The Democratization of VR

The Democratization of VR

The Technology Access Limitation

I might be giving away my age with this, but I remember when the Internet didn't exist as it does today. To get online you needed to have a telephone line that was free (how many times did you just get online only to be told your dad needed to use the phone?), you needed a dial-up modem and you needed patience because you often didn't connected the first time or got disconnected.

The technology limited access to the Internet. We whined and complained, but it was all we knew. Over the years the technology evolved. First with high speed internet that was fast and always on. Then through mobile devices, cellular networks and wi-fi hotspots, access to the Internet has exponentially increased since the days of dial-up Internet (as shown below).

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Complexity of a technology can greatly limit its adoption rate. As access to the technology is simplified, adoption rates naturally increase.

The Technology Cost Limitation

A few years after the start of the World Wide Web we saw the introduction of another technology that would change an industry. The first DVD players were offered and ranged between $600 and $750. Like most people, I didn't get a DVD player until a few years after the technology was released. The cost was too prohibitive to justify purchasing a DVD player - even if it meant I never had to rewind a VHS tape again.

Once manufacturers lowered the cost to less than $200, DVD player sales increased almost as over night (as shown below).

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With any technology introduced (TV, Internet, DVD, etc.), the cost is always a barrier. When the technology is first introduced, it is often at higher price point. This is often caused by a number of factors including cost of development, limited audience, etc. In this stage, is is usually the early adopters that will fork over the often insane amount of money. For mass adoption to happen, the cost needs to become more affordable.

The Case of VR Adoption

In both cases mentioned above, access/ease of use or cost affected adoption rates of technology. The same is true for VR adoption. Since the Oculus Rift DK1 was release in 2013, there have been dozens of types of VR headsets release - with seven new headsets announced for 2019. In some cases you needed to be a bit of geek, as was the case with the DK1. In other cases you needed to be either hardcore gamer or have $3,000-$5,000 available for the VR headset and a computer powerful enough to run the headset.

On May 21, 2019 I believe this all changed. The Oculus Quest shipped, providing a truly unique experience. I have been waiting for this device since I first heard about it last year under the code name "Santa Cruz." I'm not the only one that is excited. Within the first week of preorders, the Oculus Quest sold out.

What does this really mean for VR adoption?

Is this the holy grail of VR? I don't think so. But I think that the Oculus Quest has the potential to truly democratize Virtual Reality. I've heard the launch of the Quest being called the iPod moment for VR. Think about this for a second. If you already purchased a VR headset, you either purchased a 3DoF (rotation tracking only) headset like the Gear VR or Oculus Go or you purchased a 6DoF (rotation AND position tracking) headset like the HTC Vive or Oculus Rift. If you were not a hardcore gamer or really into VR, you either haven't purchased any VR headset or you purchased a 3DoF headset and the novelty wore off quicker than you would care to admit (I know that was the case with my Gear VR). This happened because the utility of these 3DoF headsets were fairly limited. Don't get me wrong. I think 3DoF devices like the Oculus Go do serve a purpose, but they won't push VR towards mass adoption.

The Oculus Quest is a beautiful thing. Not only does it provide the 6DoF required for higher immersion and better utility, but it comes with no strings attached. The Quest doesn't require any computer to run, which provides a few huge benefits:

  1. Cost savings: while the Oculus Quest costs the same as the Oculus Rift S, the lack of need on a high-end computer will save between $2,000 and $3,000.
  2. Freedom: not only does the lack of a computer requirement save money, it dramatically increases the freedom. No longer would you be tethered to a computer to play games, learn or experience the world around you. You can take your Quest anywhere and experience anything. Imagine going into the empty shell of a house under construction and mapping the house as the entire playable area and then allow your client to literally walk through their future house and see it exactly as they imagined it - and not just in 3D renderings in your office.
  3. Socializing: when the television was first introduced, families would gather around the TV to watch their favorite program. It became a bonding experience for families. Historically VR has been viewed as an isolated experience - although developments in Social VR technologies are breaking that stereotype down. With the Oculus Quest, VR can become a bonding experience. Recently my kids and I have been playing Beat Saber on the Quest, each time trying to beat each other. We're not tied down in front of a computer, but can play this anywhere in the house. Not only that, but you could have multiple people in the same room physically, experiencing the world or playing games with each other in VR.

Is the Oculus Quest the magic bullet to propel VR into mass adoption - maybe, maybe not. But the reality is VR will never be the same again. In the not too distant future we will see other headsets from other manufacturers that implement similar technology to the Quest and add to it.

There is excitement around the Quest. I've heard people say this may be the first VR headset they buy. The reaction videos and commentary around the Quest online are very positive. The Oculus Quest has greatly reduced the friction to get into a VR headset through simplicity, cost savings and utility. This will put more people into VR headsets - often for the first time.

The future is as limitless as your imagination.



Tyler Heaton

Research Advisor and Industry Liaison in the Spatial Technologies Applied Research and Training Centre at Lethbridge Polytechnic

5 年

I was very impressed by my first experience with the Quest. The standalone interaction was subtle but significant. It wasn’t that I didn’t notice a tether, it was more that it felt just right — the way it was always supposed to be. Switching to the Rift S the next day drew an immediate contrast between the freedom of standalone and the restrictive awareness of tethered. Not that I mind the tether, more that it is always in the back of your mind (or head) while using the Rift S or other PC based solution and that impacts on the overall experience. Access for all. Now bring the content.

Gary Ellis

Founder at Experience Economy Innovation Hub/CXO Creating ‘Remarkable Experiences’ with focus on Hospitality & Tourism, Sports & Recreation, Arts & Culture; and Retail Transformations and Communities Immersive Tech

5 年

Hi Mike. Thanks for starting this conversation. I agree that the Quest may be the launch pad on the path to critical mass adoption; albeit with one big caveat. It has been imperative that the cost, the quality, the access and the comfort factor needed to be sorted out and I think over the past number of years those obstacles have been favorably addressed. At least to the point that all the gear/software is in 'critical mass adoption' state. What is much needed still, is great, extensive and compelling content. Like with advent of the smartphone, once those core components were addressed, it was the mass capability of apps, or 'content' for the smartphones, that enabled mass adoption.

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