Will walled gardens rule VR?
worldish.substack.com
worldish.substack.com
As an example, camera access is available on smart phones (cameras on phones being an established killer feature even before iOS and Android) but are completely off limits on all standalone VR headsets (Meta, Pico, HTC) for “privacy reasons”.
Expect other big players to lean into this.
That said, it will certainly take a while for an open web to emerge. And in any case, it seems likely that walled gardens will always have a powerful place in the ecosystem.
Big players would do as you predicted if not for regulatory measures, that have thankfully been taken.
It’s hard to argue that Apple should have to permit such functionality but then if the debate shifts towards what first party OS level features Apple is and is not allowed to provide, we get into undesirable regulatory overreach.
Ideally the OS would be open source and replaceable but that’s a pipe dream. The reality remains that platforms are intentionally crafted to heavily favor the vendor’s services and there’s little that regulation will do to change that.
I think a headset that has the capability of exposing live video feed to apps is a headset that will be incompatible with business environments, and definitely incompatible with my home. The consideration of "private reasons" are extremely real. I don't see why this has to be "walled" though, since a standard could be used to expose object/hand/passthrough textures/whatever tracking, via an API.
I think Meta's approach is what the majority will end up using: some AR API, with passthrough regions direct to the user, but the video feed of those outlines inaccessible to the app.
The alternative is a NYT article about how "There are over a dozen cameras, in your bedroom, and hackers are watching!" articles. For reference, Quest pro has 16 cameras: 6 for the controllers, four for HMD tracking, one for color passthrough, 3 for the eyes, and 2 for the mouth. Considering giving apps access seems ludicrous, to someone who sometimes plays "Puzzling Place", in their underwear.
Aside from that, there's still no killer app in VR. It's all amusing toys that lose their luster. Superhot VR was fun, sure. Beatsaber is cool. VR Chat has its ups and downs.
But nothing I think I could live in.
VR will continue to get incrementally better and cheaper year-after-year. I think VR has established itself as the fourth big wave in gaming (after mobile games, console games, and PC games). I'm not sure why that isn't enough to be considered a great success.
The first true VR hit might be something that integrates really well with mobile. Then VR power users can tell their friends, and they'll have an easy way to try it out.
Having 4 mildly successful but isolated & proprietary platforms that never manage to build enduring engagement seems like a terrible waste of promising hardware.
The only question is if it will actually become the next platform. I have no interest in VR or AR. I prefer the real world, thanks. There are already too many physical billboards.
[1] In full disclosure, I'm affiliated with this project. :]
Not only do you have to align on compatibility, you have less freedom to build features that aren’t available elsewhere. And if you did and it is very compelling the other worlds will have fewer users to the point where you’re the last one standing anyway.
And this is just on the cost side. There are many advantages on the value side.
It seems more rational to juts build something that you think is good and not care to be compatible.
You can't take the background from The Starry Night into the Mona Lisa either.
[1] https://i.etsystatic.com/25738870/r/il/992d57/2742618280/il_...