The enterprise segment of XR hardware and software has excellent traction and is forecast to grow to over $60 billion by 2023 (IDC and ARtillery Intelligence).Drew Bamford, CORPORATE VICE PRESIDENT, HTC CREATIVE LABS
Drew Bamford: There are a couple of things I think we’ll see in the next few years. From a hardware perspective, we expect a lot of effort in making headsets that are lighter and smaller in form, which will be important for remote collaboration. We should also see a strong push toward full retina resolution in the next couple years. These fidelity improvements will especially benefit design and simulation experiences.
Another area we expect to grow and really add to the experience from a software side is technology that engages the sense of touch with haptic and force feedback.
Drew Bamford: For the consumer marketplace, XR is still not mainstream. However, we’ve seen consideration skyrocket in the enterprise space, especially in recent months with the transition to remote work and collaboration due to COVID-19. Businesses are rapidly evaluating how to use new technology to keep their workforce connected and trained. Our VR collaboration tool, VIVE Sync, launched in beta at the end of April and there have already been more than 5,000 meetings held in Sync.
For consumer adoption, this is what we think needs to take place:
Drew Bamford: In the very near term, there will be a split between high fidelity products like VIVE Pro, and lightweight products aimed at consumers. Further out, we’ll likely see the two categories converge.
As mentioned earlier, one of the biggest milestones will be retina resolution because then we’ll be able to replace desktop displays with XR headsets.
The enterprise segment of XR hardware and software has excellent traction and is forecast to grow to over $60 billion by 2023 (IDC and ARtillery Intelligence).Drew Bamford, CORPORATE VICE PRESIDENT, HTC CREATIVE LABS
Moreover, COVID-19 is clearly having a substantial impact on the mindset and tools for working collaboratively, acting as an accelerant for these technologies. We see this technology benefiting industries from travel, to education, to design and collaboration, and healthcare.
There are so many possibilities for XR applications. Most top of mind right now for us is the office of the future, where a simple XR headset encapsulates your entire home office.Drew Bamford, CORPORATE VICE PRESIDENT, HTC CREATIVE LABS
We also see a use case for professional designers looking to easily visualize their digital designs in the real world and for immersive occupation training.
In this post, we wrap up our series on the future of XR in 2020, sharing my thoughts and some of our partners’ ideas on what’s cooking and the role of eye tracking as a foundational technology in AR and VR.
Learn morePeter Peterson, Head of XR Software and Solutions, R&D at HP, gives his views on current XR market trends and possible challenges impacting the XR market.
Learn moreBrian Vogelsang, Senior Director of Product Management for Qualcomm Technologies’ XR business group, discusses trends driving the XR industry forward.
Learn moreIn this post, David Weinstein, director of virtual and augmented reality at NVIDIA, outlines key trends driving the XR market, as well as possible challenges ahead and strong use cases.
Learn moreKaren Zu, VP of marketing at Pico, gives her views on the current XR market trends and possible challenges impacting the XR market.
Learn moreSubscribe to our stories about how people are using eye tracking and attention computing.