https://www.theinformation.com/arti...ts-will-be-as-common-as-game-consoles-by-2030
In a TheInformation report, Unity's CEO talks about the market for VR/AR and when he expects it to go mainstream. I think 2030 is a pretty safe bet if we assume individual VR headsets need to hit around 20 million units sold a year by that point. AR is a bit harder to predict because it requires engineering around the laws of physics. I do expect AR products to get off to a faster start than VR did, but it's hard to tell just how fast AR's biggest barriers (optics/transparency/occlusion/FoV/weight/battery) are fixed, though I would expect that if not 2030, it won't be far off.
In a TheInformation report, Unity's CEO talks about the market for VR/AR and when he expects it to go mainstream. I think 2030 is a pretty safe bet if we assume individual VR headsets need to hit around 20 million units sold a year by that point. AR is a bit harder to predict because it requires engineering around the laws of physics. I do expect AR products to get off to a faster start than VR did, but it's hard to tell just how fast AR's biggest barriers (optics/transparency/occlusion/FoV/weight/battery) are fixed, though I would expect that if not 2030, it won't be far off.
Unity's business also means that Riccitiello gains insight into new hardware platforms long before the public does, because hardware makers need Unity to run on their products. That includes augmented reality and VR devices from the likes of Apple and Facebook. Riccitiello said he can't discuss what he knows about their plans, but he sounds more optimistic about what's coming from them than he was a few years ago about VR.
"Suffice it to say that what I have seen and see is that you should have a lot of faith in the market, but more in the two- to three-year timeframe than in the two- to three-month time frame," he said.
The discussion of AR and VR led to another Riccitiello prediction: By the end of this decade, use of those devices will be at about the same level as it is for game consoles today. That isn't too shabby, considering around 250 million households worldwide have consoles, but it is far short of the more than 4 billion smartphones in use.