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Game On! AR vs VR

Here at /Data we offer certainty to those that are speculating about software developers: who they are, what they are choosing to do with at work and with their hobby time, and how they are doing it.  We consider ourselves the analysts of the developer economy and often say that we help the world to understand developers…and developers to understand their world.  ARVR

google-cardboard

“Google Cardboard 3d, 360 degree video viewer” by mr.racy is licensed under CC BY 2.0

Two of the areas that we are often asked about by big businesses with skin in the game are Augmented Reality (AR) and Virtual Reality (VR). Part of my job is to brief top tier organisations on what the developer audience is focussed upon so the companies can make the best decisions. I don’t speculate — I’m not brave enough for that.  Instead, like every analyst at the company, I use our data to find trends and outliers in this emerging sector.

How do we get the data? We ask the people at the coal face, the developers. We do this twice a year through one of the largest and broadest surveys in the developer calendar. We have a set of questions about AR/VR which we update regularly to find out how the latest frameworks and hardware are faring, and which programming languages are most popular. We can tie the data back to the types of apps that developers are creating, whether they work professionally or as hobbyists, and where they are based, among other things. We write reports after analysing the data, which you can find here. The AR/VR reports are in the “Emerging” category.

In the rest of this blog post, I’m going to share a few key facts that we gathered in a recent wave of our survey (Q2 2018). We currently have another survey running and would love to include your opinions; if you share them with us, there’s the chance to win some awesome prizes. Interested? Take the survey. 

ARVR development is immature

OK, that probably came out wrong! AR/VR development is still not a mature area in that it’s hardly established in the same way as desktop or web development. We generally use the more polite term “nascent” to describe an area where most of the developers working in it are hobbyists, though often professionals in other sectors, or students. In nascent areas, we find most developers are simply trying out ideas to find out more about the basics of the technology and work out where to go with it. 

ARVR development is increasing in popularity, with over 20% of our survey respondents saying they had worked on such a project in the past 12 months. Given our estimates of the total worldwide developer population, that gives a global population of AR/VR developers of over 5M.

We see a high number of young, inexperienced developers in this area, which is another sign of a sector that hasn’t yet settled down sufficiently for businesses to build a stable ecosystem of professional developers within it. It’s a sign of churn, where developers try the technology and move on. Most AR/VR apps are developed within the games category and, where they are not, their developers are still uncertain of their audience. Among AR/VR developers, almost 2 out of 3 are not so much bothered about making revenue from their efforts, but are simply interested in gaining experience. 

Virtual reality

Hardware moves rapidly in this sector, and we find ourselves updating our question set for each survey as acquisitions and closures affect the vendor marketplace.

When it comes to VR, developers are clearly keen on sexy dedicated hardware such as Oculus. But our data reveals that the same number of VR developers work with the cheaper, smartphone-based option Google Cardboard. The hardware created by a range of third party device manufacturers, incorporating the Windows 10 Mixed Reality platform (which can also be used for VR) is also highly popular with VR developers. 

ARVR Graph

 

Augmented Reality

AR is a very different beast to VR. It’s well-suited for a smartphone platform, most famously made popular by Pokémon Go. Huge investments by Apple and Google are paying off. They are keen to get you developing on their platforms because of the massive potential within the app stores (again, see Pokémon Go for an example).

ARCore on Android and ARKit on iOS are the platforms of choice for AR development by some margin. The most popular wearable for AR is Microsoft HoloLens, as Magic Leap had yet to be launched at the time of the survey. It will be interesting to see how things have changed now that device is out of the closet. So, if you’re working on this newest of hardware, tell us about it in the survey!

AR is the simple, more accessible end of the spectrum for developers. The spectrum crosses from more sophisticated mixed reality up to full-blown virtual reality. Developers are finding that AR is a good place to start, particularly during this period where underlying technology and hardware undergoes rapid evolution and pricing levels for consumers start to wobble. Starting with AR, developers can learn how to blend virtual elements ever more seamlessly into the real world, and take their experience later into the convergence zone as virtual reality becomes a more realistic proposition for users and developers alike. It’s the gateway for many, and we are seeing more growth in AR than VR for this reason.

https://youtu.be/r87hy0bdUh8?t=85

 

What about working cross platform?

Fragmentation is real, and being able to deploy across a range of hardware is always attractive. If you’re a game developer, and even if you are not, Unity and Unreal provide sophisticated cross platform development and tools that include ARVR. They do come with a steep learning curve so we find them mostly popular with those already initiated (e.g. game devs). Other platforms such as Lens Studio, Spark AR and Sumerian are empowering AR developers, and we want to find out how popular they are becoming in the developer community. 

To get this kind of useful information, and more, we need you in the survey this time around!  We want to know what languages you are using, the hardware, the platforms, and the apps you are creating. Has the new Oculus Quest has piqued your interest and restarted the heart of VR development? Or is AR and mixed reality where it’s at? Why not take the chance to tell us? Help us tell the teams behind these products what you are deciding, so they can do their best to support you. 

Have your say. Take the survey. 

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Business

Why Is Mainstream Adoption Hard To Achieve

When you are involved and excited by an emerging technology, it is a common instinct to overestimate its impact and promise. Media enthusiasm builds in intensity and stokes interest, and when a new technology is promoted at the proof-of-concept stage, the publicity encourages developers to investigate it. Early adopters dive in, development proceeds, and success stories add to the anticipation of great things to come.But what about mainstream adoption?

While the intensity of interest may appear strong, it is equally likely that there are many, unreported, abandoned projects. Developers may initially be enthusiastic about a technology but then sometimes find their expectations are not met for a number of reasons, particularly if the hardware promoted is unavailable, consumers are not interested, or the necessary tools are difficult to get to grips with. To avoid disappointment, those developers wishing to be successful in a new field will need to work hand-in-hand with vendors providing the products or platforms. It is only through refinement that an immature technology can become sufficiently compelling to encourage mainstream uptake and continuing media attention rather than be written off as over-hyped.

We gauged interest in certain technologies by asking developers about the areas they are actively working on, learning about or simply interested in. The resulting answers fall into four quadrants when divided around the median values of the responses, indicative of the technologies that have already matured and been widely adopted, those that are triggering interest, and those that are still nascent or have hit a plateau.

 

Mainstream_Adoption_Graph

 

 

MAINSTREAM ADOPTION

DevOps is one of the best-established, mainstream technologies of those areas we asked about. Used across a range of industry sectors, it is a set of tools and practices that allow development and operations teams to collaborate in the development and rollout of their software. DevOps automates infrastructure, testing, and performance management, allowing code to be released into production more regularly and with fewer defects.

DevOps is one of the areas that ranked highest in the survey in terms of interest, learning, and adoption. It is the most popular by some margin for developer adoption (17%) and learning (also 17%), and over half of the developers that expressed interest in the topic are working on DevOps projects.

We also find embedded development, which includes IoT, to have entered the mainstream adoption. While embedded development attracts similar levels of interest to drones and robotics, it shows significantly higher levels of developer adoption. This may well be because the field has had time to establish itself. IoT, although still an emerging and somewhat nebulous area, has reached a point where the early hype has died down and the possibilities are better understood by developers and consumers alike.

Mini apps are a relatively new phenomenon. Running inside a mobile framework, they are isolated within a specific ecosystem, such as the popular WeChat app. They are written using HTML5 and other web technologies. Developers reported a high level of interest, and 10% adoption, placing them in the mainstream quadrant. Unsurprisingly, we found mobile developers to be particularly keen on this technology, with 22% adoption; the second highest technology of interest for mobile developers after robotics. We also found this to be the one area more highly adopted by women developers than by men.

 

WANING INTEREST

Enterprise Resource Planning (ERP) and Customer Relationship Management (CRM) are used to increase the overall profitability of a business. CRM software is used to organise sales, marketing and customer services, while ERP is used to improve the efficiency of internal business processes. Fewer developers are active in this area than in DevOps, although it is the second most adopted technology area. However, the number of developers saying they simply were not interested in this area was the second highest, and the numbers of developers working in the area have dropped significantly since our last survey. ERP/CRM seems to be an area where interest is tailing off.

 

Want more?
The State of Developer Nation 16th Edition is now available to download for free.

Categories
Business Platforms

Virtual reality: Where did it all go wrong?

In this article, I’m going to talk about how I perceive the mainstream consumer audience to have rejected virtual reality, and suggest that its child, augmented reality, may be the Slope of Enlightenment that convinces us to buy in. While these are my views alone, towards the end of the piece, I’ve dug out some data from software developers around the world who are working with AR and VR. Even if you don’t care about my views, you may find what they have to say interesting. And, if you’d like to express your own thoughts, I’ve included a link to a survey that’s open right now, which will help key players in the industry to  draw their own conclusions.

Virtual reality: Tomorrow’s world, today

I worked in the smartphone industry before it came of age. Our mission was “a smartphone in every pocket” at a time when simple feature phones like the Motorola RAZR were the must-have communications device. Within a few years of our early projects, the competitor, Apple, launched the iPhone. The rest is history. The App Store opened its doors, the stars aligned, the technology dream was realised and smartphones went on to rule the world.

I grew up in a time of change. We had a BBC microcomputer before I was ten years old. As a teenager, I sashayed along to the sounds of the eighties on a tape Walkman, and later mobile CD players and minidiscs. Then Napster, now Spotify. Change. The cadence of technological evolution was a rapid heartbeat, sounded out by the Internet, mobile phones and a maturing software development industry, which I joined enthusiastically.

Maybe I just got used to an unrealistic pace of change? But whatever happened to virtual reality (VR)? Its heartbeat seems to have flatlined. Nothing much has changed in the years that have passed since the “year of VR” (pick your year, we’ve had a few of them), which turned out to be nothing much of the sort. When I look at my mobile phone of a few years ago, or my website developed in 2004, I think how clunky and quaint they look compared to the sleek form factor and execution possible today. But when I look at the VR headsets of yesteryear and today and compare what they deliver? Not so much.

Take a look at this slideshow of legacy VR hardware. Sure, we’ve come some way since the Sensorama, but the Sega VR of 1993 wasn’t significantly more dorky than today’s HTC Vive Cosmos, was it?

Does anybody really want to strap a heavy, nerdy headset on that makes you suffer motion sickness after a few minutes use, tethers you to a PC, dulls your senses to the real world outside the headset and causes you to trip over your furniture?

Sure, expensive and shiny, next generation VR devices, are coming. But much of the hardware available is unchanged from when it came to the stores two or more years ago, which means hard-core early adopter audiences aren’t shelling out again.  While availability of more cost-accessible hardware for casual users has increased, e.g. the Oculus Go, the handsets are still expensive enough to give mainstream consumers pause, and typically compromise on aspects of quality that mean the VR experience is somewhat flawed.

Convince people that you’ll change their lives

In the consumer world, expectations for VR were raised early and sadly led to disappointment as it became clear that the ambitions went far beyond what was possible given the technology available. Overpromised, VR lost the attention of mainstream audiences, as it simply could not deliver. In part, this was down to problems with the hardware, such as cumbersome headsets, inadequate processors, poor displays and weak audio. Then there’s the secondary reason: there is no “must-have” killer app that convinces sufficient people that you’ll change their lives.

The two issues go hand in hand (the ‘chicken and egg’ situation) since if technology is inadequate, the content creators see no justification for investing heavily in VR. In turn, this means insufficient buyers and revenue to justify the investment in improving the technology. (It’s worth pointing out that secondary uses for VR, such as in industry, education, healthcare, have a very different uptake/content model, and as such, I’m considering just the mainstream here).

And, as such, entertainment content is the key to unlocking adoption by persuading consumers that VR devices are a must-have item. Like 3D TV, VR has thus far failed to deliver a sufficiently convincing experience that sends people rushing to shops to buy the hardware, despite its costs and the limitations involved.

What’s more, VR content isn’t coming along as fast it used to. Hollywood used it for marketing, e.g. to promote films such as 2016’s Fantastic Beasts and Where to Find Them and TV shows including Game of Thrones. But this has dropped back as consumer uptake and gratification was found to be negligible.

Venture funding for consumer VR software companies may drop by more than half this year, to $265 million from $576 million a year ago, SuperData says. And this isn’t surprising. According to the SiliconANGLE. VR headset sales have dropped nearly 34% since Q2 2017. Even committed hardware manufacturers are showing signs of taking their foot off the gas. Samsung, which was one of the first to market with its Gear VR mobile headset, didn’t say anything about VR in its major announcements at CES this year.

Is AR the way out of the trough of despair?

Experts predict that new kids on the block, Augmented Reality (AR) on smartphones and Mixed Reality (MR) headsets, such as Microsoft’s HoloLens. will pick up the audience that VR failed to serve. In terms of the Gartner Hype Cycle, AR and MR — the children of VR — look to serve as the Slope of Enlightenment.

AR can be delivered by the hardware already in your pocket. It doesn’t need the level of resolution or processor power demanded by VR. AR is also far less cumbersome than VR and can be used on the go since it doesn’t require total immersion in the experience. The software brings in a virtual element without losing the real world.  

Certainly, analysts report adoption of augmented reality and mixed reality to be on the up, with earnings expected to come from mobile AR apps, particularly games. Google and Apple have strongly embraced this market with ARCore and ARKit, enabling developers to access AR services on more than 500 million devices in the wild today. Both Apple and Google envisage third-party apps and services that use AR as valuable additions to their app stores. Successful apps add billions to the top line (Apple was expected to make $3 billion revenue over 2 years from in-app purchases within the best known AR title to date, Pokémon Go) and high-profile AR apps also strengthen the ecosystems of both companies, boosting other revenue streams.

The smart money is now shifting to companies working on AR and MR. Apple have a rumoured research project to build a headset for delivery next year. Investment in companies working on MR is expected to jump by nearly 50 percent this year, according to SuperData, with sales of MR headsets expected to ramp up significantly and surpass earnings of VR headsets within the next two years.

The above is purely my opinion, based on observations of the tech industry over a number of years and a healthy degree of skepticism when it comes to inflated expectations. It’s uninformed by experience at the coalface of development however. So, what do software developers working with AR and VR, have to say?

Software developers working in VR and AR told us…

Here at SlashData we run regular surveys of software developers around the world to uncover valuable insights from those working in mobile, desktop, IoT, cloud, web, game, AR/VR, data science and machine learning.

In our Developer Economics 14th edition report, which is based on a large-scale online developer survey that ran over a period of eight weeks between November and December 2017, we reached over 21,700 respondents in 169 countries. We studied the data returned from developers working in AR/VR and found the following:

  • 25% of professional game developers say they are targeting AR and/or VR. This figure falls slightly to 19% across the entire corpus of developers surveyed.
  • Dedicated VR hardware, such as Oculus Rift, is attractive to games developers (61% report using it), but across all developers working on VR projects, we see a much lower uptake (33%), reflecting its early adopter status in fields other than games.
  • Across all developers working on VR projects, 32% are targeting smartphone hardware using Google’s Cardboard, and 19% are using Daydream View, built into Android Nougat and beyond, reflecting that developers, and consumers, are still experimenting with the technology on their existing hardware.
  • A similar picture emerges for AR, with Android and iOS taking the lead in most popular AR platforms across all developers targeting AR.
  • Of the dedicated AR hardware available, Microsoft HoloLens leads the pack, with Google Glass at Work and MagicLeap trailing behind when the survey ran in late 2017.

We are currently running another survey and we would value your input. If you’re a software developer working in the field of AR or VR, or considering doing so, please consider answering the questions. If you’re not a developer but are working in the AR/VR field, pass the link on to your developer friends and colleagues.

Every survey completed has a chance to win Oculus Rift +Touch Virtual Reality System to test your creations (or simply play around), Samsung S9 PLus$200 towards the software subscription of your choice, or other prizes from the prize pool worth $12,000!

Plus, if you refer other developers to take the survey, you may win up to $1,000 in cash. Just don’t forget to sign up before you take the survey, so that we know you want to be included in the prize draw!

What do you say, are you in?