Massive tech gamers like Meta and Apple see the final word future of XR as a alternative for the smartphone. Considered one of VR’s main studios makes the case that there’s a lot to be misplaced within the transition to that way forward for XR if the expertise and strategies constructed over the past decade of digital actuality aren’t carried by.
Visitor Article by Denny Unger
Denny Unger is CEO and Chief Inventive Officer at Cloudhead Video games, a 60+ particular person VR studio based mostly in British Columbia and based in 2012. Recognized for shaping foundational motion programs like Snap Turns and Teleportation, Cloudhead has labored intently with Meta, Valve, HTC and Sony whereas innovating broadly throughout XR. The studio is greatest recognized for the action-rhythm FPS Pistol Whip, alongside Aperture Hand Labs, Name of the Starseed, and Coronary heart of the Emberstone, every exploring new dimensions in immersive storytelling and interplay.
Hello there! My identify is Denny Unger. I’m the CEO ({and professional} VR snob) at Cloudhead Video games. I based Cloudhead as a result of I noticed pure magic and limitless potential in digital actuality. Since 2013, we’ve grown to 60 VR professional’s, shaped deep relationships with the important thing OEMs, all whereas creating, innovating, and delivery a number of top-selling and award-winning titles. This 12 months marks our thirteenth 12 months, and from this vantage I’d like to talk in broad phrases on the state of VR, its future and why it’s so essential to not lose concentrate on this unimaginable medium.

VR’s Rising Pains
I’m going to talk to VR’s rising pains, however earlier than I do, I feel it’s essential to level out that year-on-year, key opponents are spending extra on XR growth, not much less. VR {hardware} growth has shifted in branching and accelerated methods, however its total match inside a broad shopper panorama has at all times been an act of pathfinding. I might additionally like to bolster that the info clearly factors to ‘video games & gaming’ as the first income generator on this market. Productiveness and normal ‘apps’ nonetheless haven’t discovered their footing, however there are essential causes for that.
The primary ‘VR downturn’ was targeted round glacially sluggish adoption within the PCVR market in 2018, after its 2016 rebirth. This was based mostly on numerous factors of shopper friction (price, setup, and technical know-how, type issue, onboarding friction, and lack of content material), typically minimal investments in studios/software program, a scarcity of writer curiosity, and a tech group fixating on the subsequent shiny factor. Most VR studios simply weren’t discovering the assist or margins they in the end wanted on this nascent market to construct multi-year tasks at scale. However in that exact same 12 months, Meta (then Fb) launched the Oculus Quest: a stand-alone VR headset that eliminated a number of the largest factors of friction for shoppers, and provided builders an outlet for extra curated, high-quality content material. This was additional bolstered by vital development with the launch of Quest 2 in 2020 in opposition to the backdrop of a world held captive by lockdowns and uncertainty. Our 2019 launch Pistol Whip participated on this wave of success sustaining a prime spot within the checklist of ‘all-time gross income’ earners globally.
VR was apparently booming, it outsold Xbox Collection X|S, it was competing with consoles for the primary time, and it was paired with a number of the greatest VR content material out there.
However from 2022 ahead, VR’s climb up the Slope of Enlightenment appeared to fulfill an ideal Chasm of the Unknown, a sluggish however regular storm, predicated by a difficult world financial system, a decline in shopper spending, layoffs and recreation studio closures, and a quickly shifting funding focus in the direction of AI over XR and Metaverse ambitions.

Technological Impatience
VR’s extraordinary ambition to penetrate into all human actions seems to be held again by a form of technological impatience. To many people working inside the trade, XR is taking an acceptable period of time to work out the kinks of this fully transformative new medium, bringing each {hardware} and software program to a spot which matches shopper expectations. However mainstream shoppers, whereas very impressed with VR, stay skeptical resulting from vital factors of friction (consolation, isolation, software program ecosystem, utility, price). I’ve usually in contrast fashionable VR to placing in your sneakers to go outdoors, as a way to do X exercise for half-hour. People tend to go for the bottom vitality requirement doable, particularly on the subject of their leisure. So the straightforward act of donning a headset is commonly an additive level of friction, which in some methods is preserving present XR tech and type elements in limbo. This has profound relevance to our future strategy to XR applied sciences.
So as an alternative of the world-dominating know-how all of us thought it is likely to be right now, VR resonates most deeply with a market of core avid gamers, fans, and a rising youth section, all of them keen to endure VR’s rising pains for the uncooked expertise. And whereas that market is important, it’s in some methods antithetical to a broader mission the place VR dominates at good cellphone adoption ranges. And newer makes an attempt to seize the market segments of Productiveness, and even Media Consumption, are a problem resulting from social isolation, long-term wearability, and principally barren ecosystem selections.
All of this in flip has softened funding prospects and left a lingering query mark over XR’s future for these which are unable to see the place that is all headed. Stick with me right here!
Into the Chasm
The higher frustration for contemporary VR studios (of which there are fewer yearly) lay between the place we are actually, and that ‘Chasm of the Unknown,’ which we should leap previous as a way to see VR’s true rebirth. The factor is, VR will change into profoundly related when shoppers are opting to put on a tool which is comfy for lengthy durations, modern, and does ‘all the things’ (no small order). A tool that’s your supreme portal to different realities, leisure, work, schooling, and all the things in between. One thing you reside with, and inside.
However the place does VR match once we usher on this new age of malleable realities, and can there be sufficient VR studios round to fulfill the second?
There was a major refocus round Augmented Actuality, however this is only one complementary side required for a real ‘metaverse’ future. MR/AR is extra narrowly targeted on anchoring data spatially, versus deeply exploring new realities, which is to say it’s a part of a constellation of complementary ‘modes’ that may comprise future XR tech (Modal switching between Digital Actuality & Augmented Actuality). MR/AR is nice, emulating capabilities of your cellphone in your head is attention-grabbing, it’s simply not that ‘attractive,’ and in isolation it isn’t an entire image of our XR future.
So what, then, is the first draw to XR? In some methods it is likely to be higher to consider Blended Actuality as a ‘gateway drug’ to VR. We will say one factor pretty confidently right here with respect to how shoppers work together with present XR tech: true awe typically doesn’t come from spatial widgets, it comes from spatial experiences that draw customers into complete new realities which play into deep areas of want success. So whereas our future actually consists of MR based mostly functions, XR’s true ‘killer app’ is spatially conscious, adaptive, replacive actuality.
A Modal VR Future
Let me double down on that assertion slightly bit. I’ve at all times appeared on the applied sciences evolving out of AR as an answer for VR locomotion and discomfort. When shoppers are lastly residing with ‘all-day XR glasses,’ which might map their residing or working areas in real-time and permit them to dip out and in of VR and MR modally, customers will start to actively reskin their real-world environments (areas, objects, individuals, and so forth.) to look and behave nevertheless they need. It received’t be sufficient to take a look at anchored apps in opposition to the backdrop of a grimy laundry bin or a sink filled with dishes; shoppers will customise their residing rooms to be castles, resorts, Minecraft landscapes, and so forth. They are going to dine within the halls of gods and have conferences on the backside of the ocean. Some might imagine it dystopian, however I consider the true Metaverse ranges the enjoying area between the haves and have nots, permitting for a panorama of human actions in improbable environments customized tailor-made to the consumer, or a consensual expertise tailor-made to a gaggle. It should ultimately be executed fully on the fly, and can seemingly be the true ‘killer app’ of future XR gadgets.
Lifeskin’ video by Reddit consumer Jesser722
However when customers come down from their barely hole (however very cool), probably ‘auto-generated’ fever dream, they may even crave high-quality, hand-architected VR experiences. Expertly crafted tales, video games, Digital Actuality leisure, from a human perspective which guides them on a journey of play and discovery.
Not-So-Hidden Alternatives
Because of this it’s so vitally essential that the VR studios of in the present day are supported and invested in over the subsequent 5-10 years. Vital area information and distinctive skillsets have been mastered over the past decade, and but the panorama of remaining VR studios face an existential threat. Constructing for VR is VERY completely different from constructing for conventional mediums, and we’ve cracked the code on many issues that also aren’t universally adopted as greatest practices. A future with out that area information, infrastructure, and expertise will assure a poorly timed reinvention of the wheel, which might jeopardize the steadiness of the second and longevity of future XR applied sciences. And that second requires powered-up studios, content material, know-how, and investments, which might cowl your complete spectrum of how customers will wish to work together with the know-how. It will likely be a large and deep breadth of augmentation dipping out and in of an more and more malleable actuality, the place new experiences are only a click on away. VR doesn’t stay outdoors of that future, it IS that future.
If you’re on the sting of XR, immediately invested in it, or annoyed by how lengthy it’s taking, I don’t need you to overlook out on probably one of many largest booms mankind will expertise: an incoming cultural shift into unfathomable augmentation and customization of how we stay our lives. The proper gadget, the suitable software program, the suitable investments, the suitable stability, all takes time. And on the threat of sounding like an entrepreneur…it received’t be lengthy now.
Why VR?
I based Cloudhead Video games in 2013 as a result of I noticed pure magic and limitless potential in VR. This was a know-how which might actually take you wherever, allow you to be anybody, might evoke highly effective feelings, views, and information that was merely not doable in another medium. VR was going to alter the world, rework your complete media panorama, leisure, coaching, schooling, and in some ways it already has (for these trying on the proper locations). I nonetheless very a lot consider in VR’s uncooked energy, giving the common particular person limitless prospects and potential. That’s how huge it’s and regardless of all experiences on the contrary, it’s on its manner.
Over a decade later, I for one can firmly say that VR is just not useless, it’s simply getting began!