The Verge 2016 tech report cards: Virtual reality, TV, and apps
Consumer VR has yet to establish itself as a viable commercial product or mass-market artistic medium, and it’s still possible that it never will. But there’s no denying that 2016 was a huge turning point, both socially and technologically. VR didn’t exactly soar this year — but it didn’t crash and burn, either.
At the beginning of 2016, virtual reality was almost purely the province of developers, artists, and the lucky few who got to see their work. Concepts were
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