I am hoping an ASUS g753 with the GTX970 is sufficiently ‘spec’. If it isn’t then mobile demonstrations are DOA.
It is understandable that they want a good experience, similar to the early 4K $15,000 TV days. Now those 4KTVs are down to $3000, so the question I ponder is how many years before the $2500 immersive VR experience will drop from around $2500 to $500. Using U.S. census data on income and computer ownership, about 6.5% of U.S. household have the income levels to obtain the kind of computer needed for immersive VR. Of that, using NPD data, 20% of them are heavy core gamers, so that means 1.3% or 1.6M households. That is best case, a great number for a maturing market in the years to come. Using a sigmoid curve to represent market growth on a 5 year trajectory (and this is a WAG), next year would be 2% or 32,000 households getting immersive VR gear. Not much.
So… life will be good eventually for immersive VR, but a slow start this year. I wonder if perhaps more attention should be spent on making this platform work better for non-immersive virtual world to draw in and cultivate a larger audience for that ‘conversion’ population?