The VR Winter Continues
Virtual Reality (VR) technology faces hurdles despite Meta and Apple's involvement. Challenges like product-market fit and user engagement persist, questioning widespread consumer interest. Caution is advised, citing past tech examples.
Read original articleThe article discusses the current state of Virtual Reality (VR) technology, highlighting that despite advancements, mass-market adoption remains elusive. Meta and Apple are key players in this space, with Meta investing significantly in VR and AR technologies. However, challenges persist, such as the lack of product-market fit and limited user engagement. While VR devices are improving in quality and affordability, it remains uncertain if these factors alone will drive widespread consumer interest. The author cautions against assuming universal appeal for VR, drawing parallels to other innovative technologies like drones and 3D printers that have not achieved mainstream popularity. The article underscores the need for realistic expectations regarding the future of VR and emphasizes the importance of genuine market demand for its success.
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VR companies are trying to make the iPhone of VR without considering that the iPhones success was built on decades of computing fundamentals. Before its possible to make good hardware and XR experiences, we'll need basic research in optics, display panels, tracking, multiview eye tracked foveated rendering, gaze correction, vari-focal, lossless wireless... the list can go on and on. Very few want to invest in solving these problems and simply wants to build a huge ecosystem with a large user base. Even Facebook/Meta, who have invested the most, have failed to tackle any of the major problems even after 10 years of being in the field. Since 2016 when 6-DoF tracked controllers became the norm, there hasn't been any major advancements other than slightly better visuals.
Looking at XR technology that has been successful, its usually because of a very clear focus on a specific application. VR flight and racing simulations with professional headsets like the Varjo appear seem far more developed. With a motion rig, these are good enough for training professionals. VR has solidified its place its this niche market at least. Microsoft's success often gets overlooked, but they have a $20B defense contract to supply IVAS AR headsets to the US military. If more companies focused on solving one of fundamental problems, it should eventually be possible to create a mainstream mass-market device that everyone will want to use.
The problem with VR and AR is that you can't sit around the living room and enjoy the same entertainment. You isolate yourself away from others in the room in a strange way.
Wearing headphones is somewhat like this in that others can't easily talk to you, but at least they can waive their hands to get your attention if needed.
Until VR tech is strong enough that it becomes a must-own product type for the average gamer, any other consumer-focused use case should be considered dead in the water.
It's like inception, and I am 3 layers deep, and every layer has it own controls.
I don't know the answer to that question, but I certainly won't care. I am not in any of the demographic groups that can currently get value from it.
VR/AR is a thing that covers several niche use cases very well, but it's hard to see how it would be useful enough generally that it would become a common consumer item.
I could see it becoming popular amongst gamers, and its utility in specific things like industrial use are pretty clear, but most people aren't gamers, and most people don't need to do industrial sorts of things in their daily lives.
I don't see it taking the role of smartphones in most people's lives even if the gear becomes no more onerous than a pair of glasses for a number of reasons, but if the tech does reach that point, I could see a large minority of people swapping to them.
But who knows? What I'm very confident about is that this won't be a mainstream thing for a nontrivial number of years.
When VR becomes something that is effortless to use and I can just slip on some glasses and not even feel them on my head is when it will break out.
Apple has some fundamental aspects of VR right such as controlling the UI with eyes and slight hand movements. Also most apps are geared towards sitting down. The problem is their headset is too heavy.
edit: Also I know there are people the above doesn't apply to, I'm basically going off of revealed preference. There is a reason why there are so many people that prefer watching others play games rather than playing themselves for example. There is also a reason mobile games are so popular over desktop.
This is a key idea, and a pattern one sees over and over:
> Something can be amazingly cool and part of the future, but not a big part of the future.
I think that self-driving cars will also prove to be in this category.
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