"Everything was better before". A lot maybe, but hardware, resolutions and the possibilities the gamers and game developers certainly didn't have. Many argue about the deteriorating quality of games resulting from the pressure of release.
Day-one patches that are 30GB in size are just annoying, but games have just become so much more complex in terms of technology and content. What used to be written by a person in a dark room in a few weeks is now implemented by a team of several hundred people and produced in many months. It is therefore logical that the costs are high and the susceptibility to errors is also higher due to the much larger scope.
What didn't exist for gamers in the past and what made the commercial step into the gaming and entertainment landscape in 2013 is virtual reality. In the past, gaming was only done in front of the screen, or television sets or CRT monitors, of course. The heavy, unwieldy things. VR headsets from Oculus, HTC, or HP make it possible for wealthy gamers to immerse themselves in virtual reality.
VR glasses owners have had more and more content available over the years. A wide variety of content, from games to documentaries and films to sightseeing.
Games and entertainment: Corona pandemic ensures sales growth
For content producers, VR was a hit and became increasingly popular, which means that the possibilities for the user to use a wide range of content quickly became greater and greater. The developers and publishers of games, filmmakers and nature filmmakers turned all the cogs to improve quality, resolution, the frequency of releases and the experience.
The COVID-19 pandemic led to strong sales growth in the gaming and entertainment sector. VR and the parallel worlds associated with it, in which you can immerse yourself thanks to an avatar, were particularly popular, because here you could meet as many people as you wanted without infecting anyone or running the risk of receiving a fine. For all those who would rather travel and experience the "real" world, there was now a rich offer. Many sights and wonders of the world on our planet have now been filmed in 360 ° and can be visited virtually. Those who prefer something more action-packed can virtually climb the fastest and most daring roller coasters, motion sickness creates a real feeling of nausea.
VR has given the film industry many new opportunities to make its content even more real. Above all, it was the feeling in which the content could now be conveyed to the viewer. Documentaries about the most diverse areas and climatic zones of our planet and the plants, as well as action crackers and horror films of all kinds that live there, in which the lead and blood tube is properly pressed. The adult film industry also made the most of the new opportunities that VR offered them. These films could now be consumed even more intensely. Spectators were now in the thick of it, instead of just uninvolved voyeurs. Put on the headset, briefly scour the internet for the right content, fleshlights picked up, lean back and follow the "exciting dialogues".
Funny fail content from VR users is flying around the net en masse. Fail and videos of wildly struggling users are available in large measure and large selection on Youtube.
VR could be of interest after all? Headsets from Oculus (Facebook), HTC or HP are available on the Internet, or in electronics stores, games on all common platforms. Documentaries, sightseeing and films of all kinds are actually already a lot and free of charge on YouTube. The special accessories for the adult films are among others at Beate uhse.
VR remains an exciting topic. Higher resolutions and faster frame rates give hope for a bright future for virtual reality.