The Verge 2018 tech report card: AR and VR
Especially since this is the first year I’ve covered augmented reality, I’m also deducting points for the industry’s increasingly convoluted terminology. Is a given product augmented reality, virtual reality, mixed reality, extended reality, a heads-up display, smart glasses, an immersive computing device, or possibly something else? Here. Have a chart.
Augmented reality hardware is overwhelmingly still focused in areas like industry and medicine, where it’s been used for decades. That’s not a bad thing, since it means companies can iterate on headsets in a market that actually exists, instead of trying to simultaneously solve hardware problems and sell users on a whole new kind of product. But it makes AR sort of abstract for most consumers, unless it’s phone-based AR, which is an extremely different experience. (You might want to go check the chart again at this point.)
VR still isn’t remotely mainstream, but this was the first year I found myself consistently playing VR games for their own sake, rather than as experiments or ways to stay abreast of coverage. (Well, it was mostly just Beat Saber — which was incidentally my favorite game of the year in any medium.)
It worries me that I’m not sure what’s happening next year in VR. I’ll be watching for a second generation of Microsoft HoloLens, the Oculus Quest, and potentially some products from China, which has a huge VR and AR industry. But we’re nearing the end of the first generation of headsets, and companies haven’t been publicly exhibiting many giant technological leaps that could sweep us into a second one. Meanwhile, AR probably won’t be on most people’s radar at all for years.

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