No sir. The idea of virtual reality and "holograms" is at least here since the early 20th century. It's just that these people burnt billions of dollars on some tacky tech demos and empty marketing promises, and the industry believed them for years.
No sir. The idea of virtual reality and "holograms" is at least here since the early 20th century. It's just that these people burnt billions of dollars on some tacky tech demos and empty marketing promises, and the industry believed them for years.
Companies invested billions in tackling all those fundamental technology limitations (reduce motion-to-photon latency, higher refresh-rates, global refresh, lower pixel-persistence,...).
The dilemma is, that in VR everything "sucks" until you achieve presence (the feeling of really being somewhere else) or at least full immersion.
So how do you fund all this development? By releasing iterative products which sadly harm the wide adoption more than they help, because "it still sucks".
At best, VR drove mass-production of necessary technology in other industries (i.e. adoption of >60Hz displays, high-resolution sensors, eye-tracking, OLED, immersive audio,...), which ultimately helps the next entrant to create a more-affordable AR/VR-device.
At the very least, it created IP that this "somebody sometime" will then have to license. I doubt it will be possible to create a new VR-device without the patents of Sony, Microsoft or Samsung.
How much this helps to really innovate is another question, arguably it means Apple is the only new entrant large enough to cross-license and still disrupt...
I played about 300 hours of VR, then moved somewhere that didn’t have the space, and I haven’t ever felt the desire to play VR since. Regular PC games are just as fun if not more so.
Required physical space and overall utilization are commercially limiting factors, achieving the required level of "presence" (which is beyond immersion) is still a major technical hurdle.
After all, the human brain is preconditioned to detect if something is "off", VR needs to achieve a level of performance that doesn't trigger any of this senses.
AR on the other hand has none of the above limitations. It's comparatively easy to develop a good experience there, and much more simple to develop applications once a strong ecosystem is in place. AND it contributes heavily to the VR-evolution as well.
If XR will disrupt in this "round", expect VR to evolve slowly until AR has appeared and scaled. Without AR fueling it, VR won't be able to accelerate in evolution and affordability.
It's easy to avoid the patents by waiting for them to expire. This is the traditional way of doing things, and is why there are so many instances of technologies not becoming commonplace until 20 years or so after they are patented.
We're still in the competition for the leading XR ecosystem. If a company wants to establish themselves in this space, "just wait" is not an option. Quite the opposite, now there's still a chance to shake-up everything by delivering a strong user-experience
I had an AR startup in the "pre-Pokemon Go" times (2015). Explaining what we were doing and what AR was capable of became significantly harder after Niantic launched their second game (remember Ingress?).
The main reason was that the definition of AR changed from "augmenting reality" to "3d floaters". It was much easier to work with people who had no prior experience with AR as we didn't have to help them unlearn whatever marketing bullshit they read at the time. Now I think that sound is the most immersive AR platform.
Incidentally, we had a project called Metaverse as well. Let's say it was smaller in scope and much more "boring" though (boring is good, I like boring).
I remain unsure whether Zuck is running that same playbook, or if he legitimately thought bulky-ass VR goggles were the way of the future and expects to have a smash-hit before marketable AR glasses exist.
Devices being made by these companies all embody elements of solutions to these challenges, but they all recognize it's a long road, and there's a lot of learning still to be done.
* https://www.techemails.com/p/mark-zuckerberg-vr-ar-strategy
I'd love to get insight on how his 10 year plan would look today.
Overall it seemed like they weren't too far from {something_useful}.
Did they?
From the outset, people pretty unanimously called bullshit on the metaverse and ridiculed Zuckerberg. Facebook's own advertising of the metaverse wasn't even ever designed to attact users, it was very obviously designed to make people think there were revenue sources buried in the multiverse. They never had a product or even a particularly coherent idea for one.
I think the illusion was the problem. Suck wanted it to work without realizing his gadget.
I'm much more curious if Tim will really release apples version and if it will burn him.
And I only mean for broad consumer vr/ar not for industry etc.
Forcing a worker to wear a headset is much easier and there are fast financial benefits. Alone when you can train someone virtual before letting them on the real thing.
So it will be with VR.