I wonder if it would make sense for Apple itself to support frameworks like ARKit and SpriteKit on Android. I think it would make people a lot more comfortable relying on them.
I wonder if it would make sense for Apple itself to support frameworks like ARKit and SpriteKit on Android. I think it would make people a lot more comfortable relying on them.
It is trivial for the Android ecosystem to replicate an Instagram for their platform, it will be much more difficult to do this for AR and thus will be a meaningful source of competitive advantage.
There are real economic barriers to having the necessary hardware for AR. High-end Android phones don't ship anywhere near the numbers of iPhones to give it the scale required to make the necessary investments in hardware and software worth it (both from OEMs and Google). And that will ultimately limit the opportunity and market for developers, disincentivizing them to invest in it.
This is an area where Apple's scale, margins and ability to deploy new technologies and see meaningful adoption from users and developers (think about how fast Touch ID rolled down into the entire iPhone/iPad installed base, setting it up for Apple Pay years later) pulls up the ladder on would-be competitors.
But it's definitely on fewer total devices, so Apple has a real edge here.
1. The technology is still new and not yet polished
2. Pixel 1 was a rushed job made in 9 months
3. Tango needs extra hardware that increases cost
I have a feeling that Pixel 2 might have it though, as they had much more time working on it and the technology itself has matured a lot more since, as we saw at IO. Not only that, they also showed off VPS which is a visual position system for indoors using Tango. Definitely a killer feature for the Pixel.
I don't believe giving ARKit to away makes sense for Apple at all. It is, from what I can see, a pretty advanced technology and widespread adoption of it on other platforms will not help them selling more iPhones.
This only works on iPhones/iPads with the A9 or A10 chip. Which means that if you want to use AR then you need to upgrade from your iPhone 6. It also will create a suite of AR apps which only run on iOS.
When Jobs died in 2011 the iPhone represented 40% of Apple's revenue and generated $3.6 billion in App Store revenue.
In 2016, the iPhone represented 60% of Apple's revenue and the App Store generated $28 billion.
Hardware chart https://edge.alluremedia.com.au/uploads/businessinsider/2017...
App Store revenue 2011 https://www.google.cz/amp/s/9to5mac.com/2011/07/07/apple-iss...
App Store revenue in 2016 https://www.google.cz/amp/www.zdnet.com/google-amp/article/a...
For example, sucks to be someone who launched a game this week when Monument Valley 2 took over everything.
This is a somewhat recent figure I found. https://9to5mac.com/2017/01/11/ios-market-share-kantar/
http://fortune.com/2017/05/23/apple-iphone-gartner-market-sh...
But the essential point is that nobody can afford to ignore Android and building to iOS-specific APIs doesn't make sense.
The market within the iOS space is huge and if building an iOS only app using ARKit is more profitable then why not ? It's all about ROI. There isn't an equivalent for ARKit on Android and building one would be costly and time consuming.
For example ARToolKit is available for Unity, or even Anddroid.
https://artoolkit.org/documentation/doku.php?id=6_Unity:unit...
Unless you are targeting a specific audience (for example artists that use the iPad Pro) for most developers it really doesn't make sense to confine yourself to iOS.
There have been smartphones for years. Apple is pretty late to the game.
For broad market maybe, but for niche markets a good example would be ForeFlight https://www.foreflight.com/products/foreflight-mobile/ It's pretty much the gold standard among pilots, from private to airline transport, and it's IOS only. Makes support and dealing with fragmentation a whole lot easier.
Surely you are referring to some future point in time, because most can still afford to ignore Android, use iOS-specific APIs, and be profitable.
The whole point of these APIs is to let developers make a better apps on iOS so people want an iOS device. If they port any of them to android all they're doing is making it easier for people to leave their platform.
Yes, you lose out on android for now, but in the mean time you support millions of iOS devices in a category that will be getting a ton of media attention in the next year.
ARKit isn't a backend service it's an OS library so doesn't make sense to be cross platform.
Are they though? There's still a huge amount of people buying phones and computers, which cost a lot of money, periodically. There's paid services, sure, like Apple Music, which might become self-sustaining businesses, but a lot of these other "services" by the big tech companies are operated at a loss, like email, maps, cloud-storage, messaging, vide-calling, AI assistants, etc.
The only reason to make free services like all those at a loss is to bring value to a platform so users will stick to it, and Apple keeping its services platform-specific makes its platform even more sticky. Apple benefits from this directly, because it makes money selling its platform. To use iOS you need a device from which Apple makes loads of cash.
Google on the other hand is still essentially just an ads company with hobbies, and its profit from the platform its building is much less murky, indirect, and IMHO flimsy. The only way their platform brings them substantial profits is by collecting data to better target ads, which is concerning too.
The lifetime of devices is growing, so in the long term we have to see if Apple can keep selling as many devices as it does; their main source of income is not entirely future-proof. If you ask me, however, Google might be in a more delicate position, especially considering the growing issues with internet ads (concerning privacy, tracking, obnoxiousness etc) and that so many players are in the ads business nowadays. Some, like Facebook, are moving in deep-- challenging Google in user data analytics and engagement time.
tl;dr: Only some services (like Music) make money. All the rest are more valuable if they serve your core business, and Apple is very much doing that.
From game engines such as Unity which have plenty of AR plugins, to SkiaSharp (port of Google's Skia) using Xamarin.