The VR industry is experiencing a cold current, and the problem of dizziness is still the key

With the emergence of VR physical prototypes, the commercial potential of VR has reached a new peak. While people were still basking in the glory of VR, a "cold wave" began to quietly creep in—shifting from frenzy to calmness, the Chinese VR industry has gone through a rollercoaster journey. VR was heavily promoted by Chinese media in 2016, dubbed as the "first year" of VR. However, by the end of that year, it started to fade from the spotlight. In fact, VR technology has existed for decades, so why is it only now catching the public's attention? VR is still far from being popular, and more people experience it again, and then there is no interest. Why is this? The lack of content is one aspect, but on the other hand, the current content experience is not good, and it is too dependent on the head. VR has been around for years, yet its development remains slow, and many still consider it in its early stages. Compared to other tech trends, VR has developed at an unusually slow pace. So what’s behind this sluggish progress? Many people try VR once, lose interest quickly, and never return. Part of the reason is the lack of quality content, but another major issue is the poor user experience. Current VR systems are overly reliant on head-mounted displays, which can cause discomfort and even motion sickness. The biggest challenge facing VR today isn't just high costs or hardware demands, but the disorientation and vertigo it causes. This isn’t an isolated problem—it’s a natural physiological response to virtual environments. Until this issue is resolved, VR’s growth will remain limited. For example, when you don’t wear VR gear, your vision and body movements are perfectly synchronized. But with a VR headset, there's a slight delay between your head movement and the visual feedback. This might not be noticeable during short sessions, but prolonged use can lead to severe discomfort. This happens because VR creates a much wider visual field than normal, and the environment is unfamiliar. Our instincts drive us to look around, move our heads, and explore. When these actions aren’t matched by the system, it creates a mismatch that leads to dizziness. Humans are visually driven creatures, and most of our perceptions come from sight. Currently, VR focuses mainly on visual immersion, with other sensory experiences being secondary. In this sense, VR functions like a UI interface, offering a highly realistic and immersive experience. When combined with big data and AI, VR becomes even more powerful. It allows us to build fully interactive virtual worlds, not just enhance human senses, but create entirely new digital realities. In every industry, data and manufacturing form the foundation. Data processing drives AI, while VR serves as the interface for human-computer interaction. Implementing functions through VR can offer users a more intuitive and comfortable experience. Today, nearly half of global VR companies were founded within the last two years. Everyone is learning as they go, but the market is moving fast. Those who don’t innovate risk being left behind. For VR startups, the focus should be on improving technology and finding sustainable business models. Investors need to think about how VR can be applied across different industries. And for traditional companies, it’s time to ask: Can our industry benefit from VR?

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