AR will be startup dominated, VR will not
reactionwheel.net
reactionwheel.net
If a startup ultimately wins the AR race it will be because they cornered the market in spatial computing expertise and are extremely well-funded. There is already not enough of this core expertise for the existing big tech companies with AR programs to all build viable teams, which bids up the price of that expertise, never mind enough to go around for a dozen startups.
As a consequence, I expect AR to be something like a winner-take-all market relatively early on.
In fact, I can imagine a future where this company decides that any consumer facing product is not their cup of tea, and sells/licenses chips/lenses/software/patents/etc to consumer facing companies that put the final product together.
This means less nausea, better balance for users, and a much less visceral impact of glitches.
It’s only safe if all your doing is displaying a virtual clock floating around or whatever.
Maybe blood sugar for diabetes sufferers? Maybe some stuff that integrates with sports/games?
Meanwhile, latency in VR gives the feeling that 'the entire world is slightly wrong'. I imagine working despite the first problem is a lot easier than working despite the second one.
There is a strong implication in AR applications that there exists a single logical model of physical reality behind the scenes, continuously updated from multimodal sensor and other data sources. Not only does this enable strong interoperability of individual user contexts in real-time, but giving everyone their own narrow model of physical reality will not scale in any case, the infrastructure needs to be shared. Any single user is seeing a contextually relevant and very tiny slice of that backend spatial data model.
Companies cannot handle offline spatial processing of complex multimodal sensor data models at the required scales today, platforms don't exist with the necessary capabilities and architecture. AR is trying to do it on sensor feeds in real-time in a shared, event-driven environment at the same scales. The design and implementation of any such platform will be an extremely impressive engineering feat.
Autonomous systems have a similar platform engineering problem. Think of it as machines requiring a real-time contextual view of their local physical reality synthesized from diverse sensor feeds, many of which are external. Very similar to the AR problem at a computer science level.
Are you sure? My instinct is that the number of probes required to reach the same level of accuracy would be halving regularly.
What makes you think it’s not? Are there studies?
The tiniest of creatures can do it very well with very little energy.
- The dominant use of VR will be content consumption (I disagree personally, and think it will be communication and collaboration)
- making content for VR is expensive and difficult. (This has been trending downwards over time — game engine tech is nearly commoditized, creation tools are cheap or free, learning resources to create 3D assets and games are plentiful, and content libraries are cheap and free. VR content tends to be short form as well, so less need to have massive amounts of custom content.)
But the collaboration angle is something I'll look into deeper now. You are likely right.
The current biggest holdup other than cost of hardware is that it's hard on your eyes, which I think is why the short form is so prevalent.
The economics always bite you in the end.
- making content for AR is inexpensive and easy
Maybe not the dominant use, but certainly the dominant market revenue wise. Think of the movie and TV industry vs security cameras and employee training videos. I think it's naive to think that any new form of media won't be dominated by entertainment uses in the public eye.
Instead there should be an open standard, e.g. like VHS used to be (they probably took a small flat fee but at least they were not in control of the entire market).
The reality is not so simple.
If we're talking about apples to apples entertainment type content, its probably easier to make an indie VR game that runs on all platforms than an AR game or experience.
If we're talking about the computer vision aspects of AR like object tracking, those problems are hard enough that a creative novice has little hope of making progress at the moment. That said, this space is probably dominated by a bunch of tech heavy startups.
And then of course the hardware is dominated by a few players but with some steam's cross platform SDK it was more than I thought it would be in 2016.
The most successful content in VR is rather simple. See "Beat Saber", the most popular VR game.[1] That's from Hyperbolic Magnetism, an indy game company in the Czech Republic.
On the other hand, "Facebook Spaces" is a total flop. You can browse Facebook in VR. Nobody wants to.
So the author was totally wrong about VR being dominated by big companies.
As a single person, with the right set of skills and enough care and attention, you can build a product on the web that looks and feels just as good, better even, than the big players. You're at no major disadvantage.
The same feels at least partially true for AR. It seems like AR UI is likely, at least in the near term, going to look like fairly simple overlay of images, boxes and text over physical objects. Not too different from a web page, basically. In fact I can even imagine that you could build such a UI with a markup language not dissimilar to HTML. You could even use CSS mostly as-is to style the components. Anyone who's capable of building a web page is going to be able to get going with this and build something useful really quickly.
VR feels obviously different in this regard. Simplistic UI is not going to look good or have good UX in VR, just as it doesn't in a 3D game. A solo engineer is not going to be able to compete with big company teams of artists, designers, etc to craft good looking VR spaces with comparable levels of quality.
I think the best we can hope for in VR is some kind of generic VR world toolkit, that's open source, within which one can overlay one's own UI using pre-designed models etc in a mostly cut and paste fashion (so kind of like how the browser gives you the DOM, and you just define what you want to display with simple markup instead of having to literally render pixel by pixel) - then it might be a bit more possible for solo engineers or small teams to actually build good looking and useful products. But still, it's a stretch to imagine that being competitive with custom designs that bigger teams and companies are capable of producing.
I guess we'll see. I like to be optimistic because usually with software and open source people find ways to surprise you with ingenuity and make things possible that you didn't even think of, and come up with usecases and products that you didn't think of in advance.
On the other hand, I also see a use-case of "VR" as more of a light canceling monitor, to complement current noise canceling headphones. Think about being able to sit down on an airplane and pop on your VR goggles and a pair of noise cancelling headphones to watch an old-fashion 2D movie. Or to have a full giant-display that can replace your 3 monitor desk.
These types of VR as a monitor use-cases shouldn't be more difficult then their traditional counterparts (although the tooling and ecosystem isn't as good on VR yet), so there should be room for solo developers to compete.
I was more talking about applications that are 'native' VR, for want of a better term. Apps that couldn't exist or wouldn't make sense in other formats than VR.
I think that, at least in the near future, developers would need to be aware of the VR platform when working on such apps. Ignore toolchain and issues, developers would still need to design a VR first UI. There is probably a lot of room to innovate around how to take advantage of head gestures; how to take advantage of virtual vs absolute coordinate systems [0]. And, the more mundane fact that VR developers have far more screen real estate to work with then desktop developers, who typically assume that the entire monitor is visible at the same time.
[0] I'm not sure what the correct names for this are. Bassically, the fact that there can be an image that is always in the same spot in your vision as you move your head, as well as images that appear to be "static" and therefore whose location in your vision changes as you turn your head.
You have convinced me - this monitors-in-VR thing could be an exciting area for development, and is definitely open to individuals and startups with little capital. Good shout.
In my opinion getting a 'sound' VR project up and running is far more straight forward learning process (if not process) than getting e.g. a 'sound' single page application up and running.
I'm very glad to hear that, as someone with no experience of game / 3D graphics development I had honestly assumed it would be more difficult and/or involve many more people to build something basic. Really cool to hear that's not the case these days.