Leper wrote on Feb 29, 2016, 14:26:
Maybe too expensive for the average Joe, but plenty of enthusiasts out there will fill help fill the gap until if/when the technology costs comes down.
This is exactly the thinking which resulted in 3D Vision failing and 3D Vision is way cheaper to get than any VR helmet.
The cost for adding and troubleshooting stereoscopic support in any game is just not worth it for a handful of enthousiasts. Now with VR, not only do the developper have to get SS support working but code, debug and optimize the new control scheme for the game. This results in so much lost man power which could have been used to optimize the game for the general public/add features or game content/get rid of bugs which 99% of your potential buyers will benefit. Instead you lost time and money and something which less than 0.1% of your audience is able to use.
This will fail hard, no doubt. 3D Vision survived all those years because nvidia kept throwing money to the developers (and kept sending their own coders to the studios to help them adding support). But now, after stopping this tactic, none of the studios which offered 3D Vision support in the past (Batman games, Tombraider 2013, Just Cause 2), includes it anymore (Arkham Knight, Rise of the Tomb Raider, Just Cause 3).
There will be a initial enthusiasm and momentum for VR because it's certainly amazing and fun but the cost of those devices will kill it. Even for 400-500$ is way too much for average Joe and for this technology to become a success.
Update: Crystal Dynamics just released and patch to add SS support, so I stand corrected and that particular title. It still makes sense for them to add support as TR2015 is based on the TR2013 engine which included SS support, they didn't had to write one from scratch.