The Age of New Multimedia Experience
The VR that I was experiencing wasn't good. I want to make that clear. It was from my medium-grade phone inserted into a VR headset that I had picked up for half price (around 15 bucks) at a Toys R Us closing sale near my girlfriend's house.
I had watched a few VR videos on YouTube, and was now trying out a few of the available apps. If you didn't move your head too much you could avoid the sickness, and some of the apps are half-way decent considering they're free. But, to be frank, it wasn't very good VR compared to the best available (let alone compared to actual reality). Actually, to be frank, it kind of sucks.
But it was still VR.
And that's the thing. The fact that I could have any level of convincing VR experience for a 15 buck add-on to my phone is a sign of just how fast this technology is progressing. By the mid-2020's I expect that for the same price you'll be able to get a much more immersive experience, forget about what might be available on the higher end tiers.
Video game manufacturers know this is the future. Nintendo's Labo line of cardboard kits recently released one that turns the Switch into a VR headset. And while I am very sure that headset would not be comfortable (the Switch is just heavy enough that this seems likely - though full disclosure: I do not own either a Switch or said Labo kit), I am also very sure that Nintendo is using this kit to test consumer interest in a Nintendo VR option.
The next E3 is coming up in June, and most companies are expected to show their hand as far as new consoles. I think that the big losers will be those that don't have a VR option straight out of the box or quickly coming. PlayStation already has a head start with the PS VR. I don't see Xbox allowing themselves to fall much farther behind.
On the non-gamer consumer side we see both VR and AR (especially AR) coming to the forefront. Right now AR is mostly a business solution, but that's because it works better in this space because its uses aren't yet general and its price is too high for most consumers to justify or afford buying it as a luxury or entertainment item.
But these things are coming at break neck speed. The companies are learning from their mistakes in the first round and are coming with even stronger, more affordable options than before. I don't think anyone's arguing that this is not the future.
So, for now, I've got to put up with my crappy, cheap headset. But in less than ten years, I hope it'll just be cheap.