|Not wearing headphones.|
The immersive part always makes me laugh. I can be immersive with a pair of headphones and a decent binaural recording. I can be immersed reading a book. Imagine! I digress.
The point was, the narrative goes, VR failed in the 80s/90s because it was clunky low resolution shit.
|VR - then.|
|VR - now.|
So VR failed, 8-bit gaming skyrocketed through to the consolidated industry we know today. Stay with me.
|Sitting passively wearing headphones. And that other thing.|
Gaming, in common with watching movies, or watching a hybrid of the two - a Twitch stream - is largely passive, hypnotic.
Contemporary VR you must be awake standing up looking around bending reaching tripping over your furniture.
So even though today VR may look amazing it's is not a medium to be frolicking in for hours on end around staircases.
So, by my reckoning, VR must become a more passive activity to succeed - whatever success is nowadays.
VR reminds me of 3D in the cinema - it's going to be rolled out every generation to see if it sticks.
Passive VR. Immersive. Remember what I said about headphones and binaural? This has lead to a boom in Youtube videos promoting ASMR - sounds that make you feel good - and discussions around frisson - music that makes you feel good.
Strikes me that ASMR and frisson typically occur when the subject is passive rather than running around having all senses abused and bruised.
|Still no headphones.|
Music video can be a great experimental landscape, as indeed can music itself.
VR is so fixated on the vision it forgets the wave.
Ignore the tech companies, ask an anthropologist.
Or, of course, not.
Persuading anyone that they need a helmet to listen to the latest album by the current big thing won't be easy. That's why a new category needs to be invented, and a progressive company needs to be first in it. Which is where it all falls apart. No smart money here! (unless the helmet plugs into a lightning port).
|'EyePhone' VR, 1989. Note single cup headphone, d'oh.|