This was the problem with virtual reality. It couldn't just be really good. It had to be perfect. In a traditional videogame, too much latency is annoying--you push a button and by the time your action registers onscreen you're already dead. But with virtual reality, it's nauseating. If you turn your head and the image on the screen that's inches from your eyes doesn't adjust instantaneously, your visual system conflicts with your vestibular system, and you get sick.There were a million little problems like that, tiny technical details that would need to be solved if virtual reality were ever to become more than a futurist's fantasy. The Rift had made enough headway to excite long-suffering VR enthusiasts, but it was still a long way from where it needed to be.