Last year I shared my views on some of the challenges holding back mobile VR. I felt that while the hype was high, delivery on what was promised was nowhere near expectations. Many of the systems I saw were still tethered to a PC or needed a heavy battery in a head-mounted display (HMD). They were expensive, dependent on external sensors and at that stage were supported by limited quality content, making them fun devices for early enthusiasts but unlikely candidates for mass adoption. How has the picture changed after one year? We saw progress, but more incremental than ground-breaking. There are still significant barriers in true hardware mobility, user experience and cost.
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