In this segment, the speakers discuss how gaming and entertainment serve as the initial driving force for VR technology adoption. They explore the importance of understanding broader market interests and how feedback loops will shape the future applications of VR beyond gaming.
"console or a gaming PC but as these things evolve its you can see how it could evolve to be the phone still slots into a headset but then when you're at home you plug then that set into something with all that horsepower and it's kind of a almost like surface like it the device changes to meet the needs or you can also see a standalone headset that has its own brains that's separate from your phone because it turns out people maybe also want to use the phone for some kind of input and then again that hooks up to real horsepower or you know that model kind of goes away and the mobile based approach just takes off even further and you know once they're as powerful as a gaming PC of today you don't really mind the jump in graphics compared to like what your desktop could and there are certainly people in the field who say look the future of VR is definitely mobile it's just a matter of and I pull more lucky may even be on record saying as I'm not sure that the tethered desktop version is a very important but it's a it's a stepping stone really until we can get to that fully mobile version I think one other related point"

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