The VR Headset Nobody is Building

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Let’s just put this out there right now: the future of VR is mobile. Morpheus, Vive and Rift will make a big splash in the living room, but for sheer numbers we are going to see maybe 10x the number of mobile VR headsets in the next few years. I’m not here to debate the point. It’s just the way I think it’s going to play out. If you don’t agree, then nothing to see here, feel free to move on.

Still with me? Then riddle me this: why isn’t anybody building the “iPod Touch of VR?” That is, a separate, dedicated, fully contained VR device capable of running apps, games and videos, retailing for $300–500. It seems to me that this is what the world needs, and I have to wonder out loud why it doesn’t exist.

The Cardboard VR approach, where you can put your existing phone into a cheap housing, seems SO sensible. The total cost of ownership is next to nothing, as low as twenty bucks, and you don’t need to get a new phone. The cardboard box will likely be succeeded by evolutionary advances like the plastic Wearality Sky. It’s more durable, has a wider field of view and maybe most importantly, it folds nicely and fits in your pocket. Gizmos like this cost a bit more, but they’re still under a hundred bucks, and therefore could become a wildly popular phone accessory and, as advertised, be the entry point to VR for most consumers.

Problem is, with Cardboard VR, quality is all over the map. Only the highest-resolution phones provide a decent experience. And until Google and Apple unclog the awful refresh rate of the built-in accelerometer, even the best Cardboard VR will start making you motion sick after a couple of minutes. That development looks like it’s a year or so out. So for the moment, Cardboard is still Street VR: the stuff of parties, promotions and live event giveaways. And a nice stocking-stuffer.

Then there’s Gear VR. I love Gear VR. It’s the closest thing I have seen to realizing the true promise of VR, and I believe I’ve tried them all. Gear VR is not at the fidelity level of the Vive or the Rift CV, but so what? It’s lightweight and comfortable, the apps are plentiful and cheap, and the experiences are good enough to keep me in there for an hour or more. Oh and look ma: no wires.

Gear VR has shown the path to usable, mobile VR. However, it only works with two phones. These are phones that, before I wanted to play with Gear VR, I didn’t own. Of course I went out and bought them, but I don’t think most people are going to buy a different phone just to do VR… especially at the price point. I do think that Note 4 and S6 owners will find the Gear VR to be a nifty accessory, maybe even a must-have in the next few years. And perhaps prospective Samsung phone buyers will view Gear as part of a Samsung ecosystem and yet another reason to make the purchase.

What I would buy, and what nobody seems to be building, is a dedicated VR appliance: the display, headset and brain are all in one unit that’s basically a phone without the 4G. It can’t make calls, but it can do WiFi to download everything. It has sensible, ergonomic input accessories bundled with it. Under the hood, it’s probably just Android or iOS (or Windows 10 mobile, maybe? hint hint) with a VR shell. And it just works. I would lay out a cool $500 for this product. I’m sure many, many other early adopters would. Then, a few years out, legions more would take the plunge when the price drops to $300.

Note to phone manufacturers: this wouldn’t replace phones, or cannibalize sales in any way. In fact, app developers could design products that use the VR headset and the phone together, with the phone as a controller or input device. It’s sort of like the way watches and phones are starting to work together now. So this could sell more phones, in addition to selling another VR device. Oh and by the way, I don’t want my primary phone to be stuck in a VR headset. I want it to make calls, and all the other stuff it already does. So I’d rather have another device anyway. I’m sure that I’m not alone in this.

So what I’m saying is, phone people: this is a new product you can sell.

So why isn’t anybody building it?

The Right Stuff

Whoever controls the high ground of cyberspace controls the Metaverse.

Anybody who doubts that virtual reality on the web is a good idea needs to start paying attention. Last Friday, over 800 attended  the SFHTML5 Meetup, shattering attendance records, to learn about browser-based VR and chat with a high-powered group of thought leaders. For two hours, Mozilla’s Josh Carpenter, Brandon Jones from Google, Leap Motion founder David Holz, DODOcase’s Patrick Buckley and I dropped beats about creating low-cost, accessible, no-download VR just using JavaScript and your text editor.

webvrtherightstuff

After the meetup, we rolled to the Upload party to see the latest VR hardware, killer demos and body-painted go-go dancers. It was a VR night for the ages. It didn’t bother me that 100% of the demos I saw at Upload weren’t web-based. Let’s face it, it’s a lot easier and faster right now to build a Unity or Unreal-based native app for Oculus and Gear VR. But as I’ve misquoted before: we don’t do these things because they’re easy, we do them because they’re hard. It’s going to take a while yet to roll out a VR web, but in the long run we think the effort will be worth it.

And so the intrepid group of warriors that kicked this night off brilliantly laid out. Virtual Reality is for everyone, not just the few: accessible, affordable and easy to create and share with the world. It’s our shared belief that VR will be on the web in a big way, and the web itself will have a VR interface in the not-too-distant future.

If you missed it, you can check out the video here.