Narrative: AR vs VR

Each narrative page (like this) has a page describing and evaluating the narrative, followed by all the posts on the site tagged with that narrative. Scroll down beyond the introduction to see the posts.

Each post below is tagged with
  • Company/Division names
  • Topics
  • and
  • Narratives
  • as appropriate.
    Samsung Updates Gear VR and Gear 360 Camera (Mar 29, 2017)

    Two other smaller announcements from Samsung today on top of its phone and smart home announcements concern its VR and 360 degree camera accessories, both of which got an update today. The Gear VR is easily the VR headset with the biggest base today, thanks largely to its aggressive pricing and bundling by Samsung in combination with its smartphones. That doesn’t mean it’s the best experience out there, and in fact it’s been a somewhat frustrating one because the controller was an awkward trackpad on the side of the headset. But the new version solves that with what looks like a really good separate hand-held controller, along with other improvements. This is the same approach as the Google Daydream View takes, and it works very well in that device, so this should make the Gear VR better too. The Gear 360 debuted last year, but was pretty limited, being designed more for stationary use at, say, a party rather than as an action camera for use on the go. The new version has 4K video and a new design better suited for on-the-go use. As with the other announcements, we’ll have to wait until reviews come out to know whether they’ll deliver on the promise (and I’ll be testing the Gear 360 I picked up at the event today shortly), but on paper these should be decent upgrades on their predecessors.

    via Techmeme (Gear VR and Gear 360)

    Apple and Facebook join race to build augmented reality glasses – Financial Times (Mar 27, 2017)

    There’s not a ton here that’s new about Apple and Facebook’s efforts, but the article does share some new details about Magic Leap, which is said to be getting ready to launch this year at a price point north of $1000. As I’ve said before, for all the complaints from Magic Leap that people are underestimating its technology, until it actually shows more than a few hand-picked people, those complaints are unreasonable. This is a company that has massively hyped its own product (including releasing rendered rather than actual footage) while refusing to share any actual details about its product. There certainly are people (some of them investors) who appear to be very impressed by it, but not until it launches will mainstream tech reporters and others know whether the product lives up to the hype. In the meantime, other companies like Apple and Facebook are ramping up their efforts, and even though Magic Leap may well beat them to market, it’s a small company with no brand recognition, and it will have to blow people away en masse if it’s to take a meaningful lead in the market when it launches.

    via FT

    Apple’s Next Big Thing: Augmented Reality – Bloomberg (Mar 20, 2017)

    Yet more evidence that Apple sees a far more promising future in augmented than virtual reality, something Tim Cook has already affirmed several times. There’s little concrete in this article – lots of discussion on the people Apple has leading and working on its AR project, the kinds of technologies they’re working on, and some features they’re experimenting with, but really nothing about what Apple is actually likely to launch. I’ve often said that Apple tends to build up to new technologies slowly, and often subtly, incorporating the necessary hardware in devices like the iPhone long before it actually takes advantage of them, and I think the dual cameras in the iPhone 7 Plus are an example of that. The same technology that powers Portrait Mode and 2x optical zoom could easily be incorporated into some kind of AR technology on the iPhone, and I think it’s likely this fall’s iPhones will start to show some of what they’re capable of using these and other components. But Apple will probably also use the iPhone to build up to something separate over time, like glasses, something this article seems to confirm. For now, VR definitely has far more public attention than AR, and it’ll take someone like Apple getting into the business to change perceptions and raise awareness of the latter.

    via Bloomberg

    Microsoft Renames Windows Holographic as Windows Mixed Reality – MSPowerUser (Mar 2, 2017)

    Microsoft has apparently renamed its Windows Holographic platform as Windows Mixed Reality, which seems to be a reflection of the broadening of the platform from its original narrow AR focus to something broader, including the release of a number of VR headsets that was announced a couple of months ago. At the time, I saw that as a concession that Microsoft’s original vision wasn’t coming to fruition fast enough or at big enough scale, and that it needed to broaden its scope to encompass the areas that are hotter in the short term, notably VR. That was particularly important for its OEM partners, most of whom were never going to build a HoloLens like headset but who likely wanted to build more accessible VR gear. This name change reinforces my sense that Microsoft is realizing that it needs to think more broadly if it wants to play a serious role here in the near term, and that probably also means building more first party VR gear for Xbox among other things.

    via MSPowerUser

    Oculus Drops Price of Rift and Controllers by $100 Each (Mar 1, 2017)

    I’ve just had a little debate with myself (and with some others on Twitter) as to which site to link to for this news – lots provided essentially the same information in my Twitter feed at roughly the same time, and I was left with a choice of a site with a paywall, a site with egregious auto play videos, or a site with more superficial coverage. The news itself is interesting – Facebook/Oculus is reducing the price of both the Rift and the controller by $100 each for a total discount of $200 and a new combined price of $598, which puts it below the price for the $799 HTC Vive, but above the $399 price of the Playstation VR. The combined price of a console or PC plus headset is still lowest for Playstation by quite a distance, helping explain why the latter is selling so well, especially with a large installed base of consoles. Oculus insists it’s not reducing the price because of poor sales, and it’s been saying for months Oculus sales wouldn’t be material to Facebook’s overall business for years, so there’s some credibility to its claim that it’s just executing on a longer-term plan here. Even Sony’s nearly 1 million sales are still very small in the context of any other mainstream consumer electronics category, which is a useful reminder of VR’s relative immaturity. But lower prices will help accelerate things a bit, as well installment plans like the one HTC announced this week.

    via Techmeme (alternatively, direct links to FT, USA Today, and Business Insider)

    HTC’s new Vive payment plans diffuse the high cost of PC virtual reality – PCWorld (Feb 28, 2017)

    HTC is making several announcements at the GDC gaming conference, but to my mind the most interesting is its installment plan for paying for a Vive headset. Instead of paying a lump sump of $799, would-be buyers can now pay $66 per month for 12 months, much as many of us now pay for our phones. One of the criticisms (and limitations) of early high-end VR is the price, but of course an iPhone 7 Plus or Samsung S7 Edge or Pixel XL comes in at $750-770, and we don’t all balk at that price, because none of us pays it upfront. Installment plans make these purchases a lot more palatable, and that’s going to be important for reducing the barriers to adoption here. That doesn’t mean we’re all going to rush out and buy one of these, not least because it still requires a high-end PC as well, but this kind of small step will help accelerate the spread of VR just a little bit.

    via PCWorld

    Popularity of Sony’s PlayStation VR Surprises Even the Company – The New York Times (Feb 27, 2017)

    This is a rare non-MWC announcement this morning, but is interesting in context of all the mobile-centric news coming out this week. Sony has sold just under a million Playstation VR headsets since its launch – 915k as of a week ago – which is really very impressive given the installed base of Playstation consoles is vastly smaller than the base of smartphones in use. It also means this will be a useful revenue stream for Sony – at $400 a pop, that’s $360 million or so so far, which is probably as much or more than Samsung has made from selling / bundling its Gear VR headsets. I continue to believe that the next couple of years in VR will be characterized by a bifurcation between relatively small numbers of sales of high-end rigs from Oculus, Sony, HTC, and the like on the one hand, and larger unit sales (at much lower prices) of mobile headsets. Over time, a third category of standalone units will emerge and take some meaningful share, but for now it’s about these two extremes.

    via New York Times

    Samsung’s new Gear VR controller lets you point, drag and shoot in VR – Wearable.com (Feb 27, 2017)

    Samsung’s Gear VR headset has been by far the top-selling VR device so far, with over 5 million units “sold” (although many were likely given away or bundled at a very low price with smartphones) versus under a million so far for Playstation VR. Mobile VR is the mass market segment, and it’s always going to beat the hardcore VR rigs on volume, but the performance is often sub-par, and the user interface on the Gear VR has been pretty abysmal. The Daydream VR headset Google debuted late last year was much better in this regard, with a nice little hand-held controller which was mostly much easier to use, though it can be a little glitchy at times. It looks like Samsung now has a much more usable controller too, which should be a big help in making its VR experiences more enjoyable. The new controller ships with a new version of the Gear VR headset, and may or may not be available as an accessory for existing owners (price and date are also still unavailable).

    via Wearable.com (more on Techmeme)

    HTC’s Viveport VR Subscription Service Opens Doors to Developers – Variety (Feb 23, 2017)

    HTC announced this subscription VR service for its Vive headset at CES, but it’s now opening it up to developers. The fact that only 14,000 consumers have signed up to be notified when it launches is a useful reminder of just how small the VR audience on any of the high-cost platforms is today. And I would guess that many users will still end up shelling out lots of money on a per-game basis because the best premium content won’t be part of the subscription, at least in the long run. But a subscription model for VR makes a ton of sense for non-gaming content as more of that starts to show up, although arguably it’s a better fit for mobile VR experiences which are more attractive to non-gamers rather than the big-ticket PC- and console-based rigs.

    via Variety

    HTC has another tough quarter, with revenue down 13% YOY, but smaller losses – TechCrunch (Feb 15, 2017)

    I don’t typically track HTC’s financials that closely, because they’re so small (just $700 million in revenue last quarter) and such a minor player at this point, but it’s worth checking in from time to time, especially as HTC expands beyond its traditional smartphone business into VR and ODM manufacturing for Google. Interestingly, there’s very little sign of any meaningful bump in revenues or profits from either of these initiatives, which either means that their contribution is tiny or that the traditional smartphone business is declining even faster than in the past. Revenue was down 13% year on year, and the company has had negative operating margins for seven straight quarters and most of the last three years. On the Q3 earnings call, HTC said that it was near breakeven on its smartphone business, and blamed the VR business for the overall losses. It also refuses to talk about the Pixel business at all on earnings calls, citing the lack of public disclosure by Google (which is odd because Google has confirmed it). Regardless, it’s worth noting that the company’s gross margin is just barely in the double digits, which obviously doesn’t leave much room for marketing and other corporate costs. HTC is one of a number of what were major Android vendors a few years back which have faded considerably, and unlike Sony it doesn’t yet seem to have figured out how to make the business work at its new smaller scale.

    via TechCrunch