up, like the Oculus Quest

  • that can make it a little bit easier,

  • or the Samsung VR, that's a bit cheaper.

  • But overall, you're probably gonna be in the range of $500.

  • And that's just for entry-level models.

  • If you're looking for something super powerful

  • like the Vive Pro Starter Kit,

  • you're looking at least $1,000, if not more.

  • And then there's the annoying setup.

  • Most of these devices aren't something you can just plug

  • into a power outlet and be on your way.

  • You have the Vive that can take a full room

  • with sensors all around you.

  • You have the PlayStation VR which has extra cameras

  • and sensor bars, and even specific controllers for it.

  • And then even the Gear VR can burn up your phone's battery

  • if you use it for too long.

  • Setting up a virtual reality experience on your own

  • can be kind of a hassle.

  • It just takes a lot of time.

  • And even once you've spent it,

  • you might not know what you wanna do.

  • And once you do finally figure out what games to play

  • or how else to use it, this isn't like your PS4 or Xbox

  • where you can binge for hours on end.

  • The VR headsets that are available right now

  • are a bit cumbersome and heavy.

  • And spending too much time in virtual reality

  • can be disorienting, so wearing the headset

  • for more than half an hour can leave your head spinning

  • when you take it off.

  • Right now Facebook is recommending that people

  • take a 10 to 15 minute break for every 30 minutes

  • that they play.

  • That means, even if you wanna spend an hour

  • in virtual reality,

  • about 20 minutes of that will just be cooling off.

  • Not to mention, virtual reality is very platform specific.

  • If you purchase a game that requires the sensors

  • and controllers of the HTC Vive, for example,

  • you might not be able to carry it over to future technology.

  • Most of the games that we see in VR right now

  • are pretty basic compared to what you see on a video game

  • console or even your smartphone.

  • Even the best games that have been in VR,

  • like "Resident Evil 7" or "Superhot VR"

  • are available on regular computers

  • so there's not much of a reason just to go to VR to play.

  • And games made for something like the PlayStation VR

  • won't be playable on other headsets and vice versa.

  • Right now almost any game you buy for one platform

  • won't work on any other platforms.

  • That makes it harder for virtual reality

  • to be a shared experience, which is another problem.

  • With a video game or a movie that you're really excited

  • about it's easy to bring that and share it with friends.

  • You're all seeing and experiencing the same thing.

  • But when it comes to virtual reality,

  • you can be sitting with someone in the same room

  • who's in VR

  • and it just feels like you're worlds apart.

  • Companies like Facebook are working on programs

  • that will let you share virtual reality with friends,

  • but it's hard to see why that might beat out

  • something like FaceTime

  • or just regular video calling.

  • We've seen things like VR arcades, VR escape rooms,

  • and even VR Ghostbusters that have been trying

  • to make the experience more shared.

  • But those require going somewhere and paying

  • an admission cost for a small 10 to 15 minute experience.

  • So what can VR platforms do to become more successful?

  • For VR to really catch on,

  • it needs to offer something that feels totally exclusive

  • to virtual reality.

  • Whether it's immersive environments

  • or different ways to interact with your friends.

  • It needs to have a reason to make people

  • put on that headset.

  • Beep beep beep, boop bop bop.

  • Framing it up.

Believe it or not, virtual reality has been around

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