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Problems from "one IO device to rule them all" standpoint? Sure. Problems for capturing a huge chunk of the market and being generally useful? Not really.

> The lack of any outside visibility is a huge problem for families. It is anti-social.

Come on. This way you could say most of gaming is antisocial, because a lot of interesting games (most of them, to me) are single-player experience. There are many people, people with families, for whom playing games (or watching movies for that matter) is about games (and movies), and not about an excuse to be with other people.

Also, you can always stream the game to another device for other family member(s) to watch.

> Small kids can't be near you while you are using VR.

I guess it depends on how old they are, but my wife and I divide forces: one of us watches the kid, the other plays, then we switch.

> Pets can't really be near you.

My pet doesn't mind. It understands that the person standing there in the middle of the room (which is weird behavior) with a box on their head is ignoring it, and making sudden moves.

> It's very difficult to share your experience with other people.

Experience? Not really. You just stream the game. Interacting with other people while playing, Twitch-like? That's more difficult, so the showbusiness part of the gaming market has a problem, but this doesn't affect people who want to actually play a game.

> I also question the accessibility of VR. At what severity of physical impairment does VR become unusable?

VR requires sight, and some control over hands; depending on the game, this may expand into total motor control. The requirements for most games is fundamentally the same as for "regular" games you play with mouse+keyboard / gamepad.

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Working AR will obviously have more total utility than VR, so it's good to pursue it. But VR exists here and now, while AR is still science-fiction (HoloLens beginning to scratch the surface, and no, overlaying stuff over image of the world captured by a camera doesn't count as proper AR). However, VR can be used to simulate, experiment with and prototype future AR applications, so it's weird to just abandon it.



I've done experiments in completely audio-based "VR" experiences. I think it's possible and could even be a useful form factor for people. It definitely blurs the line between VR and AR, and I default back to my assertion that the big difference between the two is who is providing the context for the experience: the developer (VR) or the user (AR).

From a technology standpoint, the Holy Grail device will be able to do both VR or AR selectably and seamlessly. The reason I think so many extant AR apps are just crappy VR apps is because the devices we have aren't able to blend VR and AR, the developers wanted (or were mandated) to use a specific system, and then shoehorned a specific design to the system they had.

> no, overlaying stuff over image of the world captured by a camera doesn't count as proper AR

News to me. If that is the case, then how is the HoloLens AR? Without utilization of the spatial surface recognition system, conceptually the HoloLens is nothing more than "overlaying stuff on an image of the world". That the world is viewed through plastic rather than routed through silicon doesn't make a difference.

Add surface capture to a VR headset with a pass-through camera (which can be done today with off-the-shelf parts, it's just not in a commercial product yet) and I see no difference.


> If that is the case, then how is the HoloLens AR?

It doesn't capture the world through the camera and re-render it on the screen.


That is an arbitrary distinction that I have never heard anyone in the industry make before.




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