Current Issues with VR/XR Devices
1) Lack of content supply and demand: There is no content that can be used in VR devices continuously. From the perspective of game and video companies, the penetration rate of devices is not high, but there is little incentive to challenge the development of high-quality contents due to high cost.
2) 3D motion sickness: VR has a motion sickness issue, so it's difficult to use it for more than an hour if you're not familiar with it. That's why the range of content that can be produced is also limited.
3) Battery: Vision Pro currently has 2 hours of full charge, but VR devices are limited to home. Also, it is difficult to concentrate and enjoy content for a long time.
4) Weight/care: Vision Pro is too heavy, causing pain and difficulty managing. MetaQuest is a bit better.
5) Share: Eventually, due to this common problem, the device penetration rate is too low. Due to the low penetration rate, there is not much incentive to purchase devices other than early adopters, so content supply and demand are not achieved, and it is difficult to achieve meaningful sharing experiences among users.
-> In the future, technology to port general games to VR, such as UEVR, should be developed to solve content supply problems or to solve shortcomings due to rapid development of device technology.
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