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AR Briefs, Episode 52: Mobile AR Revenue Outlook

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AR Insider

Though AR continues to be challenged in gaining mainstream consumer traction, there are some bright spots to report. Specifically, revenue continues to gain momentum in mobile AR categories like advertising, commerce, and enterprise productivity.

To quantify those markets today and projected forward, ARtillery’s Intelligence’s latest revenue forecast does a deep dive on mobile AR. That includes several subsectors and moving parts such as consumer spending, enterprise spending, enablement software, and AR marketing.

To synthesize and summarize the report’s findings, the latest episode of ARtillery Briefs breaks things down, which you can see below in embedded video and narrative takeaways.

So what did the report uncover? At a high level, global mobile AR revenue will grow from $6.87 billion last year to just over $26 billion in 2025. The baseline for this growth is the installed base of 3.5 billion global smartphones — an increasing share of which are AR-enabled.

That total is fragmented into different platforms such as Facebook’s Spark AR, Snapchat’s Lens Studio, Apple’s ARkit, Google’s ARCore, and Web AR. And each of these has varying installed bases, the greatest of which today is web AR, with about 3.1 billion compatible units.

Breaking down those installed bases further, Facebook’s Spark AR is estimated to have 1.6 billion AR-compatible smartphones, followed by ARkit (1.25 billion), TikTok (1.05 million), ARCore (891 million), and Snapchat (515 million). These figures represent 2021 year-end estimates.

But the figure that matters more is the de-duplicated sum of active AR users which ARtillery pegs at 802 million globally by the end of 2021. That’s projected to grow to about 1.7 billion active mobile AR users year-end 2025, with varying market shares across the above platforms.

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3. ExpiCulture — Developing an Original World-Traveling VR Experience

4. Enterprise AR: 7 real-world use cases for 2021

Zeroing in on revenue, consumer mobile AR spending is projected to grow from about $1.4 billion last year to almost $4.6 billion by 2025. This includes AR experiences that consumers pay for, which is dominated today by in-app purchases, mostly in Pokémon Go.

Beyond digital goods, spending on AR-influenced physical goods is projected to exceed $12 billion this year. This is the transaction value of goods bought using “try before you buy” AR visualization. But this total doesn’t count as AR revenue per se, as AR itself isn’t being purchased.

ARtillery instead attributes AR’s proportionate role in the value chain by tracking spending on AR commerce-enablement software to make it all happen. This includes everything from 3D asset creation to processing and compression technologies to distribution channels.

These “picks & shovels” will be critical components of AR shopping or what we call camera commerce. For example, tools like Google Swirl could serve as important AR accelerants, as will experience creation engines like 8th Wall and infrastructure technology such as Mawari.

To put things further into perspective, the commerce-enablement piece examined above falls under the broader category of enterprise mobile AR. In total, this category of mobile AR spending is projected to grow from $5.5 billion last year to just over $21 billion in 2025.

This revenue total also includes media & content creation. This is software that enables companies to build AR for their customers (B2B2C). This will be a big opportunity as AR software providers meet the demand for democratized AR creation, and accelerated time to market.

Enterprise spending also notably includes ad placement which is the dollars spent by brand advertisers to distribute AR experiences through paid ad campaigns. This is popular today with sponsored lenses but will branch into other high-value formats such as visual search.

Beyond all of the above spending areas, the revenue subsegment that enterprise mobile AR is most commonly known for is industrial and corporate productivity. This involves line-of-sight visualization through mobile devices for operational functions like maintenance or IT support.

All of the above just scratches the surface and you can see more in the full report. Meanwhile, one note in closing is that AR is well-positioned for a post-Covid world, especially in shopping where it supports both eCommerce and in-aisle consumer interactions in physical retail’s return.

Similarly in enterprise productivity, AR enables remote support in IT and manufacturing, which could resonate with post-Covid “hybrid” work structures that develop. This conduciveness to remote work will vary across verticals and job functions but AR is primed for broad applicability.

In all cases, AR may not be the revolutionary force that was touted in the industry’s circa-2017 hype cycle, but it will create meaningful value. It will continue gaining steady traction as an intuitive visual interface to improve and augment several aspects of our lives and work.

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Source: https://arvrjourney.com/ar-briefs-episode-52-mobile-ar-revenue-outlook-a10db8388890?source=rss—-d01820283d6d—4

AR/VR

Hologate X Next-Gen Free Roam Platform to Debut in September at Hologate World

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Earlier this year, location-based entertainment (LBE) specialist Hologate announced it would be launching a flagship location in Germany called Hologate World. This week, the company has revealed its next-generation platform Hologate X will make its debut at the facility as well as introducing a new hyper-reality experience, Sigvried: Escape from Valhalla.

Hologate - SigVRied

While Hologate’s product portfolio has mainly focused on providing a scalable, free-roaming platform for entertainment venues, Hologate X aims to completely enhance the VR experience for players. It’ll feature HXR (Hologate Xperience Reality), the company’s proprietary hyper-reality technology which offers full-body tracking and 4D physical effects – like wind or temperature changes. While this has been seen in places like (now-defunct) The VOID, Hologate X does one thing differently, all the content is streamed to the headsets.

Most hyper-reality venues utilise backpack PC’s to provide their free-roaming experiences. These are costly, cumbersome and require a lot more time to set up and maintain. Because Hologate X will steam all of its content, this should reduce the friction when it comes to playing LBE VR, plus guests are no longer weighed down by a whole PC on their backs.

“Our formula of the latest in VR technology with high-fidelity VR streaming, perfectly staged 4D effects such as scents and wind, THX 5.1 surround within the platform and positional inside of the headset audio mix, and fantastical lifelike adventures will catapult players directly into the action,” said Leif Petersen, CEO, and Founder of HOLOGATE in a statement. “All senses are further activated by tactile props and full-body haptics which will further convince the players they have been truly transported into another dimension.”

Hologate - SigVRied

As part of Hologate X’s debut at Hologate World in September, the team has fully developed, in-house, Sigvried: Escape from Valhalla to showcase the new platform. Combining Norse mythology with a sci-fi twist, the narrative is set after Ragnarök has taken place, with players taking on the roles of adventurers who are exploring the destroyed fortress of Valhalla. Wandering through its many halls, corridors, and chambers players need to complete puzzles, avoid traps, and battle monsters and dragons to succeed.

If you want to check Sigvried: Escape from Valhalla out then you’ll want to head to FLAIR Fürth, a big shopping complex that is slated to open on 16th September 2021. Hologate X will be coming to other locations worldwide at a later date, when that happens VRFocus will let you know.

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Source: https://www.vrfocus.com/2021/07/hologate-x-next-gen-free-roam-platform-to-debut-in-september-at-hologate-world/

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AR/VR

Army of the Dead VR is Heading to London in September

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Netflix has released some exciting TV shows and movies during the course of 2021, one of the biggest films being Zack Snyder’s Army of the Dead. As revealed in May, the movie is accompanied by a travelling location-based VR experience (LBE) called Vive Las Vengence. It’s now been confirmed that the UK leg of the tour is coming to London in September.

Viva Las Vengence

The tour began this month kicking off in Los Angeles and New York City, followed by Las Vegas and Washington D.C. London will be the first city outside the US to see the VR-enabled mobile taco truck arrive, offering VR and zombie fans alike the chance to battle hordes of the undead on the Las Vegas strip. The story is set several years before the events of the Netflix film.

Up to six people can team up and try to rescue survivors trapped in zombie-infested Las Vegas using Valve Index headsets and StrikerVR guns. To make the experience truly immersive the truck features state-of-the-art motion platforms whilst providing full COVID-19 compliance with extensive hygiene and social distancing precautions in place.

Army of the Dead is one of the most hotly anticipated releases of the year and now fans have the chance to climb aboard the taco truck to experience the world for themselves,” said Greg Lombardo, Head of Experiences at Netflix in a statement. “We are thrilled to partner with the Snyders, Pure Imagination Studios and Fever to bring Army of the Dead to London this summer in a way like never before.”

Viva Las Vengence

Tickets for Army of the Dead’s Viva Las Vengence: A VR Experience in London go on sale from 4th August at 10am BST. Prices start from £18 GBP for the 30-minute experience. To make sure you don’t miss out the waiting list for tickets opens today (28th July) granting early access to those who sign up.

While London is the only UK stop, Viva Las Vengence: A VR Experience will be heading across Europe, with Madrid, Berlin and Paris arrival dates still to be confirmed. For all the latest UK-based VR attractions keeping reading VRFocus and our regular The Virtual Arena feature which recently went to Brighton Palace Pier.

PlatoAi. Web3 Reimagined. Data Intelligence Amplified.
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Source: https://www.vrfocus.com/2021/07/army-of-the-dead-vr-is-heading-to-london-in-september/

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AR/VR

Oculus is “All in on OpenXR,” New Developer Features Will Come to OpenXR Only

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Oculus is making hard shift away from its proprietary developer APIs in favor of OpenXR, an industry-backed project that aims to standardize the development of VR and AR applications. As of the latest SDK update, the company says OpenXR will become “the preferred API for all new applications going forward.”

Oculus announced this month that it plans to begin deprecating the existing Oculus Mobile and Oculus PC SDK in favor of OpenXR.

OpenXR is a royalty-free standard that aims to standardize the development of VR and AR applications, making for a more interoperable ecosystem. The standard has been in development since April 2017 and is supported by virtually every major hardware, platform, and engine company in the VR industry, including key AR players.

Image courtesy The Khronos Group

OpenXR has seen a slow but steady rollout since reaching version ‘1.0’ in 2019; this new announcement from Oculus is sure to hasten the pace significantly.

The move begins with the v31 SDK update, in which Oculus is shifting to OpenXR as the “preferred API for all new applications going forward.” According to Oculus, that means only its OpenXR SDK will receive “full support” (like QA testing, bug fixes, and up-to-date documentation). New developer features, like the recently announced passthrough API, will be delivered only through OpenXR extensions from this point forward.

Applications built with the older Oculus Mobile and Oculus PC SDKs will of course continue to work on existing headsets, but starting on August 31st, Oculus is downgrading those SDKs to “compatibility support” only, which means limited QA testing, only critical bug fixing, and no new developer features.

One year after, on August 31st, 2022, Oculus will require that new applications be built with OpenXR, and the Oculus Mobile and Oculus PC SDKs will move to “unsupported” status.

Even after that date, older applications built with the Oculus Mobile and Oculus PC SDKs will continue to work on existing headsets, but Oculus is pushing hard to get all new applications built with OpenXR.

While both Unity and Unreal Engine—the two most commonly used tools for building VR applications—offer some degree of support for OpenXR, neither have shifted to OpenXR as the default for building new VR applications.

In Unity, OpenXR support is still considered “experimental.” Oculus expects that the Unity OpenXR plugin won’t be “fully supported” until early 2022, at which point it will become the recommended option for building VR applications.

As for Unreal Engine, Oculus plans to make an OpenXR backend plugin the default in the v32 release of the Oculus SDK, and expects “full support” for OpenXR in Unreal Engine with the release of Unreal Engine 5 (expected in early 2022). Once UE5 gets is full release, Oculus says that new VR projects for Oculus headsets built with UE5 will be required to use OpenXR.

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Source: https://www.roadtovr.com/oculus-openxr-shift-unity-unreal-engine/

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Oculus Offering Free Quest 2 Cover, Confirms 128GB Model

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Facebook is temporarily pausing Oculus Quest 2 sales after reports of skin irritation due to the foam face cover.

In an official blog update, the company states that the removable foam facial interface that comes included with the Quest 2, as well as the additional Fit Pack, has caused a “very small percentage of Quest 2 customers” to experience slight irritation to their skin.

As a result, the company will today begin offering a new-and-improved silicone face cover to all existing owners of the Oculus Quest 2 or the Fit Pack in compliance with global regulators, including the U.S. Consumer Product Safety Commission (CPSC) and Health Canada. This also means that Facebook will be pausing the sale of Oculus Quest 2 headsets globally until it can repackage unsold units with the new silicone covers. Beginning August 24th, all Quest 2 packages will include the new cover.

In the official release, the company states that the original foam facial interface does not feature any hazardous materials and that the number of reported cases is “in line with expectations” according to leading dermatologists and toxicologists.

“These experts have advised that skin irritation can occur in some segments of the population from many household items—even things like tomatoes or shampoo—and that the rates we’ve seen are in line with expectations,” said Andrew Bosworth, Head of Facebook Reality Labs. “Our investigation determined that our manufacturing process is safe, meaning no unexpected nor hazardous contaminants were found in the Quest 2 foam interface or manufacturing process.”

To receive a replacement face cover, head to the official Oculus website and log in to your account using your Oculus ID or Facebook. Next, head to the “My Devices” tab to request a Quest 2 silicone cover. From here, it’s just a matter of submitting your shipping information and submitting your request. You can find additional information here.

Image Credit: Facebook, Oculus

When the Quest 2 returns to sale next month, customers will be able to purchase a brand new 128GB headset in replacement of the original 64GB model. We first heard rumors of a potential 128GB Quest 2 earlier this month after a mysterious listing appeared on LDLC and Top Achat websites. Turns out these listings were accurate.

The 128GB Oculus Quest 2 will be available for $399, the same price as the 64GB model. These headsets will also feature the new silicone face cover, ensuring maximum comfort as you sweat through a few rounds of Supernatural or GORN.

Image Credit: Facebook, Oculus

“We hope the larger storage size will give people more flexibility to instantly access and manage more content on a single device, while the new silicone cover will give people more ways to have a comfortable experience with both the 128GB and 256GB Quest,” added Bosworth.

For more information check out the official blog update here.

Feature Image Credit: Facebook, Oculus

The post Oculus Offering Free Quest 2 Cover, Confirms 128GB Model appeared first on VRScout.

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Source: https://vrarnews.com/details/oculus-offering-free-quest-2-cover-confirms-128gb-model-6100796b4e9742b120fbe38d?s=rss

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