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I am probably a key demographic for them tech enthusiast, gamer with disposable income to cover these sorts of purchases, but the motion sickness aspect would need to be non-existent for me to spend any money on one of these.


One thing about the wild west of VR is that even if one single game solves the motion sickness aspect there are dozens more of first time developers who through ignorance or lack of care will create games that cause motion sickness.


Yeah, I don't know what it's like in Unreal land, but I suspect the learning curve tends to keep the amateurs and those not interested in going the extra mile to create a great experience away. With Unity, there is so little in the way of tools for creating good VR experiences, and many of the default tools and settings are actively bad for VR.

Unity's default stuff is so bad for VR and I've replaced so much of it in the last three years that I'm pretty close to having my own game engine. In another year, I could be completely off of Unity and running on just Xamarin.


For many people (me included), the motion sickness aspect IS non-existent.




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