October 07, 2024
You’ve had a couple of answers with some very specific suggestions. Let me be a bit more general.
Once you’ve used a wireless (or self contained) VR system, you never want to go back to a tethered system. All of the cables need to go away.
An HTC Vive or Oculus Rift takes at least 15 minutes to set up, more like 30+ the first time you do it. An Oculus Quest is playable within about 2 minutes. For almost all consumers, that is a far superior experience. Extended setup times need to go away.
No one wants a hot, bulky, sweaty box strapped to their face. Headsets need to get lighter and have better human factors engineering.
Foveated rendering (FR) needs to be mainstream. FR tracks eye motion in real time and redistributes the rendering effort to where you are focusing your attention. This enables a significant drop in processor time (and therefore power, heat etc) while maintaining high visual quality.
Haptics (sense of touch) are generally not good. Universal haptics for VR is a very hard problem to solve. Not sure what the answer is here, but I do know that it isn’t more vibration motors (what we’re currently using in most shipping VR systems).
User Interface & User Experience. There’s still a lot to figure out in terms of what makes sense and what doesn’t in VR. We’re just starting to have some general guidelines, but it’s early days. We need to get on with that.
Not exactly a technology, but VR needs a truly killer app. First person shooters were arguably the killer app for console games. VR needs its equivalent.
There’s lots more we could be doing, but that list is a good place to start.