Note: XR means Extended Reality, which includes Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR).

The internet has rapidly transformed the way we interact with the world; XR will do the same. While the internet has been around for more than 30 years, XR is still in early stages of development. However, there is substantial consumer appetite for XR, and it’s likely to become mainstream within the next few years.

As evidence, PlayStation 5 and Quest 2 (Meta’s VR headset) came out around the same time - Q4 2020. Through Q2 2022, it’s estimated that Quest 2 sold 15 million units compared to PS5’s 22 million. This is nearly 70% sales volume of the all-time best selling gaming console brand. While not an apples to apples comparison (PlayStation had supply chain issues with PS5 resulting in demand far outstripping supply), it shows that there’s substantial appetite for VR experiences.

At a more recent checkpoint (February 2023), PS5 added 10 million more units sold, bringing its total to 32 million. Over the same period, Quest 2 sales appear to have slowed, adding only a couple million more units at best over the back half of 2022 after having averaged more than 700,000 units per month through 2Q 2022. Still, these are impressive numbers for Quest 2 given that the AAA gaming experience (incredible graphics and game complexity) has yet to be realized due to hardware constraints (XR2 processor).

Premise

There’s value in comparing adoption of the internet with that of VR because internet use and VR use are fundamentally similar. Both technologies allow users to access information and content that is not physically present in their surroundings. Additionally, both technologies can be used for a variety of purposes, including entertainment, education, and training. However, there’s an important use case that VR hasn’t cracked, which could be the key to broad adoption (more on this later).


VR is important because it is a gateway to the metaverse (which, if realized, is projected to be an economy worth up to $4 trillion by 2030). While not essential to experience the metaverse, VR’s immersive quality is a great complement.In three slides, I’ll outline my thinking about where we are in the VR lifecycle and where in the XR tech stack is the key to unlocking all this value.

Internet Phases

Average time spent online is a proxy for value accrual on the internet as well as an indicator of when and why it accrued. Because I’m focused on aggregate value, I calculated US weighted average time spent online (which accounts for the percent of the US population online). In 1995, only 14% of the population was online, so there was almost no daily usage on average. By the end of 2022, 93% of the US population was online spending over 6 hours per day on average.

To understand usage drivers, I broke the timeline into five-year blocks, categorizing the main innovations that drove internet adoption during each period:

1995-1999 (UI/UX)

2000-2004 (HW + Infra)

2005-2009 (HW + UI/UX + Infra + Utility)

2010-2014 (Infra + M&E)

2015-2019 (Infra + Sharing)

VR Phases

There are only 7 years of history in VR, which is the time equivalent of about one internet period. But development cycles shorten as the pace of tech innovation increases over time. This means that products are iterated at a faster pace, improving consumer experience more quickly. Still, we’re in very early stages of VR as only 3% of the OECD population has a standalone active headset.

It’s worth calling out that the blue line in the above VR chart differs from the blue line in the internet chart. Although both lines go up and to the right, the internet usage line represents actual value, while the VR installed base represents potential value. More directly, VR has a usage gap (I’ll elaborate on that in the next section).

To understand drivers of VR headset ownership, I broke the timeline into two-year blocks, categorizing the main innovations that drove purchases during each period.

2016-2017 (HW + UI/UX)

2018-2019 (HW + UI/UX + Infra)

2020-2021 (HW + UI/UX + Infra)

2022-2023 (HW + UI/UX)

References

  1. Quest 2 units through Q2 2022
  2. PS5 units through Q2 2022
  3. PS5 units through February 2023
  4. Quest 2 units through February 2023
  5. Quest 2 hardware constraint
  6. Size of Metaverse economy
  7. US population by year
  8. Percent of US population online
  9. Gmail users
  10. US ecommerce value
  11. Facebook users
  12. Unity market share
  13. Netflix Users
  14. YouTube Users
  15. AirBnB Users
  16. VR headset Installed base
  17. Oculus Rift release
  18. HTC Vive release
  19. Samsung Gear VR release
  20. Oculus Quest release
  21. Meta Quest 2 release
  22. HTC Vive 3 release
  23. Meta Quest 3 release
  24. Apple Vision Pro
  25. VR usage
  26. Apple Vision Pro review
  27. Global Box Office revenue 2022
  28. 3D Box Office percent 2022