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Deleted member 13524
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No, it just provides a restrictive experience. It's still VR if it's a headtracking stereoscopic display. And much more than 90/100 degrees is nigh impossible/prohibitively expensive. If we wait until 160+ degrees is possible in a consumer level device, VR will be another age in coming.
Last week in Tokyo's Sony showroom, I tried Sony's HMZ-T3 with a PS4 playing Assassin's Creed 4. I thought the FoV was way too narrow to play a game comfortably. It felt as if I was playing it on a tablet about 35cm away from me.
I just checked the HMZ-T3's specs page and they claim a 45º FOV.
Well 90º means it has a ~4x larger viewing area, so I guess the Morpheus and the Oculus should be a lot better in that aspect.
It's rare for the first (second, third even in this case) iteration of a new tech to hit the ideals. Video compressed the image. TVs launched with miniscule screens. Audio had a very narrow frequency range compared to a human listener directly hearing the source; heck, early audio wasn't even stereo! We've got to start somewhere with suitable compromises to make a product that can actually get things rolling.
You're right, though my only concern is that whenever a new tech comes out with constraints that turn people off from the whole experience, the failed tech tends to go into the drawer for at least a decade.
I'm thinking VR from the 90s, Microsoft's Windows XP tablets or today's 3D movie theaters with obviously lacking luminance, ghosting effects between each eye and movies coming out with post-production 3D.
Enough time has to go by so that the consumers can forget the original experience and look at the updated tech as a new experience.
So sometimes it's best to keep it in the drawer for another 2/3 years to ensure an enjoyable experience than to get the consumers to hate it and then lose the opportunity window for ~10 years.
I'm not saying this is the case with Morpheus or Oculus, though.