Earlier quoted context omitted.
I think the monumental failure of Nintendo's Virtual Boy pretty strongly illustrated that if you can't do this perfectly, you shouldn't do it at all. Within the current constraints (including budget), making a "good enough" product is clearly not feasible. As this article points out, even a few milliseconds too much causes massive problems (worst case: severe nausea – car sickness). On top of that, it's not even clea…
Virtual Boy pretty strongly illustrated that if you can't do this perfectly, you shouldn't do it at all. Absolutely. But the Virtual Boy was clearly before its time. The hardware just wasn't ready. Within the current constraints (including budget), making a "good enough" product is clearly not feasible. I think that's clearly not true. The response from everyone who's tried the Oculus Rift has been that real VR has f…
None of those are actually remotely as important as the fact you're still using your head as a dumb camera joystick, there's no ability to track eye movement and the mismatch between what you're seeing and your inner-ear pressure is going to make a number of people throw up.[1]
These are fundamental problems that have been a part of HMDs for the last twenty years of me playing with them and the Rift addresses absolutely none of them. The Rift itself is not significantly different than its HMD contemporaries, it's actually aiming for the low-end gamer market and so far seems to be mostly pushing 'What's old is new again' without having made significant progress along the way. The most interesting part of the Rift kit is the tracker, not the actual HMD itself.
[1]: In a study conducted by U.S. Army Research Institute for the Behavioral and Social Sciences in a report published May 1995 titled "Technical Report 1027 - Simulator Sickness in Virtual Environments", out of 742 pilot exposures from 11 military flight simulators, "approximately half of the pilots (334) reported post-effects of some kind: 250 (34%) reported that symptoms dissipated in less than 1 hour, 44 (6%) reported that symptoms lasted longer than 4 hours, and 28 (4%) reported that symptoms lasted longer than 6 hours. There were also 4 (1%) reported cases of spontaneously occurring flashbacks."
Read up on 'Simulation Sickness' for more details.