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Metaverse
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=== Hardware === Access points for the metaverse includes general-purpose computers and smartphones, [[augmented reality]], [[mixed reality]], and [[virtual reality]].<ref name=":10" /> Dependence on VR technology has limited metaverse development and wide-scale adoption.<ref name=":32" /> Limitations of portable hardware and the need to balance cost and design have caused a lack of high-quality graphics and mobility.<ref name=":4" /> Lightweight wireless headsets have struggled to achieve [[retina display]] pixel density needed for visual immersion.<ref name=":4">{{Cite web |last1=Wood |first1=Rhys |date=October 14, 2021 |title=This Oculus VR headset could feature lifelike resolution β here's why that matters |url=https://www.techradar.com/uk/news/this-oculus-vr-headset-could-feature-lifelike-resolution-heres-why-that-matters |access-date=January 9, 2022 |website=TechRadar}}</ref> Another issue for wide-scale adoption of the technology is cost, with consumer VR headsets [[Comparison of virtual reality headsets|ranging in price]] from $300 to $3500 as of 2022.<ref name=":82" /><ref name=":1" /> Current hardware development is focused on overcoming limitations of [[VR headset]]s, glasses, sensors, and increasing immersion with [[haptic technology]].<ref>{{Cite news|last1=Lewis|first1=Leo|last2=Davies|first2=Christian|last3=Jung-a|first3=Song|date=January 5, 2022|title=Investors gear up for 'gold rush' in metaverse hardware|work=Financial Times|url=https://www.ft.com/content/182bb2a7-b4e4-4d0d-8178-4cd9b4c225c4|access-date=January 8, 2022}}</ref>
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