Note: XR means Extended Reality, which includes Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR).
The internet has rapidly transformed the way we interact with the world; XR will do the same. While the internet has been around for more than 30 years, XR is still in early stages of development. However, there is substantial consumer appetite for XR, and it’s likely to become mainstream within the next few years.
As evidence, PlayStation 5 and Quest 2 (Meta’s VR headset) came out around the same time - Q4 2020. Through Q2 2022, it’s estimated that Quest 2 sold 15 million units compared to PS5’s 22 million. This is nearly 70% sales volume of the all-time best selling gaming console brand. While not an apples to apples comparison (PlayStation had supply chain issues with PS5 resulting in demand far outstripping supply), it shows that there’s substantial appetite for VR experiences.
At a more recent checkpoint (February 2023), PS5 added 10 million more units sold, bringing its total to 32 million. Over the same period, Quest 2 sales appear to have slowed, adding only a couple million more units at best over the back half of 2022 after having averaged more than 700,000 units per month through 2Q 2022. Still, these are impressive numbers for Quest 2 given that the AAA gaming experience (incredible graphics and game complexity) has yet to be realized due to hardware constraints (XR2 processor).
There’s value in comparing adoption of the internet with that of VR because internet use and VR use are fundamentally similar. Both technologies allow users to access information and content that is not physically present in their surroundings. Additionally, both technologies can be used for a variety of purposes, including entertainment, education, and training. However, there’s an important use case that VR hasn’t cracked, which could be the key to broad adoption (more on this later).
VR is important because it is a gateway to the metaverse (which, if realized, is projected to be an economy worth up to $4 trillion by 2030). While not essential to experience the metaverse, VR’s immersive quality is a great complement.In three slides, I’ll outline my thinking about where we are in the VR lifecycle and where in the XR tech stack is the key to unlocking all this value.
Average time spent online is a proxy for value accrual on the internet as well as an indicator of when and why it accrued. Because I’m focused on aggregate value, I calculated US weighted average time spent online (which accounts for the percent of the US population online). In 1995, only 14% of the population was online, so there was almost no daily usage on average. By the end of 2022, 93% of the US population was online spending over 6 hours per day on average.
To understand usage drivers, I broke the timeline into five-year blocks, categorizing the main innovations that drove internet adoption during each period:
1995-1999 (UI/UX)
2000-2004 (HW + Infra)
2005-2009 (HW + UI/UX + Infra + Utility)
2010-2014 (Infra + M&E)
2015-2019 (Infra + Sharing)
There are only 7 years of history in VR, which is the time equivalent of about one internet period. But development cycles shorten as the pace of tech innovation increases over time. This means that products are iterated at a faster pace, improving consumer experience more quickly. Still, we’re in very early stages of VR as only 3% of the OECD population has a standalone active headset.
It’s worth calling out that the blue line in the above VR chart differs from the blue line in the internet chart. Although both lines go up and to the right, the internet usage line represents actual value, while the VR installed base represents potential value. More directly, VR has a usage gap (I’ll elaborate on that in the next section).
To understand drivers of VR headset ownership, I broke the timeline into two-year blocks, categorizing the main innovations that drove purchases during each period.
2016-2017 (HW + UI/UX)
2018-2019 (HW + UI/UX + Infra)
2020-2021 (HW + UI/UX + Infra)
2022-2023 (HW + UI/UX)
Meta Quest 3 will release in fall 2023 with higher resolution due to a next gen Snapdragon GPU that delivers twice the performance of the one used in Quest 2. It will also come in a 40% slimmer profile.
Apple's upcoming XR headset, Vision Pro, heavily emphasizes spatial computing (removing controllers all together; instead, you navigate by using your eyes, hands, and voice), has a high-resolution display (with more pixels than a 4K TV for each eye), passive cooling, wireless connectivity, and a hefty price tag of $3,499. Price aside, these features could make Apple's headset the most immersive and realistic XR experience on the market, potentially opening new possibilities for productivity, education, and entertainment. Apple is smartly focusing on AR, messaging content outside of gaming, but has a VR mode as well.
I’ve laid out my view of the landmark events driving consumer adoption of the internet and VR. There are noticeable patterns. The first phase of adoption was driven mainly by hardware and UI/UX breakthroughs and iterations. Advancement in infrastructure (specifically wireless mobile networks) is a dominant driver regardless of phase.
This first phase for the internet was about a 10-12 year period. Apple’s entrance with the iPhone, marked the big hardware and user experience leap forward that ended the first phase and began the second. The second phase of adoption was driven initially by the layering of utility apps on the hardware and infrastructure that had matured enough to support robust applications. Next came entertainment. In other words, first needs, then desires.
Similarly, the first phase for VR has been characterized by eight years of hardware and UI/UX breakthroughs and iterations like standalone headsets and hand tracking. The second phase for VR seems imminent. However, if history is a guide, the open question with respect to phase two is what will be the utility app for VR? The internet had powerful utility apps (email, payments). As did the smartphone (if nothing else, you could make calls and text). But why might we need VR? Is it enough that online utility apps are extensible to VR or does VR need its own unique utility use cases? Further, is utility even necessary for wide adoption or is entertainment sufficient?
It seems that entertainment is not sufficient (at least the entertainment that’s currently available). A 2019 IDC survey found that VR headset owners spend only about 6 hours per month using their device. This translates to just 12 minutes per day (there’s no data to suggest that this has improved). Not only is usage low, but there’s also concern that attrition is high. The Washington Post recently reported that new Quest owners only use the headsets for a few weeks. Others claim that monthly active users are below ten percent.
There could be a number of reasons for the low usage and high churn. First, it’s just too much work. There's significant friction in the experience. When I first connected my Quest 2 headset, it took much longer to set up than other devices. I also had to find a how-to video on YouTube because instructions were sparse. Second, there needs to be more entertainment value beyond gaming. Buying games represents a recurring expense (per title cost) that is a barrier to entry for the general public. Third, whether it’s utility or entertainment, VR needs that one thing you can only experience with a VR headset.
Drawbacks notwithstanding, VR is one of the highest potential value spaces. According to Newzoo, there are over 30 million active standalone VR headsets worldwide (and likely tens of millions more that aren’t active). The marginally active users (which are the majority) are primed for great content and the inactive users might dust off their headsets if incentivized with the right content.
Apple entering is a big leap forward for XR because it completely resets expectations (high) for hardware and user experience advancements to come. Apple’s UI/UX isn’t superficial, it runs up and down the Vision Pro tech stack. VisionOS, Apple’s first spatial operating system, is the most obvious example. But it’s the subtle advances in the user experience that add up. For instance, setup/configuration is transformed by scanning your face with the TrueDepth sensor on the iPhone so your headset comes custom fit to your face. Also, reviewers say that the eye tracking experience feels “magical” - allowing your eyes to function like a mouse, capturing where you focus your attention as you navigate. This combined with hand tracking (pinch your fingers together to select) creates an entirely new user experience.
Apple also highlighted productivity features such as porting your Mac screen into the headset display together with a bluetooth keyboard and trackpad - this is beginning to check the utility box we discussed. From an entertainment standpoint, there’s $2 billion of low hanging fruit in the form of 3D box office releases. In 2022, 3D showings accounted for 7.7% of all ticket sales (“Avatar: The Way of The Water” was 4% by itself). 3D movies are ripe for a straight-to-Vision Pro distribution model.
The impact of Vision Pro will be a rising tide that lifts all boats. More directly, Apple’s entrance signals that the market is ready and will be a strong forcing function for developers to imagine and build new XR experiences. We’re entering the second phase where I expect to see novel utility use cases and great entertainment content from creatives and developers.
In order to build these XR experiences, developers (especially those new to 3D) will need tools an order of magnitude better than what exists today. Enablement is one of the areas where value will accrue first and is why I’m excited about AI developer tools that reduce the time and cost of 3D asset creation, lossless compression, and UGC as well as other opportunities in the XR developer stack.