The Verge 2016 #tech report cards: #virtualreality, TV, and apps

Tech

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 usually more important than execution, and VR experiences didn’t have to be good, just novel. The only real options for most people to try it were the Samsung Gear VR, an interesting product with a lot of flaws, and the simple Google Cardboard.

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