Comment by TehCorwiz
3 hours ago
I had one at the time, got it for my birthday as a teen. It's terrible. It caused nausea, the "headset" was uncomfortable and if the stand broke or was lost you were screwed. The controller was clunky and hurt my knuckles. The screen wasn't an issue for me though. In fact I really loved the deep red, but then I used to spend hours in a darkroom printing pictures so the red felt like home. That said, some of the games were amazing especially because of the depth. Worth it? Not a chance. But it worked. It did what it said on the tin and the part that sucked wasn't the image, it was everything else related to interacting with that image.
I'd love to see someone take the lo-fi VR concept further with modern tech. It's proof that VR doesn't require color to be functional. There were ideas there we haven't fully explored.
The big question it opens up for me is:
- What happens if we ditch color and focus on clarity?
- lower memory and compute requirements.
- Dot pitch on screens can be smaller since no sub-pixels.
- Optics can be tuned to a specific wavelength instead of having to fight with chromatic aberration due to the compressed optical pathway.
So much of VR today is focused on veracity, reproducing vivid worldly images. But what if we look elsewhere, the artificial and abstract. I want to see the kinds of sci-fi UIs and VR experiences brought to life pulled from the minimalism and simplicity of a time when cpu budgets per frame counted in understandable integers of cycles and color palettes you could count on your fingers.
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