Why did the VR of the raging fire be left out? A new generation of iPhones will bring revolutionary AR applications!

Over the last couple of years, VR has seemed like the brightest star in the tech world. From online platforms to gaming, from local markets to global industries, countless people were buzzing about VR. It felt like a touch screen revolution, promising a new wave of interactive experiences. But the honeymoon phase didn’t last long. By 2016, the hype around VR started fading quickly. Major manufacturers stopped launching high-end hardware like PS VR and HTC Vive, and developers became less interested in creating VR-specific content. So why did VR cool down so fast after its initial blaze of glory? Let's explore this phenomenon. The热度of VR has significantly diminished. Limitations of VR: Unresolved Fundamentals Even though VR might feel like a fresh concept, it’s not the first time this technology has sparked global interest. Nintendo, known for its cautious approach to innovation, was quite enthusiastic about experimenting with VR back in the '90s. They launched the Virtual Boy in 1995, one of the earliest VR devices. Despite high expectations, the Virtual Boy flopped, selling just over 100,000 units instead of the projected 700,000. Nintendo's Virtual Boy, released in the 1990s Like today’s VR devices, both Nintendo and the tech community had high hopes for the Virtual Boy before its release. Nintendo even prepared up to ten exclusive games for it. This impressive lineup was second only to their Game Boy Advance (GBA). However, the Virtual Boy’s sluggish sales led to some retailers slashing prices by up to three times. The Virtual Boy was the first hot VR device and also the first to crash spectacularly. What caused the Virtual Boy’s demise? Firstly, it was incredibly cumbersome to use. It was essentially a bulky headset that required a cable and additional stand to function properly. Secondly, its display quality was abysmal, even compared to basic black-and-white TVs at the time. Lastly, its price tag was exorbitant. These issues persist in modern VR devices today. Let’s consider more contemporary VR devices. Regardless of brand, they’re all essentially boxes that cover your face. High-end models like PSVR and HTC Vive require multiple cables to operate. To enjoy them fully, you need to pair them with additional hardware like PS Cameras or scatter sensors across your room. This makes them far from user-friendly. Moreover, these devices are expensive. PSVR costs $399, roughly the price of a PS4, while HTC Vive retails for a whopping $799. Are there any wireless, affordable options? Mobile-based VR glasses exist, but their display quality is usually poor, offering little more than 3D effects. For instance, the PSVR comes with an overwhelming number of cables, each carefully labeled by the manufacturer. It’s not exactly convenient. In essence, the Virtual Boy’s flaws—its bulkiness, poor visuals, and high cost—are still prevalent in today’s VR devices. As a result, VR hasn't gained widespread acceptance despite being hyped. Do We Really Need VR Devices? Compared to the Virtual Boy, current VR equipment is certainly better. At least the display quality has improved enough to avoid complete invisibility. While traditional screens can't match VR’s 3D depth, they still provide an immersive experience. VR is said to introduce a new way of interaction through 3D vision. However, despite the buzz, VR’s impact has been minimal. No major game developer or software company has fully embraced VR-based interactions. When the iPhone introduced touchscreens, countless developers abandoned button-based interfaces in favor of touch. Touchscreens caught on because they were simple to develop for. Apple and Google provided robust toolkits for touch development, but VR lacks such a comprehensive ecosystem. Developing for touch is also easier than for VR. Transitioning from keyboards to touchscreens was seamless for users. All that was needed was a virtual keyboard. But switching to VR would require entirely new hardware, sensors, and power systems. Compatibility with existing software would be nearly impossible, making VR feel like an unnecessary add-on rather than a core feature. Wireless VR is possible but requires bulky adapters, which isn't as practical as Bluetooth headphones. Do consumers really need external devices like VR goggles and helmets? People seem reluctant to adopt them. Even lightweight headsets with wires have struggled to gain traction. Wireless earphones, which offer excellent stereo sound, are increasingly replacing 3.5mm jacks. Many users find wired earphones inconvenient, preferring USB-C alternatives when necessary. If people find wired earphones bothersome, how likely are they to embrace VR gear? It’s unusual to wear headphones in public, but even harder to imagine wearing VR devices. VR is impractical for social settings—it’s cumbersome and intrusive. VR is best suited for private spaces where communication isn’t necessary, like gaming or watching movies at home. Thus, VR’s appeal is limited to a niche audience. Even if VR excels in gaming and video, its market potential remains constrained. In conclusion: Has VR lost its luster? Compared to its initial popularity, VR has indeed cooled off. But this doesn’t mean VR is failing—it simply indicates the market is nearing saturation. For VR to expand further, it must overcome its limitations. AR, which can easily integrate with mobile screens, might have a broader future than VR. Rumors suggest the next iPhone will introduce revolutionary AR features. Let’s stay tuned!

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