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Virtual Reality Gaming.
It's getting closer to mainstream affordability as prices for the requisite hardware continue to drop. I don't think anyone realistically thought that the VR tech during the Google Cardboard era was going to define the category.

There are now some high-end gaming notebook PCs that have sufficient graphics power to drive VR headsets at 90 fps. The high framerate is key to not getting too queasy.

The headsets themselves are getting cheaper and at some point the battery technology will be enough to drive the HMD screens without adding another two pounds to the headset. Wireless networking is also approaching the point when a computer can reliably send the images over the air rather than through a wire (DisplayPort, HDMI, whatever).

Also, there have been some recent attempts to smooth the VR development environment from the Wild West past and make more of the competing engines and hardware APIs interconnected so content developers worry less about who made what headset.

It's still a nascent category for the Joe Consumer but VR is already here for commercial applications like telemedicine and surgery. My guess is that the military has some interesting implementations of VR technology.
 
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Harley Davidson's Project Nova.

It was an experimental project for years until it was shelved in 1981 after the AMF buy-back. The underlying design was later used as the foundation for the VRSC, or V-Rod, muscle bike with liquid-cooling. H-D partnered with Porsche AG during development of the latter engine design.

Side note: My dad worked for H-D for 17 years and when I inquired about the V-Rod development he stated that H-D wanted to initially do all the development themselves in-house. He said the company tried to recruit a top Porsche engineer but H-D "couldn't touch his salary."

I guess H-D didn't want to offer that guy what Porsche was paying him.
 
It's getting closer to mainstream affordability as prices for the requisite hardware continue to drop. I don't think anyone realistically thought that the VR tech during the Google Cardboard era was going to define the category.

There are now some high-end gaming notebook PCs that have sufficient graphics power to drive VR headsets at 90 fps. The high framerate is key to not getting too queasy.

The headsets themselves are getting cheaper and at some point the battery technology will be enough to drive the HMD screens without adding another two pounds to the headset. Wireless networking is also approaching the point when a computer can reliably send the images over the air rather than through a wire (DisplayPort, HDMI, whatever).

Also, there have been some recent attempts to smooth the VR development environment from the Wild West past and make more of the competing engines and hardware APIs interconnected so content developers worry less about who made what headset.

It's still a nascent category for the Joe Consumer but VR is already here for commercial applications like telemedicine and surgery. My guess is that the military has some interesting implementations of VR technology.
I'm not concerned about the affordability. I just don't think one can get around the nausea issue. VR is fantastic if one's completely stationary, but once a lot of movement happens then it goes to puke city. I see more potential with mixed-reality devices than full-on AR.
 
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