This year we’re being treated to a slew of new virtual reality headsets that look poised to deliver next-gen experiences thanks to their technological upgrades.
The PlayStation VR 2 joins the Meta Quest Pro – which was released in 2022 – by delivering eye tracking, enabling developers to create more immersive and aspirational software experiences; the Oculus Quest 3 is supposed to bring color pass-through for more realistic mixed reality experiences to Meta’s budget-friendly lineup; and we could also see the long rumored Apple VR headset, which reports have suggested will be ‘a laptop for your face’, with specs we can’t wait to try out.
But what will the next generation of VR headsets deliver? For some possible answers, we spoke to Leland Hedges, General Manager of the EMEA region (Europe, Middle East and Africa) for headset maker Pico – here’s what he had to say.
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Improvement of current specifications
Hedges first suggested the headset upgrades we can expect when the Pico 5, Oculus Quest 3 and Meta Quest Pro 2 launch: more of the same, but better. By this we are talking about devices with more processing power thanks to the latest generations of processors, using higher resolution screens and with improvements in the quality of existing color pass-through and depth sensors.
We’ll also hopefully see features currently exclusive to premium models – such as face and eye tracking – introduced to brands’ more budget-friendly lines (provided it wouldn’t add too much to the cost).
It’s not just about what’s under the hood, though, Hedges added that “a more comfortable form factor has tremendous utility for users in the business and consumer space.” If you can’t bear to wear a VR headset for long, it’s pretty pointless to upgrade the battery and equip it with laptop-like levels of computing power.
More VR content
As great as hardware upgrades are, Hedges noted that you also need content or you’ll be left with a powerful device that can’t do that much. And not just more games.
“Currently, VR headsets are seen as very gaming-centric devices. I think if VR is to become ‘mainstream’ – if you want to use that word – we need to provide more types of experiences,” he told us.
That doesn’t suggest that Pico will retire from gaming any time soon – Hedges said he couldn’t go into detail about what IP Pico is developing and the partnerships it has with developers (such as Ubisoft’s upcoming timed exclusive release of Just Dance VR) , but added that he believes VR content can go further.
We’re seeing more and better VR concerts, people watching sporting events in VR – we’re also talking major leagues, like the NBA on Meta and the FIFA World Cup on Pico – and people training in VR. Mental health could also benefit from VR software, with Hedges noting that “People are using VR experiences in exposure therapy, working to get closer to a spin or to be more comfortable with heights.”
We’ll just have to wait and see what experiences are in the pipeline.
5G/6G connectivity
But a true next-generation device cannot simply be a device that does what came before in a better way; we need new and exciting features, and 5G or 6G connectivity would bring a lot of use to a VR headset.
Hedges said he doesn’t think we’ll see this in the near future, but in the medium to long term, he expects a telecom operator and XR headset maker to come together and most likely create a “really compelling offering.” in the business-to-business space.
The Meta Quest Pro and Pico 4 Enterprise headsets allow employees to meet in VR in a way that is more interactive than a typical voice or video call. So as much as your company might want you to have a work phone so you can make business calls from anywhere in the world, an employer might want their employees to carry a 5G headset so they can have a VR call anywhere, anytime. whenever.
And with devices like the rumored Apple VR headset expected to offer laptop-like functionality, with high-end specs like Apple’s M2 chip powering many of the top Macbooks and Macs, a 5G connection would make the device feel truly portable . You can put your VR office almost anywhere you like, but until battery life improves, you’ll need to be somewhere near a power outlet.
From a more consumer standpoint, 5G wearable headsets offer the opportunity for more interactive multiplayer mixed reality experiences. You and your friends can meet in a virtual park and play a game of paintball, or sit on a virtual bench and play chess, just to name a few possible use cases.
Modular design
Upgrades are great for our gadgets, but not so great for our wallets. So one way we could see manufacturers strike a balance between offering budget-friendly headsets and offering options that appeal to prosumers (professionals and high-end users) is by making headsets modular.
We’re already starting to see aspects of this. Hedges was eager to discuss Pico’s upcoming fitness trackers – additional bands, currently in beta testing, that will allow the Pico 4 to track more of the wearer’s movements. Slipping these optional straps around your ankles allows the headset to track not only your arm movements, but also your leg movements, which should make the Pico 4 better for VR fitness fans (as their workouts can factor into their legs) and for gamers looking for more immersive experiences.
HTC’s upcoming Vive XR Elite will also feature a modular design. The battery pack can be removed to make it lighter for wired VR, and HTC says it will release an eye and face tracking add-on for the device in the future. If you just want the core product, you can buy it for a seemingly reasonable $1,099 / £1,299 (around AU$2,300), only paying extra for the upgrades you care about.
To me, this modular system sounds perfect. I recently wrote that I love the Meta Quest Pro, with its processing power upgrades, over my Quest 2, but the expensive eye tracking isn’t worth it. If I could get the Quest Pro for a lower price, and optionally add eye tracking when it becomes more useful, that would be fantastic.
Subscriptions and bundles
Speaking of making headsets more affordable, Hedges’ latest proposal for a next-gen upgrade was about affordability – a factor that he and Pico know is one of the most important when it comes to consumer VR. So Hedges predicts that we’ll see subscriptions and bundles become more the norm for XR device manufacturers in the future.
We’ve seen a few VR hardware bundles over the years, but a lot of them were a bit of crap – usually you’d just get the headset for full price, along with some add-ons you didn’t need. More recently, Meta and Pico bundle software with their hardware and offer significant discounts; each company’s Black Friday sales not only reduced the cost of the headset, but also provided users with some of the best VR games for free.
Hedges added that bundles not only make the devices more affordable, but also more accessible. Users get instant access to a good mix of titles that showcase what their new gadget is capable of; once they’re done with that, they’ll have a good feel for the experiences they like and dislike, and can find new content based on their informed preferences.
Another way we can see the next iteration of headsets becoming more affordable is through a subscription model – similar to a phone contract or Microsoft’s Xbox All-Access deal, where the purchase cost of the device is spread over several months. Buying a product in installments rather than all at once involves risk, but spreading the cost can make expensive technology more accessible.
We’re already seeing some subscription models in the VR space, but on the software side. Much like Netflix or Xbox Game Pass, HTC’s Viveport Infinity subscriptions give you access to a library of content (VR games in this case) that you can download and enjoy as much as you like for a $13 fee/ £13 / AU$18 per month. I’ve said before that I think Meta should adopt this sort of strategy for the Quest 2 software catalog, but we’ll have to wait and see if it adopts this or any of the other ideas discussed here for its future devices.