2016 was as good a year as any to start plotting VRs trajectory. Headset launches by Facebook-owned Oculus, HTC, and Sony etched 2016 in the history books as the year major players brought virtual reality to the masses. Consumers, for their part, offered limited resistance. With little in the way of social proof, giddy gamers rushed to drop cash on pre-orders. Then, they happily spent more money to upgrade their gaming rigs to specs more capable of running the resource-intensive contraptions.
Unfortunately for high-end headset manufacturers, not everyone’s as willing to part with their cash as hardcore gamers.
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