Regardless of how fast the adoption of Virtual Reality happens, 2016 could be remembered as the ‘year of VR’, where a lot of companies will have to change their own design in order to create a VR experience. Adoption of VR requires significant changes to the product lineup, and the approaches could not be more different. Oculus Rift is based around stationary position, HTC Vive Pre bases itself around a living room experience (with unfortunate wires), Microsoft HoloLens concept has a whole on-your-head computer (but also requires a hook up to a very powerful multi-GPU server), etc. Regardless of what you may think about VR, the fact is that this