Why Oculus Could be Destined to Ultimately Fail

If you have read my columns on VR recently, you know I am relatively bullish on this new technology. I have used all of the headsets available and, while the actual VR differs with each, they all deliver an experience that is both exciting and immersive.

As I look at the VR landscape, there is one question at the heart of a lot of our research on this subject: what the adoption cycle of VR will look like and, in the end, which VR headset model eventually drives the market into broad consumer usage?

The first generation headsets from Oculus, HTC, and Sony will play a very important role in launching VR to the game industry. Indeed, it will revolutionize the game market and change it forever.

However, I want you to imagine a marketing pyramid. At the very top, put the gaming industry as the first serious market for VR. Granted, the game market will do $91 billion in revenue this year and will be the first to adopt VR. Important to this conversation is the fact the gaming folks have no problem tolerating a tethered solution at this stage. Which is why Oculus, HTC, and Sony Playstation VR will be big hits. Gamers are not price sensitive either.

If you go to the next rung of the pyramid model of marketing, we have what we call the vertical markets to be the next to adopt VR, even if its costs are high and the headsets are tethered. Real Estate, sports, cruises ships and advertising industries, to name just a few, are excited about what VR can deliver to their customers in the way of new immersive experiences and I see them driving the second wave of VR into the marketplace. I think the vertical space covers about a three year period where the technology is fleshed out and various business models emerge to impact business and, eventually, consumer markets. The one caveat here is the role the porn industry plays in driving VR adoption. They are also high on VR and their audience is clearly consumer focused. They could influence an interest by some consumers during this vertical stage but the solutions will still be costly and not at prices that could drive strong, broad consumer adoption.

The next rung on this pyramid is the adoption by consumers. As you can imagine, this will be the largest market for VR eventually. This is also when VR could see broader interest and adoption in education, too. However, the current tethered solutions will not work in the consumer market and that is why I think the Oculus and HTC tethered headset approach to this market will ultimate fail.

I believe that, for the consumer market to really take off, all of the technology and related intelligence has to be built into the headset itself and be delivered in a fully untethered solution. We tested price ranges of interest for a VR headset and the total cost of this headset must be under $399.

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I have seen some really good work in this area and expect solid untethered solutions to be out as early as 2017. But I expect these to be a bit pricey for consumers and think my model of VR gaining stronger consumer adoption will not happen before 2019 at the earliest.

So, who could bring out the best-untethered headset by then and be a big winner in this space? You could see Oculus, HTC, and Sony move to untethered solutions by then but my bet would be on Apple being the company that eventually brings VR to the masses. Apple does not invent technologies per se — they reinvent them. I could see Apple taking at least another year and a half before they even enter the VR space and then do it with all of the technology and components needed to deliver a high-end VR experience built into an Apple VR headset. More importantly, it would connect to Apple’s ecosystem which could include a strong stable of VR apps and content created through a VR developers kit Apple might release as early as the developers conf in mid-2017. Carolina Milanesi shared some of our research, Apple’s brand is already seen as a trusted one to bring new technologies to market.

What about low-end versions of something like Google Cardboard or Samsung’s VR and its role in driving VR into the consumer market faster? As I wrote last week, Samsung’s Gear VR and Google’s Cardboard are more like training wheels for VR. While it basically works, it does not come close to delivering the type of experiences one gets in the higher end models. Sure, there will be some consumer traction given its low cost but what consumers eventually want is a high-end experience at consumer prices. I don’t see that coming before 2019 at best, especially if it is to be an all-inclusive headset VR solution.

I have tracked consumer adoption cycles for 35 years and, in almost every case, it goes through this pyramid model. Smallest market is at the top, second tier grows the market through vertical adoption and, once that has shaken out, it finally gets into broader consumer adoption cycles. In some cases, it takes many years in the early and vertical markets cycle before it gets to consumers. But with VR and its ability to deliver a whole new immersive computing experience, I can see this cycle being one that goes from high end to consumers within a 4-7 year time frame given the activity and technology developments that could get adoption up and prices down in this time frame.

Published by

Tim Bajarin

Tim Bajarin is the President of Creative Strategies, Inc. He is recognized as one of the leading industry consultants, analysts and futurists covering the field of personal computers and consumer technology. Mr. Bajarin has been with Creative Strategies since 1981 and has served as a consultant to most of the leading hardware and software vendors in the industry including IBM, Apple, Xerox, Compaq, Dell, AT&T, Microsoft, Polaroid, Lotus, Epson, Toshiba and numerous others.

8 thoughts on “Why Oculus Could be Destined to Ultimately Fail”

  1. It makes total sense that the highest levels of the pyramid don’t mind tethered at this time. Here, it’s the tech that’s paramount, not the ease, or the mobility. Let’s face it, when even a 2013 Mac Pro (any of them) cannot currently support Oculus VR, this is a demanding application. (Yes, I know it’s because of workstation video cards on the Mac Pro)

    Apple will bring VR to the masses….
    I don’t understand, Samsung, Google, and others have brought VR to the masses now. It’s the masses that are not buying. Apple will be the solution to the chicken and egg problem, and their user base will buy. They will learn from other’s mistakes, they will impeccably time when to launch, and they will take credit for the whole thing. “Business Brilliant!” Tech, not so much.

    1. I’m not sure you can say Samsung, et al, have brought VR to the masses yet. Their distribution and PR (never mind usage) has been pretty niche so far. But that’s typical tech testing waters M.O.

      Joe

    2. The masses want high quality at low prices. As I stated,the Samsung Gear is training wheels for VR but the quality of the experience is mediocre at best. Quality of the headset and low prices will help eventually drive this into consumer market. What we don’t know yet is how big this market is. Consumer markets also use a pyramid model with early adopters at the top and spreading out as more apps become available and prices continue to slide south.

  2. It’s not just the tethered aspect that will not succeed. The whole “headset” paradigm is flawed – at least as far as mass consumer adaption/use. Social isolation/disconnection, comfort, etc. People weren’t even willing to put up with glasses for 3D TV. The headset is a cage that VR needs to escape. Am I missing something, Tim? I have not had the opportunity to try a VR headset, so maybe I don’t understand.

    1. “Social isolation/disconnection, comfort, etc. The headset is a cage that VR needs to escape.”

      I have the same reservations about VR. It could work for one person who is alone (and games may be the primary app), but when there’s more than one person watching TV, I don’t see VR happening. It’s pretty much antisocial by nature.

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