Looking at VR movies we are looking forward to "immersive"

If you’re talking about cutting-edge technology, VR often gets overlooked. Even though it might seem outdated to some, today we're going to revisit it. While insiders might peek inside and outsiders might see chaos, VR is ultimately designed to serve mostly casual users, making our input as non-experts still relevant. Why do we willingly shell out money for VR products? Not just for the experience of "interactive three-dimensional simulation," but for a fully immersive 360-degree experience without blind spots. That’s VR's main appeal and strength—letting you explore anywhere you wish. Just imagining it gives me goosebumps. Check out these images to see what VR products can do: ![Image](http://i.bosscdn.com/blog/59/77/13/2044969~ivr_baidu_autow600~.jpg) ![Image](http://i.bosscdn.com/blog/59/77/13/208be8d~ivr_baidu_autow600~.jpg) ![Image](http://i.bosscdn.com/blog/59/77/13/20ca020~ivr_baidu_autow600~.jpg) So, what makes VR products immersive? Let's hear from users: Netizen "nore": After spending most of the day with Samsung GearVR, I can summarize my feelings as: surprised, shocked, worthwhile, and excited for upgrades. The 3D effect is excellent, and the immersion is intense. Though Note4's limited size creates a blind spot, the 2K resolution still makes the screen look sharp, even if you can see the pixels—it's manageable. "Too Serious": Don’t expect to play GTA5-like games with VR. Watching cities and nature through Oculus Rift is enjoyable, but prolonged gaming demands a lot of patience. Compatible games aren’t as good as those specifically designed for VR. Immersiveness and motion sickness remain issues, especially with software like VorpX. "yvlo": Our current VR experience is like having a 1970s phone—it’s just the beginning. "combane": True immersion isn’t just about attaching a display to your head. Sensing and feedback technologies need improvement. It’s fun now, but not revolutionary yet. "AndySun": Current VR devices have limitations, mostly focusing on visuals. Controls are still traditional—just moving your neck around won’t cut it. "oz01": It takes a while to feel dizzy and nauseous. "Drought Out of Sichuan": My Storm Mirror 2 was exciting at first. Seeing panoramic pictures and videos was cool. Some VR games felt immersive, but after a while, I got bored. I tried playing high-res games on my phone, which was awesome, but long sessions made me dizzy. "BrianMaek": The novelty is cool, but there’s room for improvement. User "shulanglei": Screen pixels are too large, distant text is blurry. Head rotation feels restricted, causing motion sickness. Long gaming leads to headaches. Without turning your head, you notice ghosting around the edges. Asian users with lower noses struggle with eyelashes touching lenses, and breathing becomes difficult after a while. Experts weigh in on VR’s future: At the 6th Beijing International Film Festival, Ding Liang, Huaqiang Culture's senior VP, said, "Technically, VR data processing has improved, but standardization is lacking." Xu Fei, CEO of Spotlight Tech, noted, "Current VR hardware and content fall short of providing a comfortable experience. Dizziness occurs within 10 minutes." Industry insiders believe VR has a long way to go but is advancing rapidly. Li Jie, United First Group’s senior VP, mentioned 70% of 2015’s VR investments focused on hardware. Content and software will soon follow, and dizziness issues will be resolved in 3-5 years. Liu Jun, from the Beijing Film Academy, emphasized creating realistic scenes where movement adjusts the image dynamically. High-def requirements pose technical challenges. Chen Yuetian, Innovation Factory’s investment director, sees opportunities in hardware advancements and VR-related operating systems, tools, and social platforms. Liu Jun envisions VR excelling in natural and humanistic settings, engaging audiences interactively. Shi Wei’an, Journey to Success CEO, highlighted VR’s infancy. Users face disappointment after initial excitement. Bridging this gap is crucial—improving software, hardware, and overall VR experiences. If you're in VR, enhancing immersion and addressing discomfort is key. Keep pushing, and we’ll keep watching!

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