December 28, 2017

Beyond VR?

If you're looking for more evidence that VR in its current incarnation has already failed, I think one need look no further than the fact that some of VR's proponents are already trying to rebrand it as something other than VR. Something more useful and less problematic, perhaps.

From Alphr:
We are at a frontier. Just ahead, almost within reach, are a series of technological developments that are finally growing out of their infancy and will change not just the way we think about technology, but the way we think about reality and existence itself.
These developments will form part of what is called extended reality, or XR. The term describes the entire spectrum of reality, from the virtual to the physical, from augmented reality to augmented virtuality, virtual reality and everything in between. But what it implies is a dramatic, potentially species-defining change in human experience.
To many people, this kind of talk will likely sound overly conceptual, but XR’s implications are highly tangible. Psychiatrists could treat a phobia using VR to simulate, with near-perfect precision, the physical and psychological environment required to induce the phobic response. At the Tribeca Film Festival, ‘Tree’ gave guests the opportunity to immerse themselves in a rainforest and take in the sights and smells of the Amazon while running their hands on the trunk of a centuries-old tree. These examples barely scratch the surface of what is possible. XR’s potential is nearly limitless and in 2018, it will arrive.
[...]
This arrival of XR represents the collapse of the virtuality/reality divide. Within the new XR framework, virtuality and reality are no longer opposites. Neither are digital and biological. XR implies a far more complex relationship between these things – one in which virtuality can make things real.
If you're thinking that this all sounds a lot like the case that VR's advocates and apologists were making for VR itself, not that long ago, then you're not alone. From the promises of "nearly limitless" and yet somehow still vague potential, with the same tired old examples that still "barely scratch the surface of what is possible," to the promise that it will all arrive next year, in exactly the same way that VR has been predicted to explode into mass adoption sometime in the next year ever since Oculus Rift was released in 2016, this is exactly the same tired, old, VR sales pitch that has utterly failed to captivate consumers for two years now, and counting.

What's new, though, is the deliberate attempt to shift the discussion away from the VR label, to a new term, "XR," which allegedly combines Virtual Reality, Augmented Reality, Microsoft Mixed Reality, and any other, similar technology, into a seamless spectrum that "represents the collapse of the virtuality/reality divide," with virtuality and reality ceasing to be opposites.

Of course, exactly why consumers are supposed to want this next year, when they didn't last year and don't this year, is not specified; neither is there any mention of a specific technological development or breakthrough which will make this happen (next year, remember), in precisely the way that all existing VR/AR/MR headsets have so far failed to achieve. There's still no mention of a specific use for "XR" which is quantitatively different from any existing experience, desirable for the average consumer, and which also requires "XR" technology in a way that simply isn't the case for existing VR technology.

That qualitative enhancements to existing experiences are simply not enough to shift large volumes of expensive VR headset is plainly evident in VR's still-lacklustre sales numbers, and in the VR content developers who are retooling VR offerings to work without the tech. Neither is there any reason to think that the "XR" technologies of literally tomorrow will be able to "simulate, with near-perfect precision," any sort of environment at all, when existing VR headsets can't, and when the PCs that drive them are not increasing significantly in processing power. Have I mentioned lately that Moore's Law isn't a thing anymore? And while VR hardware developers are making incremental improvements by iterating on the display technology, there are any number of other problems with VR that aren't directly related to the quality and feature sets of the displays.

Let's be clear: VR is not currently a thing. It wasn't a thing last year, it didn't become a thing this year, and absent divine intervention, it's not going to become a thing next year, either. AR might have more potential, as demonstrated by the likes of Pokemon Go, but it's still in a profoundly primitive state, and years away from enabling any "dramatic, potentially species-defining change in human experience." While machine learning and automation are definitely fuelling profound changes our society and economy (the Singularity, already in progress), there's no reason to think that it's going to have any specific application to VR/AR any time soon. And Microsoft's "MR" headsets are just VR headsets with different branding... which is exactly what is being attempted in Alphr's article.

"XR" is not on the verge of taking off, any more than VR is on the verge of taking off, and the folks at Alphr are whistling past the graveyard. I stand by my prediction: VR will continue to not be a thing, and 2018 will be the year when tech media outlets finally start to admit it.