
This year, we’ll see a slew of new virtual reality headsets that look set to deliver next-gen experiences thanks to technology upgrades.
PlayStation VR 2 offers eye-tracking capabilities alongside Meta Quest Pro due in 2022, which will allow developers to create more immersive and ambitious software experiences; Oculus Quest 3 is thought to be Meta’s budget-friendly offering line for a more realistic mixed reality experience; we could also see the long-rumored Apple VR headset, which reports say will be a “laptop that fits in your face,” with specs we can’t wait to see. Want to try it out.
But what will the new generation of VR headsets bring after these? To get some possible answers, we spoke to Leland Hedges, EMEA (Europe, Middle East and Africa) general manager of headphone maker Pico, and here are his words.
Improve the current specification
Hedges starts by suggesting that we can expect the headset upgrade we saw when the Pico 5, Oculus Quest 3, and Meta Quest Pro 2 launched: more of the same, but better. So far, we’ve been talking about devices that increase computing power with latest-generation processors, use higher-resolution displays, and improve the quality of existing color pass-through and depth sensors.
We’d also like to see features currently exclusive to premium models — such as face and eye tracking — brought to the brand’s more affordable lineup (provided it doesn’t add too much cost).
It’s not just about what’s under the hood, though, Hedges added, “a more comfortable form factor has huge utility for users across the enterprise and consumer space.” If you can’t stand wearing a VR headset for long periods of time, It would be pointless to upgrade its battery and equip it with laptop-level computing power.
More virtual reality content
Hedges points out that as important as hardware upgrades are, you also need content, or you end up with a powerful device that can’t do as much. And not just more games.
“Right now, VR headsets are viewed as very gaming-centric devices, and I think for VR to go ‘mainstream’ — if you want to use that term — we have to offer more types of experiences,” he told us.
That’s not to say Pico is dropping games anytime soon—Hedges said he couldn’t elaborate on what IP Pico is working on and its partnerships with developers (such as Ubisoft’s upcoming Just Dance VR limited-time exclusive), but he added Said that he believes VR content can go further.
We’re seeing more and better concerts in VR, people are watching sporting events in VR — we’re talking about major leagues like the NBA on Meta and FIFA World Cup on Pico — people are exercising in VR. Mental health could also benefit from VR software, Hedges noted, “People are using VR experiences in exposure therapy, trying to get closer to spiders or getting more acclimated to heights.”
We’ll just have to wait and see what kind of experience comes down the pipeline.
5G/6G connectivity
But true next-gen devices can’t simply do what was done before in a better way; we need new and exciting features, and 5G or 6G connectivity will provide a lot of utility to VR headsets.
Hedges said he doesn’t think we’ll see that in the near future, but in the medium to long term he expects telecom operators and XR headset makers to join forces to create a “really compelling product” that will likely Possibly in the business-to-business space.
The Meta Quest Pro and Pico 4 Enterprise headsets allow collaborators to meet in VR in a more interactive way than typical voice or video calls. So, just like your company might want you to have a work phone so you can take business calls from anywhere in the world, an employer might want its employees to carry 5G headsets with them so they can take VR calls whenever, wherever.
Devices like the rumored Apple VR headset are expected to offer laptop-like capabilities, with high-end specs like the Apple M2 chip that powers many of the best Macbooks and Macs, and 5G connectivity that will make the device feel truly portable. You can set up your VR office pretty much anywhere you want — though until battery life improves, it’ll need to be somewhere close to a wall outlet.
From a more consumer perspective, portable 5G headsets open up the possibility for more interactive multi-person mixed reality experiences. You and your friends can meet up in a virtual park and play a game of paintball, or sit on a virtual bench and play chess, to choose just 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 finding a balance between offering budget-friendly headphones and offering options that appeal to prosumers (professionals and high-end users alike) is to make the headphones modular.
We’re already starting to see that. Hedges was keen to discuss Pico’s upcoming fitness tracker — the extra wristband, which is currently in beta testing and will allow the Pico 4 to track more of the wearer’s movements. By slipping these optional straps around your ankles, the headset can monitor not just your arm movements, but your legs as well, which would make the Pico 4 even more suitable for VR fitness enthusiasts (as their workouts can be considered their legs) and gamers for a more immersive experience.
HTC’s upcoming Vive XR Elite will also feature a modular design. Its battery pack is removable, making it more portable for tethered VR, and HTC says it will release eye and face tracking add-ons for the device in the future. If you just want the core stuff, you can get it for a plausible $1,099/£1,299 (around AU$2,300), and you’ll only pay extra for the upgrades you care about.
To me, this modular system sounds perfect. I recently wrote an article about how I like the Meta Quest Pro, it has more processing power than my Quest 2, but the expensive eye tracking just isn’t worth it. It would be great if I could buy the Quest Pro for less and optionally add eye tracking when it becomes more useful.
Subscriptions and Bundles
Speaking of making headsets more affordable, Hedges’ final proposal for next-gen upgrades is about affordability — something he and Pico both know to be one of the most important factors in consuming VR. So Hedges predicts that we’ll see subscriptions and bundling becoming the norm going forward for XR device makers.
We’ve seen a few VR hardware bundles over the years, but a lot of them are crap — usually you’ll just pay full price for the headset, plus some add-ons you don’t need. More recently, Meta and Pico have started bundling software with hardware, with modest discounts; each company’s Black Friday sale not only slashed the cost of the headset, but also gave users some of the best VR games for free.
Hedges added that bundling not only makes the device more affordable, but also easier to use. Users have instant access to various titles that show them what their new gadget can do; Informed preferences to find new content.
Another way we could see next-gen headsets becoming more affordable is through a subscription model — similar to a phone contract or Microsoft’s Xbox All-Access deal, where the cost of purchasing the device is spread over several months. There are risks in buying products in installments rather than outright, but spreading the cost can make expensive technology more accessible.
We’ve seen some subscription models in VR, but on the software side. Like Netflix or Xbox Game Pass, HTC’s Viveport Infinity subscription gives you access to a library of content (VR games in this case) that you can download and enjoy for $13/£13/AU$18 per month. I’ve said before that I think Meta should adopt this strategy for the Quest 2’s software catalog, but we’ll have to wait and see if its future devices adopt this or any of the other ideas discussed here.