It turns out the promise of virtual reality bites when compared to long-term prospects for augmented reality.
At least that’s according to research from Manatt Digital Media that estimates the market for VR-based solutions will account for only $30 billion of a total $150 billion combined AR/VR market by 2020.
But there’s always a “but,” right?
In this case, that “but” is followed by a question: How are we supposed to square Manatt’s research with seemingly contradictory estimates like those from Gartner, whose ever-popular Hype Cycle chart shows AR far behind VR—indeed, far behind even autonomous vehicles—in its advance toward true market traction?
Short answer: You can’t. And in my view, it’s VR’s fault.
A Virtual Conundrum
To get to what I mean, I went to Charlie Kraus, senior product marketing manager for Limelight Networks, which is a leading content delivery network (CDN) provider.
CDNs, of course, are used by carriers and others to deliver all that content you consume online—text, graphics, videos, games, music, etc.—with a high level of availability and performance.
As you might imagine, AR (content superimposed on the user's view of the physical world) and VR (content that immerses the user in a simulated world) can only be as good as the networks through... Read more