After the initial novelty wears off, users do in fact report problems such as low resolution and discomfort (dizziness, headaches, vertigo, and nausea).
Most of which is due to limitations in the devkit model (lack of degrees of freedom in head tracking and low resolution), all of which are being fixed in the consumer model. Reviews of the consumer model prototypes tested at conventions / press events have reported these symptoms are gone.
When I made my prediction I called out a Snow Crash like metaverse as the killer app. More generally, I think we will be seeing applications of head-mounted VR that are surprising, novel, and ultimately far more interesting than gaming. Occulus Rift will be, I think, a transformative technology in general, even if it ends up controversial or marginalized in gaming.
Reviews of the consumer model prototypes tested at conventions / press events have reported these symptoms are gone.
In that case, the chances of success look much better.
More generally, I think we will be seeing applications of head-mounted VR that are surprising, novel, and ultimately far more interesting than gaming.
Can you give some examples?
It's time to look back to see what was predicted a year ago and how successfully it was.
But even more, it's time for the fresh predictions for the following year, 2014.