The next generation of XR headsets are significantly better equipped to drive immersion via use cases outside of gaming.
New standalone headsets, which continue to populate a growing VR market, are thrusting consumers into new and unfamiliar territory. Use cases outside of consumer VR's original stomping grounds, gaming, are becoming more and more viable. Social giant Facebook envisions its growing hardware and software ecosystem as a gateway to more social experiences. Microsoft's initiatives for the next generation of Hololens indicate a confidence in the future of immersive tools in enterprise. This is in spite of recently axed plans to implement VR in the Xbox platform.
The Oculus Go's ultra-portable form-factor and accessible cost have resulted in healthy initial sales both domestically and overseas. The features emphasized by its launch offerings all highlight the ability to engage in virtual activities with friends; from livestreamed concerts and events in Venues to consuming media and games in Rooms, social VR will continue to be a major practice area for one of consumer VR's most significant advocates.
Meanwhile, Microsoft's revolutionary Hololens device continues to find favor with various corporate clients. As Microsoft continues to shift business focus away from consumer hardware and software towards enterprise cloud, IT, and server/display solutions, Hololens represents a linchpin for future display applications as a tool for designers, engineers, and frontline workers across numerous sectors and industries. This trend is further evidence by a lack of interest on Microsoft's part in implementing the Mixed Reality platform on Xbox, releasing vertically integrated enterprise applications in direct competition with 3rd party solutions providers, and allocating cutting-edge research to the Holoens' next-gen successor.
XR is currently experiencing a slight slowdown in adoption and maturation as general consumer education becomes a higher priority for OEMs. Therefore, it is now more cruicial than ever for OEMs and developers to begin thinking more laterally. Specifically, to apply the exciting new capabilities of current and future standalone devices to use cases outside of self-contained entertainment.