More or less to a be newly forced paradigm for Facebook to make billions off of even though people don't want or need the metaverse and just use VR stuff for shits and giggles (if you can even afford a VR headset).
Yeah. Facebook's new Quest Pro is 1500$ for a heaset. Admittedly it appears to be stand alone so you don't have to also buy an expensive computer, but that's a lot of money when the regular quest is 300 or 400$.
That's a lot of money for something that doesn't have a lot of fun games on it, seems something techy early adopters would want but tbh seems this may got he way of stadia if the cost to benefit isn't there compared to what already exists for entertainment.
They're not and a lot of VR games omit them entirely. You're just a floating torso with arms, or sometimes even just hands. Works fine, people get used to it very quickly, doesn't cause any problems.
But how are legs even necessary for the function of the metaverse anyway? (and also what even is the function of the metaverse?)
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More or less to a be newly forced paradigm for Facebook to make billions off of even though people don't want or need the metaverse and just use VR stuff for shits and giggles (if you can even afford a VR headset).
Yeah. Facebook's new Quest Pro is 1500$ for a heaset. Admittedly it appears to be stand alone so you don't have to also buy an expensive computer, but that's a lot of money when the regular quest is 300 or 400$.
That's a lot of money for something that doesn't have a lot of fun games on it, seems something techy early adopters would want but tbh seems this may got he way of stadia if the cost to benefit isn't there compared to what already exists for entertainment.
They're not and a lot of VR games omit them entirely. You're just a floating torso with arms, or sometimes even just hands. Works fine, people get used to it very quickly, doesn't cause any problems.
In VRChat, there's a noticeable difference in expressiveness of people with flatscreen, VR, and VR+leg tracking.