yeah, as games have kind of proven, technically VR can work and be immersive.
they prove it can be fun
but the issue is fun is not the same as productive…
this I think is where AR has proven itself, because its premise was … take the great things we have in reality and enhance them… you don’t really have to ‘trade’ benefits , pros/cons.
and thats the issue with VR, you always are trading things off…
so in @Kai , development environment…
sure Id love a virtual multiscreen setup. and to some extent I’d love to do away with the mouse…(its far from ideal)
BUT for text editing
I need it to be PIN sharp…because modern monitors are very sharp, and easy on your eyes.
again, keyboards are not perfect, however they are REALLY fast … you cannot do without one (in the work I do at least) , and I need that to be physical, so has has a feel/resistance… developers have preferences for a particular keyboard for good reason.
sure, I could ‘overlay’ this in VR… but now we are moving more to AR.
c) wave hand in the air is tiring
try keeping your arms in the air horizontal in one position, without resting on something (like a desk) , its tiring … and some things like typing would require this.
funny, this is why Steve Jobs was a bit against touchscreen monitors , but so much for tablets, because he said holding your hands up to a monitor is not really comfortable. (a tablet you bring down to lap etc) - and I agree ,
though I still like touchscreen monitors for some purpose, and you can place them horizontal… though that had ergonomic issues too, and is not really relevant to VR
and I think music making suffers very similar issues…
people LIKE playing physical instruments, the tactile response and how it affects sound…
even in our world of expressive controllers… playing a virtual sound through say a continuum surface vs a linnstrument is very different.
and this is also an emotional response… and that (I believe) is very important in music making, and whilst in one sense instruments are tools, I think most believe they are more than that (partly due to the time investment?)
this is where VR really ‘fails’ in demos Ive seen…
sure we have nicely crafted ‘3d joysticks’, but have you seen any musician(*) reach for a joystick as their preferred way to play a VST/DAW?.. this would be possible, even outside or VR.
instead, even in DAWs, ‘most’ musicians use some kind of keyboard (or grid) controller. (**)
again, not hating on VR… I think it will evolve, and Ive no doubt the tech is getting leaps n’ bounds better…
the issue is perhaps that gap - I think for mainstream, we are need something like :
- something as small/light as glasses… or at least, a bit smaller than size of Orqa fpv goggles
- glasses as good as modern monitor, no eyestrain, no/low latency
- some kind of haptic solution - perhaps gloves
- budget… glasses, around $300-400? price of a decent monitor, haptics $100?
- compatibility… needs to be compatible across the board, no select brands (unless its apple )
we are close, and (excluding current chip/component shortage) tech prices will tumble…
and I do think, they’ll be a tipping point… where its a fortuitous circle… mass market buys, developers support → more buy.
and, importantly, I think we need to understand better the ‘goal’ of VR, in terms of its relationship to the physical world and objects… perhaps, VR never really exists in terms of its totally ‘virtual’, but perhaps its more than we think of as AR currently.
thats an area I think will be really exciting to explore.
anyway, better start brushing up on my openGL skills, if I want to participate in this world
(*) ok, there are some, but thats not the point
(**) ok, not 100% true, a lot of ‘producers’ create music in daw with a mouse/computer keyboard … but for those, Id argue my developers use-case against VR is perhaps rather valid