dryriver writes: Just a few years ago the future seemed bright for 3D TVs. The 3D film Avatar smashed all box office records. Every Hollywood studio wanted to make big 3D films. The major TV set manufacturers from LG to Phillips to Panasonic all wanted in on the 3D TV action. A 3D disc format called Blu-ray 3D was agreed on. Sony went as far as putting free 3D TVs in popular pubs in London to show Brits how cool watching football ("Soccer" in the U.S.) in Stereo 3D is. Tens of millions of dollars of 3D TV related ads ran on TV stations across the world. 3D Televisions and 3D content was, simply put, the biggest show in town for a while as far as consumer electronics goes. Then the whole circus gradually collapsed -- 3D TVs failed to sell well and create the multi-billion dollar profits anticipated. 3D at home failed to catch on with consumers. Shooting genuine stereo 3D films (not "post conversions") proved to be expensive and technically challenging. Blu-ray 3D was only modestly successful. Even Nvidia's stereo 3D solutions for PC gamers failed. What, in your opinion, went wrong? Were early 3D TV sets too highly priced? Were there too few 3D films and 3D TV stations available to watch (aka "The Content Problem")? Did people hate wearing active/passive plastic 3D glasses in the living room? Was the price of Blu-ray 3D films and Blu-ray 3D players set too high? Was there something wrong with the stereo 3D effect the industry tried to popularize? Did too many people suffer 3D viewing related "headaches," "dizzyness," "eyesight problems," and similar? Was the then -- still quite new -- 1080p HD 2D television simply "good enough" for the average TV viewer? Another related question: If things went so wrong with 3D TVs, what guarantee is there that the new 3D VR/AR trend won't collapse along similar lines as well?
Fools ignore complexity. Pragmatists suffer it.
Some can avoid it. Geniuses remove it.
-- Perlis's Programming Proverb #58, SIGPLAN Notices, Sept. 1982