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Compare it to an industry that publishes over 10 thousand games every year, on Steam alone. Then you start to understand how VR is just a niche hobbyist toy. Not a mainstream product. Making VR experiences is several times harder while also aiming at a minuscule tiny market. VR is perhaps today on par to where general computing and gaming was in the 70s. Neat concept, not enough use cases and product development, still way too cumbersome and expensive.
…and 99% of them are tech demos.
Compare it to an industry that publishes over 10 thousand games every year, on Steam alone. Then you start to understand how VR is just a niche hobbyist toy. Not a mainstream product. Making VR experiences is several times harder while also aiming at a minuscule tiny market. VR is perhaps today on par to where general computing and gaming was in the 70s. Neat concept, not enough use cases and product development, still way too cumbersome and expensive.