What standard, exactly, am I supposed to be judging virtual and augmented reality against in 2018? Should I measure it against the sci-fi aspirations that VR and AR companies set years ago and have unsurprisingly failed to meet? Should I estimate how far it remains from mainstream adoption? Or should I stick to comparing 2018 with 2017, when I gave VR a middling C grade and didn’t even talk about AR? Since I just went through the trouble of listing those options, my predictable answer is “all of the above.”
2018 was partly a year of disillusionment. Some prominent AR and VR companies, including Meta, Jaunt, and Starbreeze, either massively downsized or shifted their focus. As the head of CCP Games put it in October, a year after leaving...
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