According to experts, virtual reality (VR) will eventually take its place in the Metaverse, but not in the foreseeable future, given the slow pace of its implementation.

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Few things can compete with the feeling of almost complete immersion of the senses in the virtual world – that’s why many believe that the technology will naturally fit the Metaverse.

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This is the technology the Mark Zuckerberg Meta is betting big on. introduction Meta accounts, which he says will allow users to more easily access their Meta Horizons platform through Oculus VR headsets.

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Metaverse CEEK platform founder and CEO Mary Spio is also waving the flag of the virtual reality metaverse. In an interview with Cointelgraph, Spio argues that the true power of the Metaverse cannot be realized unless users are fully immersed in it through virtual reality devices.

The Spio CEEK Metaverse Platform helps digital content creators, including musicians and athletes, connect directly with their fans in a virtual world.

Spio said her platform emphasized immersive virtual reality because “the benefits of the Metaverse cannot be fully realized in a non-VR mode.”

“Virtual reality provides total immersion and creates a sense of presence, real emotions and memories; is no different from actually being at that time and place in real life.”

However, Spio acknowledges that their metaverse must provide access to both virtual and non-VR as content, ease of use and accessibility are still needed before we see the mainstream adoption of VR technology.

She believes that in the next two to three years there will be a “quantum leap” for the adoption of Metaverse and VR.

Janine Yorio, CEO of Everyrealm, developer of the Metaverse ecosystem, disagrees.

According to Yorio, Metaverse platforms and VR technology should develop exclusively from each other without mutual consideration.

In her assessment, very little of the Metaverse experience is being created for virtual reality like CEEK, noting that virtual reality that brings significant changes to the world probably won’t happen in any meaningful horizon.

The reasons for this lie in “technological obstacles” and a simple human preference for the most random applications of technology:

“People usually play or interact with technology while doing something else. This is not possible with a VR headset that effectively blocks out the rest of the world and leaves the user physically vulnerable while using it.”

Her opinion is backed by numbers like Statista found that the VR market size was about $4.8 billion in 2021, only 2.4 headsets per hundred households. according to virtual reality marketing. Compare this to the Web 2.0 Metaverse companies that enjoy a $14.8 trillion market cap and a $7.1 billion Metaverse token market. according at CoinGecko.

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Meanwhile, Human Park creative and technical director Ricky Pierce has hit the sweet spot.

In an interview with Cryptooshala, he said it could take five to ten years before VR becomes a Metaverse-ready element due to constraints on the developer side as well as various barriers to mainstream adoption, although he acknowledged that the virtual reality implementation “doesn’t work”. cards.”

For Pierce, the main hurdle is the headset, which he says Oculus has addressed for the most part by making the device more affordable. However, connectivity and gameplay will remain a challenge for at least the next five years.

Pierce added that some of the limitations of VR and Metaverse integration may not have a solution due to “physical limitations that prevent these things from connecting at a fundamental level.”

“When we saw the launch of VR, you saw that there was potential. But there were simply no mechanical components that could give pleasure, and they still don’t exist. ”

Human Park has yet to bring VR to its platform, but says it may be possible in the future.