This chart shows how far away virtual reality still is from reaching the mass-market
The Oculus Rift virtual reality headset launched on Monday, but many game developers believe it could take as much as 15 more years before the gadgets are widely adopted by mainstream consumers.
According to a survey by the Game Developers Conference, charted for us by BI Intelligence, many developers don't see virtual reality and augment reality devices reaching 40% household adoption - the penetration rate of gaming consoles in North America - until after 2030.
Given many advances in consumer technology first started by hardware and software developed by the gaming community, the results could be a telling sign that VR/AR technology still has a long way to go to reach its full potential. But despite expectations of slow consumer adoption, developers and hardware manufacturers are flocking to the VR/AR field, BI Intelligence noted.
Perhaps, the more worrisome figure is that a lot of developers don't believe in VR/AR technologies at all: 27% of the respondents said it would "never" get to 40% adoption in North America.
- No crypto ban in India — SEBI will reportedly be pulled in to regulate the sector
- I wore the same outfit for a week, as part of a productivity hack promoted by Steve Jobs — but it didn't really work. After speaking to psychologists, I'm not surprised.
- Maruti cars to cost you more from January next year
- Dell Latitude 7320 Review — A good-looking compact convertible let down by the keyboard
- SaaS firm RateGain’s IPO opens tomorrow — should you invest?
- Global digital advertising accounted for 64.4% of all advertising in 2021, up from 60.5% in 2020: GroupM report
- After Mercedes-Benz, Audi, Maruti Suzuki, now Tata Motors increases price of its vehicles from January
- 44 key areas, a national framework, and a multi-institutional approach — Here's what you need to know about India's new National Blockchain Strategy