While being closed off from the real world is an experience achievable with virtual reality (VR) headsets, augmented reality (AR) offers images and data combined with real-time views to create an enriched and computing-enhanced experience. IDTechEx‘s portfolio of reports, including “Optics for Virtual, Augmented and Mixed Reality 2024-2034: Technologies, Players and Markets“, explore the latest trends and developments within the AR/VR space.
VR vs AR
Virtual reality can be characterized by digital content displayed on a non-transparent background, while AR headsets have an optical combiner or waveguide to combine images from a micro-display with a view of the real world. Mixed reality (MR) can be described as a more involved version of AR, with images and data appearing to interact with real objects.
Consumer gaming and professional uses of VR headsets, from pilot training and machinery operation to entertainment in VR arcades, all count towards the unmatched lucrativeness of VR today. AR devices have grown more in recent years; however, they remain a niche market home to tough competition, especially for consumer devices.
Existing VR headsets with mixed reality passthrough will be one of the toughest classes of device for AR headsets to compete with, largely due to them being significantly cheaper despite offering similar capabilities, and offering superior battery performance, according to IDTechEx. Competition will also remain strong within the gaming sector, as consoles and PCs are long established within the consumer market, meaning virtual and augmented reality devices will still have a long way to go before holding the same reputation.
The ups and downs of AR devices
AR headsets are generally hands-free, offering near-constant data visibility and increased immersion into the real world. Computing can also occur in 3D on a larger virtual screen, creating nuanced consumer experiences offering functionality.
The invasiveness of AR devices may ultimately act as a deterrent for any large demand, especially when smartphones are already fulfilling the majority of needs as far as convenience and ease of use. Smartphones also offer space from intrusiveness once locked and put away, but AR devices don’t come with the same feeling of control, as they are more visually demanding, altering vision and providing a less authentic view of the real world. The costs of such products may also act as a barrier to wide-scale adoption, meaning they are unlikely to become mainstream just yet.
‘Lite’ AR glasses could act as a means to lessen the gap between bulkier and more complex AR devices and a more understated device that may be more socially acceptable and easier to set boundaries with, being as easy to take on and off as regular reading glasses. However, these glasses aren’t currently affordable or functional enough for mass market availability, and present AI incorporation as a main selling point, which may not be enough to gain the attention of a wider consumer audience.
Breakthroughs of 2024
In April this year, Meta announced that Horizon, the Android-based operating system used in its VR headsets, would be made available for other companies to use in their XR headsets. Microsoft, through its Xbox brand, was announced to be one of the earliest users in an upcoming device. Meta also showed off the Orion AI glasses, which IDTechEx claims is the biggest hardware development of the year within the sector. 2024 has also seen the uptake of Apple‘s Vision Pro, which placed a large focus on visual passthrough capabilities using cameras on the front of headsets. IDTechEx describes this, alongside Meta’s Quest 3, as a leading pathway to see-through glasses and mixed reality experiences, and for the future of AR devices as a whole.
Future predictions for VR and AR
IDTechEx estimates that VR will maintain its relevance and importance for consumer and professional purposes, but the future could see a shift in focus towards AR devices, as they become more of a well-known means to increasing convenience and productivity. AR devices are expected to become a more widespread means of accessing computing on the go, perhaps largely in the form of AR glasses, acting as complementary devices or a replacement to the smartphone.
For more information, please visit IDTechEx’s report, www.IDTechEx.com/ARVROptics. Downloadable sample pages are available for this report.
For the full portfolio of AR/VR market research available from IDTechEx, please see www.IDTechEx.com/Research/ARVR.
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