A post on some other platform saying, "VR will be the next big thing, but it might be too early" made me check - when did the VR hype start (Oculus)?
Nerds got excited in 2011, many, even non-game devs, got prototypes in 2013, Facebook threw billions at it in 2014, and the "gold rush" started; it shipped as a final real product in 2016.
So a decade (!) of big tech VR "gold rush".
And those early 2011 ideas (games!) are fun, but still no single other "killer app/use"!
"What do I NEED it for?"
@BartWronski Not sure about the next big thing, and the lack of a definitive killer app is perhaps a testament to the power of good old-fashioned screens to immerse our minds. That said, HL:Alyx was for the most part as immersive as it gets, and I've probably spend 100+ hrs randomly exploring in Google Earth VR, hours at a time - I couldn't imagine doing anything close to that with Google maps (or earth). Those 2 experiences made it worth the expense for me, and things like Eleven Table Tennis VR take it further yet (yes, one could go find a club for that IRL etc etc, but that's a lot of overhead in comparison).
@BartWronski Yeah it's an interesting observation. There's a utility factor with mobile that's just out of reach for the mainly experience-oriented nature of VR. I was one of those 2011 VR nerds, and I was one of the 2007 AI nerds, the 2011 ray tracing nerds, etc. There's probably going to be a time (my nerd-self will say likely in our lifetimes) when you can get some neural implants and join some matrix-like social network, and that'll probably check the box of "I NEED that" for a lot of folks seeking those connections. It's clearly not the pair of googles and the motion controller though, and of course a scenario that seemed appealing 20 years ago feels increasingly dystopian these days.