Comment Re:Just release and let developers loose (Score 1) 123
Here's the problem: your monitor is 2d, the world most humans directly perceive is 3D. Anything you look at on a monitor has been projected and looks weird. There's your problem, a VR headset solves that. It is a new display technology capable of providing 3-dimentional, animated images accurately. If you have used such a headset you instantly realize it's a big step forward in display technology
Coming from someone that's been regularly using VR since 2016, I think the problem is that VR really isn't good enough--well, depending on the kind of market and application you're trying to target. When most get one of these first gen VR headsets, it is certainly incredible. Most go through a period that's come to be known as the "VR Honeymoon". E.g. that's what many PSVR2 users are experiencing right now.
But over time you realize that there are a ton of problems with the way VR displays currently work. For example, the "virtual image" they create for each eye is basically a fixed focus screen set at a depth of ~2 meters. Moreover, even as a virtual screen the image is incorrect when you look away from the optical axis (see ocular parallax rendering). Essentially, the visuals of first generation VR still use the same general operating principle as stereoscopes going back many decades (but with clearer optics, higher pixel density, higher FOV, etc etc) and it's at best a bastardized simulation of the way light works--it is one tiny slice of the light field one experiences in real life. They are "stereo flat" displays. As a result, you experience significant visual fatigue after a mere 20 minutes (e.g. also see the "vergence accommodation conflict") and they are not useful for many contexts.
I would say that for most contexts they introduce more problems than they solve and that (in terms of looking "weird") they actually look much weirder than flat displays due to this bastardized simulation of a lightfield. And there are many other visual problems on top of this related to optics and displays.
Of course most people aren't aware of such problems in the technical sense. Rather, they just feel fatigued or discouraged and stop using the headsets, and this is why retention/engagement for VR headsets is so incredibly poor. And depending on your use case, there are also many issues motion controllers, energy exertion, simulator sickness, and fundamental frictions associated with actually clearing a space and gearing up to use such a device.
They are good enough for things like sparse gaming and social VR (what I'm interested in), and maybe exercise for some people that don't mind getting sweaty in a hot headset. But it is hard to see the current technology taking off outside of this, and the technical challenges in the way of advancing beyond this are formidable. I am not sure what Apple intends to do with the technology (and from the leaks, they aren't really that confident either...) but for their ambitions it sounds more like early developer hardware (and perhaps not even for VR but simulated AR).