Vision Pro Has Apps and Quest Has Games, What Can Samsung Bring to XR to Compete?

Samsung has partnered with Google to make an XR headset, although the South Korean tech giant hasn’t tipped its hand on what to expect just yet. Despite its $3,500 sticker price, Vision Pro has shown that big and expensive is okay as long as you can engage diehard fans with compelling hardware and greater ecosystem integration. That’s a patently Apple recipe though that Samsung may not be able to easily replicate. The question is: what can Samsung bring to the table that Apple and Meta can’t? The answer may be Google, but only if it can commit.

The Meta-Apple Binary in the Making

You can’t talk about consumer XR right now without first mentioning Meta, which has undoubtedly dominated the standalone segment since the release of Quest in 2019, leaving would-be competitors to either cater to enterprise or basically stay in markets where the social media giant simply won’t (or can’t) go. That early market lead has provided the company ample time to build up an impressive content library, which has also essentially made Quest the default target platform for many XR app developers over the past four years.

Now that Apple has released Vision Pro, that landscape is set to change, although maybe not right away. At seven times the price of Quest 3, Vision Pro isn’t really a direct competitor in terms of cost-performance, but it appears Meta is gearing up anyway to deal with the future threat of successive Apple headsets.

Image courtesy Meta, Apple

Meta CEO Mark Zuckerberg drew some fairly clear battle lines in a recent video after trying Vision Pro himself, as he compares the two companies to computing binaries from the past. Like Windows vs. MacOS in home computers, or Android vs. iOS in mobile, Zuckerberg says he wants Quest to be the ‘open’ model in XR, while he thinks Apple will be ‘closed’, as Apple is ostensibly set to continue its walled garden approach to how it handles apps and ecosystem services on its family of devices.

Far be it from me to suggest they’re both fairly closed, although a very real binary is already here for XR enthusiasts. For now, Apple is positioning Vision Pro as a general computing device thanks to its interconnected ecosystem of iOS apps and services, while Meta is at the lower-end of the spectrum with its console-like Quest 2 and Quest 3 headsets, both of which are subsidized to encourage app sales—priced at $250 and $500 respectively.

While there’s some definite overlap in functionality, this leaves some pretty weird territory for Samsung to enter in the near term. Meta has games and Apple has its ecosystem. Samsung doesn’t really have either.

Samsung’s Balancing Act

At this point, it seems unlikely that Samsung can replicate either Apple or Meta’s specific way of doing things when it comes to releasing a standalone XR headset. Meta has invested tens of billions of dollars in XR over the years building out its console-like Quest platform, meanwhile Apple has been cooking up Vision Pro over the past decade to integrate seamlessly with its wider hardware ecosystem.

While Samsung’s headset is reportedly slated to compete with Vision Pro, we don’t precisely know what that means: Samsung could be hoping to undercut Vision Pro’s $3,500 price point with similar MR hardware, or serve up something closer to the ostensibly soon-to-be discontinued $1,000 Quest Pro, which didn’t find the footing Meta hoped for despite an excellent content library.

What we do know is the company is working with Google to provide software, and Qualcomm for its XR chip expertise. To boot, last month Qualcomm showed off a new reference MR headset made in partnership with Goertek which could point to the sort of features to expect from Samsung, as the company is using the chip-maker’s new Snapdragon XR2+ Gen 2 processor.

Qualcomm Snapdragon XR2+ Gen 2 reference | Image courtesy Qualcomm

The Qualcomm reference headset includes eye-tracking from Tobii, support for 4,300 × 4,300 resolution per-eye at 90Hz, 12 concurrent cameras, pancake lenses, hardware IPD adjustment, microphone array, 3.5mm headphone port, and Wi-Fi 6/6E/7. That’s not to say Samsung will include all those features, but it’s possible with Snapdragon XR2+ Gen 2. Provided that carries over to Samsung hardware, it would put it somewhere north of Quest Pro in hardware features, and very likely price as well.

And we have every reason to believe Samsung will offer competent hardware too. While the Korean tech giant hasn’t created its own consumer XR platform before, in addition to being a leading display manufacturer Samsung has produced its own PC VR headsets and the smartphone-based Gear VR platform, the latter of which laid the foundation for Oculus Go and Meta Quest.

As for Google, we simply don’t know at this point how big of an involvement it will have in creating anything beyond the headset’s Android-based OS. Considering Google killed its home-grown Daydream platform in 2019, and then gutted its AR hardware team earlier this year, the company may not be in a position to lend a hand to do something as monolithic as laying the foundation for the sort of hardware-agnostic VR platform that Daydream opined to be when it launched its first (and last) standalone Daydream headset with Lenovo in 2018. Google could certify the headset to bring a massive catalogue of Android apps to Samsung’s headset by default like Apple did with its iOS apps, but then again, it might not, which could hobble Samsung’s headset and rob it of an early start as the true Android competitor to Vision Pro.

– – — – –

Here’s the cynic in me: what Samsung could do to win a steady place between Apple and Meta is probably very different from what it will do. I’m expecting the company to offer great, but expensive hardware that doesn’t really succeed at offering meaningful competition to either Meta or Apple in the near term. It’ll get Samsung’s skin in the game so the company can figure out where it fits best as the market moves, but it probably won’t co-opt Google into launching the Daydream that wasn’t.

And in the wake of Apple’s entrance, it’s likely Samsung won’t be alone in entering the standalone XR space for the first time. Valve is widely rumored to be working on its own headset, codenamed ‘Deckard’, which recently was the subject of a meme-fueled website that looked to troll VR hopefuls with the release of the very fake ‘Valve Prism’.

Will Samsung offer a compelling third option in the gulf between Meta and Apple? Or are you waiting for Valve’s next move? Let us know in the comments below!

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In latest blow to mobile VR, Google ends Poly and Expeditions

Earlier this summer, Google shut down yet another virtual reality app, the 3D objects library called Poly.

Poly was Poly was first launched back in 2017 as a platform where users could visit, browse and download any of thousands of 3D objects in a virtual reality environment.

It also had a toolkit that other virtual reality developers could use to access the library.

Poly’s shutdown happened on the same day as the shutdown of Expeditions, a virtual reality travel app popular with educators.

Expeditions was an even bigger loss than Poly. It’s been used by millions of students since its launch in 2015.

Partners included the American Museum of Natural History, which offered virtual tours of the Museum’s Bernard Family Hall of North American Mammals, the Hall of Saurischian Dinosaurs, and the Milstein Hall of Ocean Life. Google Expeditions also had five virtual tours of major league baseball stadiums and a tour of the International Space StationOther partners included National Geographic and the Guggenheim.

After Google Expeditions was discontinued on June 30, some of the content was merged into Google Arts & Culture.

Another major Google virtual reality app is the 3D painting tool Tilt Brush.

In January, Google released an update about the future of software.

“As we continue to build helpful and immersive AR experiences, we want to continue supporting the artists using Tilt Brush by putting it in your hands,” the company said. “This means open-sourcing Tilt Brush, allowing everyone to learn how we built the project, and encouraging them to take it in directions that are near and dear to them.

That sounds almost nice. Then, down below the listing of all the awards the app won and all the VR platforms it’s available on, Google added, “it is not an actively developed product.”

The end of Cardboard?

Google’s biggest virtual reality play is Google Cardboard, which is simultaneously a platform for software developers, a mobile phone app available for both Android and iPhones, a virtual reality headset made of actual cardboard, and an open-source headset standard that allowed hundreds of manufacturers to create their own low-cost phone-powered virtual reality headsets.

Some of the Cardboard headsets from third-party manufacturers.

Some of this still exists. While Google stopped the development of the Cardboard software in 2019, the code is still available as an open-source project. And third-party manufacturers are still making the headsets, but in March Google stopped selling its own Cardboard headsets in the Google Store. There was no official announcement of this, but 9to5Google and other media spotted a note that the product has been discontinued. That note is now gone, too.

In 2016, Google Cardboard was supplanted by Daydream, a slightly better development platform for mobile-based virtual reality that supported a headset button and a motion controller. To go with it, Google also released a nicer headset, made of plastic and fabric, called the Daydream View. Hypergrid Business editor Maria Korolov reviewed that headset in the fall of 2016 and liked it a lot.

Daydream View headset with Pixel XL smartphone. (Photo by Maria Korolov.)

The Daydream platform had support for VR versions of  YouTube, Hulu, CNN, USA Today, Street View, and a couple of brand-name games including Ghostbusters and Fantastic Beasts. Over time, it lost support for Hulu and other apps. In 2019, Google stopped selling the headset.

Last October, Google announced that the Daydream software was no longer supported. “You may still be able to access the service,” the company said, “but it won’t receive any more software or security updates.” Google also said that Daydream would not work in Android version 11 or above. Android 11 is the current version of Android.

In addition to Cardboard and Daydream, there was one other major phone-based virtual reality platform — the Samsung Gear VR.

Samsung officially announced its death in February of 2019. “The Gear VR and Samsung XR have reached end of service and will no longer be supported,” the company said. “The videos and apps related to this feature will also be discontinued.”

But VR itself isn’t dead

With all this bad news, you’d think that virtual reality has hit a dead end.

Despite the pandemic and component shortages, virtual reality headset shipments grew by 2.5 percent last year, according to a report released in June by International Data Corp.

The firm predicts that virtual reality headset shipments will grow 29 percent this year and will grow even faster in the future. “The long-term outlook remains quite strong as global shipments grow to 28.6 million in 2025 with a 41.4 percent compound annual growth rate,” the research firm said.

Other researchers also expect continued growth.

Grand View Research, which estimates that the virtual reality market reached nearly $16 billion in 2020, predicts that it will grow at a compound annual growth rate of 18 percent over the next seven years.

So where is the growth coming from?

According to IDC, the biggest growth was due to Facebook’s Oculus Quest headset. Shipments more than tripled last year, due to its reasonable price and people’s need for gaming and socializing during the pandemic. Other gainers included Chinese companies DPVR and Pico.

All three companies make higher-end headsets, either ones that connect to PC computers or are standalone sets with their own computing power.

Key Google AR/VR Director Heads To Facebook Reality Labs

Google continues to bleed experts in AR and VR technology as Facebook Reality Labs staffs up for a bigger push into hardware.

The latest move to Facebook is Joshua To, a key Google director who led “a large team of product designers, artists, writers and researchers focused on supporting our wearables and hardware efforts,” according to a Linkedin profile, which says he started at Facebook Reality Labs this month. A report by Input added that he worked on AR/VR projects like Lens and Daydream and confirmed he’ll be working on AR at Facebook.

To is the latest Googler to move on in recent years after the company shuttered efforts in VR right as it was on the cusp of delivering an all-in-one package similar to Facebook’s Oculus Quest. We’ll note that Paul Debevec left Google recently for Netflix. Debevec is one of the leading researchers in light field technology who joined Google in 2016 after pioneering work at USC working at the same institute Palmer Luckey spent time in before kickstarting the Oculus Rift. Debevec is now “Director of Research, Creative Algorithms and Technology” at Netflix where he’s doing “Research in computer graphics, computer vision, and machine learning to improve the creative filmmaking process.” A recent deal by Netflix with a prolific producer could lead to VR content from the company.

The pair join a long list of experts who have moved on from Google as the company shifts its ambitions in hardware and platforms. The company open sourced its art app Tilt Brush and shut down its 3D object hosting service Poly while adding new AR-centric features to its efforts in smartphones. Meanwhile, Facebook continues to hire at an incredible rate with more than 10,000 people working on VR and AR at the company.

Reise nach Nizza und Lissabon mit der Magenta VR App (sponsored post)

Tower Tag auf Steam

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Nizza und Lissabon mit der Magenta VR App entdecken

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Google Ends Cardboard VR Sales

Google has removed all listings for Cardboard VR headsets, the last bastion of its early VR efforts, from the Google Store.

The Google Cardboard product page now redirects to the Google Store homepage and displays a message that “the page you are looking for is not available, you have been redirected.”

Both Google Cardboard and Daydream View were early efforts from Google to break into the smartphone VR space. In the same vein as Gear VR, these headsets allowed you to put a mobile phone into a headset shell and experience rudimentary 3DOF virtual reality. Cardboard was on the decidedly lower end of the scale given that, as the name suggests, the headset was made out of folded card.

Google Cardboard was compatible with many different smartphones, whereas Daydream supported Google Pixel devices specifically. In 2019, Google confirmed that its then-newest flagship phone, the Pixel 4, would not support Daydream and that Daydream View headsets would no longer be available for purchase. At the time, Jamie Feltham wrote that Daydream’s death didn’t mark the end of the VR dream, but a sign that it was just growing up.

A month later, Google announced that it would also be open-sourcing the software behind the Cardboard platform in the hopes that third-party developers could continue to support the platform. Previously, Google had also released manufacturing specifications for the cardboard headset with the same intention — so that third party manufacturers could produce their own units and encourage wide support.

Up until recently, Google continued to sell its official Cardboard headsets on the Google Store, likely just to get rid of leftover stock. However, with the listings now gone, Google has officially ended all support for hardware and software of its Daydream and Cardboard VR platforms.

Unity Deprecates Built-In Support For Daydream, Gear VR, And Valve’s OpenVR

Unity 2019.3 introduces a new plugin system for XR headsets, and deprecates official support for Gear VR, Google VR, and Valve’s OpenVR (the API for SteamVR).

Valve is working on a plugin for the new system, according to Unity:

“Valve is using our XR SDK to develop their OpenVR Unity XR plugin for 2019.3 and beyond,” the blog post from Unity explains. “They will share more information on where to access it once it is available. Until that plugin is available, built-in support of OpenVR will continue to be functional and available in 2019.3, and we will support our users with any critical fixes.”

What This Doesn’t (Yet) Mean

This doesn’t yet mean that developers can no longer build Unity games for these platforms. For now, it simply means that bugs & issues introduced by the engine which affect the support for these platforms “may not be prioritized”. This also serves as a warning that they will be removed from the engine in the future.

That actual removal won’t happen until version 2020.1. Despite using years in version numbers, 2019.3 has yet to be officially released, so 2020.1 is likely months away.

Of course, developers can continue to use older versions of Unity to build their games  — although obviously that means they won’t have access to new & future engine-level features and optimizations.

The New Unity Plugin System

The new XR plugin system is intended to simplify the way VR and AR works across the various platforms in Unity in the long term, and allow for new XR features and software plugins to work across all VR & AR hardware.

Under the new system, Unity is “officially” working with 7 XR platforms: Apple’s ARKit, Google’s ARCore, Microsoft’s HoloLens & WMR, Magic Leap, Oculus, and PlayStation VR.

These platforms are “fully supported” by Unity, and the company is “directly” working with them on “deep platform integration, improvements to our engine, and optimizations to our XR tech stack for the platform”.

Valve?

Notably absent from the list of officially supported platform partners is Valve, the company behind the popular SteamVR platform.

However, the new plugin system does allow third parties to develop XR plugins for Unity separately from official support.

SteamVR

Valve’s application programming interface (API) for SteamVR is called OpenVR. According to Unity, Valve is “currently developing their OpenVR XR Plugin, and they will share more information on where to access it once it is available“.

There are two Unity designations Valve could be delivering this system through. One is as a ‘Verified Solutions Partner’ (VSP) and the other is as an ‘Innovator’. Being a VSP “offers various levels of support, including test verification and promotion of the plugin once released.” It has not yet been revealed whether or not Valve is a VSP.

Will This Really Matter?

There are no announced plans for an unofficial plugin for Daydream or Gear VR, however, there are plans for an open source plugin for Google Cardboard. This means developers will eventually have to resort to non-current versions of Unity to develop for Daydream or Gear VR.

For SteamVR, the change means that responsibility for support of Valve’s platform in Unity now rests solely on Valve. It also may make it more difficult for Valve to work around engine-level bugs or introduce new features that require engine support.

Unity’s own OpenVR Plugin is now deprecated, and will be removed in 2020.1.

At the end of the day, however, this probably won’t really mean much to the average SteamVR developer other than the fact that the party responsible for the core OpenVR support in the engine changed.

It could be argued that a lack of official support would be important to large publishers/developers choosing which platforms to develop for, but even this seems like a stretch for now.

We’ve reached out to Valve for clarity on the current state of its relationship with Unity, plans for future support, and any other statement on the topic. We’ll update this article if we receive a reply.

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Lenovo Files Standalone Headset With US Regulator, Details Suggest Low Cost

Consumer electronics giant Lenovo just filed documents for a standalone headset with the FCC. The FCC is a US regulatory agency with responsibility over wireless frequency use.

Lenovo’s Fourth VR Headset

This wouldn’t be Lenovo’s first standalone headset. Back in 2018 the company partnered with Google to deliver the Mirage Solo, which launched during the same week as Facebook’s Oculus Go. The headset featured positional tracking, but the controller (like Go’s) was only 3DoF, acting as a laser pointer.

By all accounts the Mirage Solo did not sell large volumes on the market. This is likely due to the fact that it was twice the price of the Oculus Go while not providing the 6DoF tracked controllers of PC VR and Oculus Quest or any ports of major PC VR titles.

oculus rift s

For PC VR, in 2017 Lenovo released a low cost PC VR headset based on Microsoft’s Windows MR reference design, which interfaces with the Windows MR platform. Last year, Facebook released the Oculus Rift S PC VR headset, which is built by Lenovo.

Low End Hardware?

Since the FCC is responsible (in this context) for regulating wireless emissions, the filings reveal which WiFi and Bluetooth frequencies the device supports.

The document states that the device uses 802.11n (WiFi 4), but doesn’t list 802.11ac (WiFi 5). It also doesn’t show as having Bluetooth LE (Low Energy). Oculus Quest supports both WiFi 5 and Bluetooth LE, according to its filing.

This may indicate it is a low end device, making significant tradeoffs to optimize for cost. Oculus Go, Facebook’s low end headset recently reduced to $150, also does not support Bluetooth LE.

But What Platform?

Hardware is only one aspect of a VR product. The hardware needs to run a software platform and have access to a store filled with content to be appealing to consumers. On PC, any manufacturer’s headset can interface with Valve’s SteamVR, but there is no such platform openly available for standalone headsets.

So what platform will this headset actually run? We don’t know yet, but we can speculate based on what we know about the standalone VR market.

Google Daydream

The Mirage Solo ran Google’s Daydream VR platform, which is based on Android. But Google no longer updates the Daydream platform and stopped sales of its Daydream viewer for Pixel phones, and the newest Pixels don’t even support it. Additionally, the company removed Google Play Movies & TV from the Daydream store. Virtual reality hasn’t even been mentioned at Google’s I/O conference for years now.

It is possible, however, that the success of Oculus Quest renewed Google’s interest in VR and that it partnered with Lenovo to launch a competitor.

Another Possibility: HTC Viveport M

In China, HTC offers its Vive Focus and Vive Focus Plus headsets to consumers, running the Viveport M store powered by the Vive Wave SDK and platform. This platform is also offered to other manufacturers within China.

It is possible HTC is planning to bring this platform to the west. But doing so would require the company to invest significantly in content to compete with the Oculus Quest’s library, and it is unclear whether HTC has the resources for this.

What About Facebook’s Oculus?

This headset could also be an expansion of Lenovo’s VR partnership with Facebook. The Oculus Quest store is filled with popular VR titles like Beat Saber, Job Simulator, Superhot VR, Vader Immortal, VRChat, Rec Room, and many more.

oculus quest oculus go

Even at $400 the Quest is out of reach for many consumers. Lenovo’s specialty is in building low cost hardware, so it is possible the company could be offering a more affordable alternative to Quest.

It is also possible that this is intended to replace Oculus Go as a media viewer, given the lack of WiFi 5 and Bluetooth LE in the listing.

None Of The Above?

Of course, it is also entirely possible that Lenovo’s new headset will be targeted at enterprise rather than consumers, in which case it would just need core system software and an SDK for businesses to integrate with their custom software.

Furthermore, it could be a totally new VR platform that is yet to be officially announced.

We’ll keep a close eye on Lenovo in the coming weeks and months to bring you any new information as to what this headset actually is.

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The Death Of Daydream Isn’t The Death Of The Dream, VR’s Just Growing Up

You could perceive it to be a bad week for VR.

Firstly, Google confirmed that its new Pixel smartphone won’t be supporting its Daydream VR platform. In fact, it’s outright stopped selling the Daydream View, essentially acknowledging its demise. Shortly thereafter, the BBC announced the closure of its VR Hubs, confirming it will no longer commission and produce experiences under that label.

One might ascribe this to a wider trend of big corporations beginning to throw in the towel on VR after years of trying to make it mainstream. The truth, however, is a little different.

Reformed, Not Abandoned

Yes, Google and BBC’s VR ambitions have taken a blow, but neither is done with VR; they’re just becoming more realistic about it. Google, for starters, still powers several of the best PC VR experiences like Tilt Brush and Google Earth but, more importantly, it also owns and publishes VR-exclusive games from one the industry’s best developers; Owlchemy Labs. The team’s Vacation Simulator is one of the most popular releases of the year and is due out on Oculus Quest soon.

In fact, Google never even published an Owlchemy game on Daydream in the two and a half years since it acquired the studio. If it were putting all of its virtual eggs in a single basket, you’d think it would be there. As fond as I was of its excellent exclusive content, Daydream’s demise had been written on the wall, frankly, for years.

The BBC, meanwhile, seems to be transitioning from the idea of VR as an experimental new platform into another viable tool in its arsenal of multimedia creations. The VR Hub did amazing work, but how much longer would the BBC really continue to launch free content? Its next VR release, for example, won’t be another short-form free 360 movie for Google Daydream but instead a premium, multi-hour Doctor Who VR game coming to major VR headsets. Next year it will do the same for its Peaky Blinders franchise. I expect we’ll see less VR from the BBC from now on, but also a greater sense of the platform being used as a means of monetization and brand enhancement.

VR’s Maturity Is At Hand

oculus quest

These shouldn’t be taken as the disheartening blows compared to when, say, CCP exited the VR market, then. If you ask me, if there’s something that died this week (or, rather, continued to crawl towards its inevitable end), it’s VR’s infancy.

The industry has operated on a strange plane of existence these past few years. Intent on making VR happen, certain companies have strived to make headsets almost disproportionately good value for consumers. The goal was to offset VR’s troublesome friction; while the original Oculus Rift plummeted in price, Facebook poured on the freebies including of all things, a free, high-quality shooter from the makers of Gears of War and Fortnite. In the gaming industry, deals like that are pretty much unheard of.

Google, meanwhile, didn’t charge for Google Earth, which to this day remains one of the best reasons to dig out a headset. Tellingly, these are all companies that could afford to do this while, in the face of slumping smartphone sales, HTC released the $799 Vive Pro and $699 Vive Cosmos.

Those days, however, might be coming to an end.

That means less of the goodwill initiatives in which cash-heavy corporations offer no strings attached funding to apps that will ultimately release for free. It means the shedding of unnecessary weight in this considerably lighter post-Quest world. I think, personally, it means that VR is starting to grow up.

This is a painful transition. It arguably began with Facebook’s introduction of a strict curation policy for Oculus Quest (or, going further back, when Oculus Story Studio closed). Unlike Rift and Go, the standalone headset isn’t an open door for anyone to walk through; developers have to prove their game has the quality and even marketability to make it on Quest. Quest isn’t fair game; you can’t just freely release content on it. It’s survival for the fittest. The frustration this has forced on many studios is insurmountable, but those that have passed the bar are reportedly seeing success unlike any other they’ve enjoyed in the past three years.

Uncertainties remain, however. How does the long-running VR festival circuit, which showcases amazing movies and non-gaming experiences, monetize itself on Steam and the Oculus Stores? Who will finally emerge with another Quest-level headset to inject the standalone market with some much-needed competition? This stage of maturity doesn’t necessarily mean VR is ready for the big leagues, but there’s a certain sense that the industry is getting ready for them. Solid ground is not something we’re used to standing on.

I will mourn Daydream, I will mourn the BBC’s VR Hub. I’m sure, in time, I’ll mourn the days we had an embarrassment of riches thrown our way without being asked to pay anything. But this week’s headlines suggest VR is getting serious, not slowing.

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Google Discontinues Daydream View Headset, the Final Nail in the Coffin for its Android VR Ambitions

It was abundantly clear by earlier this year that Google’s interest in its Android-based Daydream VR platform had withered, but now the company has put the final nail in the coffin by discontinuing the Daydream View headset and confirming that its newest Pixel 4 smartphone isn’t compatible.

Google had monstrous ambitions for Daydream at the start. The company figured that developers would leap at the opportunity to build VR apps on its platform thanks to theoretical chance they could reach to hundreds of millions of existing Android users. But things didn’t turn out as they hoped. The company’s bet (which was in line with others at the time) that slotting smartphones into inexpensive VR viewers would be a great way to use VR just didn’t pan out.

As of Google I/O earlier this year, it was entirely clear that Google had lost faith in Daydream, but today they put the final nail in the coffin.

With minimal adoption after several years, Google today confirmed that it will stop selling its Daydream View headset, the company told Variety. While the company had been pretty good about maintaining Daydream compatibility with its own ‘Pixel’ smartphone line and a handful of other Android phones, the new Pixel 4 won’t support the Daydream View.

If you have a compatible phone, the Dayream store, apps, and headset will continue to function. Google told Variety:

There hasn’t been the broad consumer or developer adoption we had hoped, and we’ve seen decreasing usage over time of the Daydream View headset. So while we are no longer selling Daydream View or supporting Daydream on Pixel 4, the Daydream app and store will remain available for existing users.

We saw a lot of potential in smartphone VR—being able to use the smartphone you carry with you everywhere to power an immersive on-the-go experience. But over time we noticed some clear limitations constraining smartphone VR from being a viable long-term solution. Most notably, asking people to put their phone in a headset and lose access to the apps they use throughout the day causes immense friction.

Google’s first Daydream View headset launched at the end of 2016, and offered a reasonably good casual VR experience, but wasn’t quite as compelling as its nearest competitor, Gear VR. Google released an updated version of the View in 2017 which made some important improvements, but hasn’t done anything with the headset since.

Image courtesy Google

Despite the low cost and wide accessibility of Daydream and even Gear VR, smartphone VR ultimately succumbed to a handful of pain points. Not only did the slot-in approach lack the full 6DOF experience of high-end headsets, putting your smartphone into a headset could be cumbersome, and using the headset also meant draining your precious smartphone battery and temporarily not having access to the phone itself, which has become an integral part of many people’s lives.

From the ashes of the slot-in smartphone viewers, standalone headsets like Oculus Quest bring many of the same benefits (and then some) while avoiding much of the friction of getting your smartphone involved. Granted, Lenovo launched a Daydream standalone headset, the Mirage Solo, in 2018 but its poor ergonomics and odd combination of a 3DOF controller with 6DOF headset failed to garner much attention.

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Google’s Daydream Over? Pixel 4 Not Supported, Viewer Sales End

Despite impressive specifications Google’s new Pixel 4 phone doesn’t work with its Daydream VR platform. Google confirmed in a statement it is ending sales for its Daydream View which allowed you to slot in a series of Android-based phones and enjoy a simple 3DoF VR experience.

The lower budget Pixel 3a debuted earlier this year without support for the platform and we’ve seen a series of departures from Google of VR-focused researchers over the last few years. We reached out to Google for confirmation and received the following statement from a spokesperson over email:

We saw a lot of potential in smartphone VR—being able to use the smartphone you carry with you everywhere to power an immersive on-the-go experience. But over time we noticed some clear limitations constraining smartphone VR from being a viable long-term solution. Most notably, asking people to put their phone in a headset and lose access to the apps they use throughout the day causes immense friction.

There also hasn’t been the broad consumer or developer adoption we had hoped, and we’ve seen decreasing usage over time of the Daydream View headset. While we are no longer selling Daydream View or supporting Daydream on Pixel 4, the Daydream app and store will remain available for existing users.

We’re investing heavily in helpful AR experiences like Google Lens, AR walking navigation in Maps, and AR in Search that use the smartphone camera to bridge the digital and physical worlds, helping people do more with what they see and learn about the world around them.

Facebook held a eulogy for slot-in VR at its developer conference last month. Say goodbye, then, to the headaches of VR headsets which consume precious phone battery life and offer only three degrees of freedom to move around comfortably.

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