A short conversational excerpt (featuring Tim Davies and others) discussing how advances in cloud computing will shift rendering and processing from high-end VR hardware to cloud services, enabling cheaper consumer devices that only need a good internet connection and thereby increasing mass-market adoption of virtual reality.
I think, I think one of the other big things is like the price point as well. If you look at like personal VR devices, the high quality ones aren't the cheapest, but another area that's booming at the moment is cloud computing. Well, everyone knows about how cloud technology has sort of exploded over the last five to 10 years. So as the power of cloud computing increases, I think what we'll see is a lot of the companies making these devices putting a lot more of that computing power into the cloud so that all you need is a cheap device that doesn't have a lot of hardware. All you need is a good Internet connection. And I think that will sort of bring a lot more mass market appeal. So I think that's something that's going to be required for these virtual worlds.
To really take off.
But it's something that's happening.
Yeah. And we're already seeing Xbox go down that path where you had the super high end device that you needed in order to have all of the high quality graphics locally. And then bit by bit, bit by bit, they're moving more of that to the cloud so that you can have any device and still have that level of graphic and interaction.