<story><title>Zuckerberg&apos;s leaked email on VR strategy (2015)</title><url>https://www.scribd.com/document/399594551/2015-06-22-MARK-S-VISION</url></story><parent_chain><item><author>paperwasp42</author><text>Another requirement that seems to get ignored is that you need to have the overwhelming majority of the public not feel sick when you use it. I recently had a friend bring a VR headset to a party for people to try out. About 15% of the people who tried it felt dizzy or nauseous after using it. (I did not try it because I know from experience I&amp;#x27;ll have a headache and be dizzy for hours afterward.)&lt;p&gt;Interestingly, similar to seasickness, the women who tried it seemed waaaaay more likely to be negatively impacted. Which opens up an entire other can of worms, such as: could an office get away with mandating the use of VR tech for meetings, when it has disproportionately negative impacts on women? (As a woman, I certainly hope they would not even try this!)&lt;p&gt;And as far as voluntary public adoption, having ~15% of your friend group unable to use a product is a fantastic way to kill network efforts. I doubt TikTok would be popular if 15% of the population got horrible headaches and nausea after watching a video on the platform.&lt;p&gt;Shockingly, no one seems to be talking about this aspect of VR. Which seems to be a really big red flag.</text></item><item><author>Apreche</author><text>Not really the worst strategy. You can totally see where he was coming from. He just vastly overestimated how far VR could go in even 10 years of heavy investment, if ever. No amount of heavy investment, even for 10+ years, is going to make AR or VR as ubiquitous as mobile.&lt;p&gt;You would need a headset so small and light it&amp;#x27;s not too far off from a pair of sunglasses. It needs a battery that runs all day. It needs to not get hot and burn someone&amp;#x27;s face. It needs to be fast and responsive in terms of both local processing and network data transmission. It needs to be inexpensive enough that everyone on Earth who currently has a smartphone can afford one. And, he is correct, it needs to have apps so compelling that people find hard to participate in society without one.&lt;p&gt;It&amp;#x27;s not even a guaranteed thing that such a device is even possible. Even if it is, no way would it be ready for 2025, maybe not even 2035.</text></item></parent_chain><comment><author>koala_man</author><text>Most of the VR software I&amp;#x27;ve tried have anti-nausea features like teleportation and unmoving frames of reference, so I&amp;#x27;m not sure it&amp;#x27;s fair to say that no one&amp;#x27;s talking about it.&lt;p&gt;I think the hope was that some combination of hardware and software would solve the problem.</text></comment>
<story><title>Zuckerberg&apos;s leaked email on VR strategy (2015)</title><url>https://www.scribd.com/document/399594551/2015-06-22-MARK-S-VISION</url></story><parent_chain><item><author>paperwasp42</author><text>Another requirement that seems to get ignored is that you need to have the overwhelming majority of the public not feel sick when you use it. I recently had a friend bring a VR headset to a party for people to try out. About 15% of the people who tried it felt dizzy or nauseous after using it. (I did not try it because I know from experience I&amp;#x27;ll have a headache and be dizzy for hours afterward.)&lt;p&gt;Interestingly, similar to seasickness, the women who tried it seemed waaaaay more likely to be negatively impacted. Which opens up an entire other can of worms, such as: could an office get away with mandating the use of VR tech for meetings, when it has disproportionately negative impacts on women? (As a woman, I certainly hope they would not even try this!)&lt;p&gt;And as far as voluntary public adoption, having ~15% of your friend group unable to use a product is a fantastic way to kill network efforts. I doubt TikTok would be popular if 15% of the population got horrible headaches and nausea after watching a video on the platform.&lt;p&gt;Shockingly, no one seems to be talking about this aspect of VR. Which seems to be a really big red flag.</text></item><item><author>Apreche</author><text>Not really the worst strategy. You can totally see where he was coming from. He just vastly overestimated how far VR could go in even 10 years of heavy investment, if ever. No amount of heavy investment, even for 10+ years, is going to make AR or VR as ubiquitous as mobile.&lt;p&gt;You would need a headset so small and light it&amp;#x27;s not too far off from a pair of sunglasses. It needs a battery that runs all day. It needs to not get hot and burn someone&amp;#x27;s face. It needs to be fast and responsive in terms of both local processing and network data transmission. It needs to be inexpensive enough that everyone on Earth who currently has a smartphone can afford one. And, he is correct, it needs to have apps so compelling that people find hard to participate in society without one.&lt;p&gt;It&amp;#x27;s not even a guaranteed thing that such a device is even possible. Even if it is, no way would it be ready for 2025, maybe not even 2035.</text></item></parent_chain><comment><author>jhou2</author><text>I agree.  I get motion sickness from playing FPS games.  The symptoms improve, but it takes a while to adjust.  Some people have no problem with it, whereas for some it is completely impossible to overcome.  It&amp;#x27;s hard for me to see broad adoption of VR with the current technology.</text></comment>