Augmented, virtual, annotated, mixed… A “$37 Billion
reality” by 2027
reality” by 2027
IDTechEx
Cambridge, UK
Augmented, virtual, annotated, mixed…
A “$37 Billion reality” by 2027
By Dr Harry Zervos, Principal Analyst, IDTechEx
Augmented and virtual reality headsets are by now a reality
(pun intended), and they bring about a paradigm shift in form factor for
portable electronics. Despite a level of uncertainty about the terminology used to
describe each device, with some developers introducing terms such as Mixed
Reality (shown in the picture below), Annotated Reality, Augmented Virtuality and
many others, the new report on the topic by IDTechEx Research “Augmented,Mixed and Virtual Reality 2017-2027: Technologies, Forecasts,Players”finds that the
market for AR, VR, and “everything in between” headsets is already approaching
$3.4 Billion in 2017 and is expected to reach over 10 times that by 2027 (for
more information, please visit www.IDTechEx.com/glasses).
(pun intended), and they bring about a paradigm shift in form factor for
portable electronics. Despite a level of uncertainty about the terminology used to
describe each device, with some developers introducing terms such as Mixed
Reality (shown in the picture below), Annotated Reality, Augmented Virtuality and
many others, the new report on the topic by IDTechEx Research “Augmented,Mixed and Virtual Reality 2017-2027: Technologies, Forecasts,Players”finds that the
market for AR, VR, and “everything in between” headsets is already approaching
$3.4 Billion in 2017 and is expected to reach over 10 times that by 2027 (for
more information, please visit www.IDTechEx.com/glasses).
A revealing disagreement in
terminology
The disagreement in terminology reveals several interesting
points, one of the most important ones being that despite the fact that
different companies will take a different approach to categorizing devices, is
in essence a difference in how much of the real world is coming through a
specific headset. A pure VR headset blocks out reality completely, while
an AR one will only superimpose additional information, without obstructing the
wearer’s view of the real world at all. What the future is bringing is a
spectrum of eye-worn devices with varying amounts of reality and virtuality thrown
in; for instance, a VR headset with a front facing camera can instantly
become an AR headset, as it allows the wearer a full view of the real world,
albeit through a display.
points, one of the most important ones being that despite the fact that
different companies will take a different approach to categorizing devices, is
in essence a difference in how much of the real world is coming through a
specific headset. A pure VR headset blocks out reality completely, while
an AR one will only superimpose additional information, without obstructing the
wearer’s view of the real world at all. What the future is bringing is a
spectrum of eye-worn devices with varying amounts of reality and virtuality thrown
in; for instance, a VR headset with a front facing camera can instantly
become an AR headset, as it allows the wearer a full view of the real world,
albeit through a display.
Virtual, augmented and all other types of headsets are in
essence categorized based on how much of the real world is allowed through any
specific headset; the amount of reality and virtuality will define
where a device sits in the spectrum of virtual (VR), mixed (MR), augmented (AR)
and any other sort of reality. Image source: IDTechEx
essence categorized based on how much of the real world is allowed through any
specific headset; the amount of reality and virtuality will define
where a device sits in the spectrum of virtual (VR), mixed (MR), augmented (AR)
and any other sort of reality. Image source: IDTechEx
PC VR to propel market forward in the short term
In its newlylaunched report on the
topic, IDTechEx categorizes headsets according to whether devices are tethered
to an external computer or not (PC or standalone AR &VR) or whether
they make use of the display and/or electronics of a mobile device
such as a smartphone (e.g. mobile VR).
topic, IDTechEx categorizes headsets according to whether devices are tethered
to an external computer or not (PC or standalone AR &VR) or whether
they make use of the display and/or electronics of a mobile device
such as a smartphone (e.g. mobile VR).
IDTechEx forecasts the value of the market for AR & VR
headsets to 2027 is expected to grow to almost $37 Billion by 2027. The
sustained growth of the market will be propelled forward in the short term by
the growth of PC VR, as depicted in the forecasts below. As expected, the high
volume of mobile VR will not contribute significantly to total revenues due to
the low unit value. From 2021 onwards, growth will be transferred to stand
alone AR, propelled forward by the launch of high performing headsets and
reduced power consumption that will lead to longer battery life and
independence from the grid. Standalone VR will also make its mark,
although its exact value proposition is not fully clear or even distinctly
separate from standalone AR; in standalone VR, the challenge of adequate
energy storage that will allow longer times between charging is magnified due
to the requirements for running a high endGPU computer along with a
high resolution display. In fact, both energy storage and displays for AR &
VR applications are both extensively discussed in the report, given how
critical these components are for future generations of headsets.
headsets to 2027 is expected to grow to almost $37 Billion by 2027. The
sustained growth of the market will be propelled forward in the short term by
the growth of PC VR, as depicted in the forecasts below. As expected, the high
volume of mobile VR will not contribute significantly to total revenues due to
the low unit value. From 2021 onwards, growth will be transferred to stand
alone AR, propelled forward by the launch of high performing headsets and
reduced power consumption that will lead to longer battery life and
independence from the grid. Standalone VR will also make its mark,
although its exact value proposition is not fully clear or even distinctly
separate from standalone AR; in standalone VR, the challenge of adequate
energy storage that will allow longer times between charging is magnified due
to the requirements for running a high endGPU computer along with a
high resolution display. In fact, both energy storage and displays for AR &
VR applications are both extensively discussed in the report, given how
critical these components are for future generations of headsets.
Source: IDTechEx Report “Augmented,Mixed and Virtual Reality 2017-2027: Technologies, Forecasts, Players – Headsets, componentsand enabling technologies for future AR, MR, & VR devices”
In addition to batteries and
displays, the report additionally includes insight on the research and
development efforts on othercomponents that will become part of the next
wave of devices and the improvements and benefits that they will bring. They
include haptics, optical engines, but also the development of focus
tunable displays, foveated rendering and other concepts that aim to improve the
user experience in augmented and virtual reality systems.
displays, the report additionally includes insight on the research and
development efforts on othercomponents that will become part of the next
wave of devices and the improvements and benefits that they will bring. They
include haptics, optical engines, but also the development of focus
tunable displays, foveated rendering and other concepts that aim to improve the
user experience in augmented and virtual reality systems.
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