> Putting on my VR headset to get in a meeting with the rest of my team does not sound nearly as unreasonable
... are a minority vastly overrepresented by the website we're on.
The company I worked at during the bulk of the pandemic let us all expense headsets to have meetings.
Getting into VR the first time is not a seamless experience in the slightest, so trying to get serious work done in meetings took weeks because of the mix of experience levels.
Then there was the fact that at the end of the day we live in a flat 2D world of software. Trying to hit touch targets meant for a mouse with a magic wand is maddening.
Then there's just the entire uncanniness of avatars that we're nowhere near solving. VR avatars are consistently forced to take on cartoonish proportions because we can't render convincing customizable human avatars on these headsets and won't be near that any time soon. Same goes with the backdrops, which end up being "infected" with the cartoonishness to avoid clashing.
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But you know what the death knell was for our VR use? At the end of the day, even at its best, it was the same as starting Zoom.
For non-enthusiasts it needs to be stomping Zoom.
They don't want to strap a screen to their face just to do the stuff that they were doing by sitting in front of a laptop. At the end of the day, it was "ok enough", and that was precisely why it fizzled out. General apathy at the fact that, this was not an improvement of exactly what we had been doing for months before, was enough to get people suggesting zoom the moment an issue cropped up, and eventually we all just dropped the headsets.
> Putting on my VR headset to get in a meeting with the rest of my team does not sound nearly as unreasonable
... are a minority vastly overrepresented by the website we're on.
The company I worked at during the bulk of the pandemic let us all expense headsets to have meetings.
Getting into VR the first time is not a seamless experience in the slightest, so trying to get serious work done in meetings took weeks because of the mix of experience levels.
Then there was the fact that at the end of the day we live in a flat 2D world of software. Trying to hit touch targets meant for a mouse with a magic wand is maddening.
Then there's just the entire uncanniness of avatars that we're nowhere near solving. VR avatars are consistently forced to take on cartoonish proportions because we can't render convincing customizable human avatars on these headsets and won't be near that any time soon. Same goes with the backdrops, which end up being "infected" with the cartoonishness to avoid clashing.
-
But you know what the death knell was for our VR use? At the end of the day, even at its best, it was the same as starting Zoom.
For non-enthusiasts it needs to be stomping Zoom.
They don't want to strap a screen to their face just to do the stuff that they were doing by sitting in front of a laptop. At the end of the day, it was "ok enough", and that was precisely why it fizzled out. General apathy at the fact that, this was not an improvement of exactly what we had been doing for months before, was enough to get people suggesting zoom the moment an issue cropped up, and eventually we all just dropped the headsets.