The a16z Podcast
The a16z Podcast

a16z Podcast: Truce for Mobile, Battle for VR

The most recent Oculus Connect event (the third and largest yet) has been lauded as bringing us closer than ever to the future promised for virtual reality or VR. There have been many hardware moves by many players, both recently and over the past ye...

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Episode Summary

Executive Summary: The episode is a wide-ranging discussion of the VR ecosystem after major announcements from Google, Oculus, Sony, and Valve. The hosts compare low-, mid-, and high-end VR strategies, argue that fragmentation and full-stack control will shape winners, and predict that gaming will seed adoption while social and non-game applications eventually expand VR into a major computing platform.

Main Topics: Google Daydream and Android fragmentation (Priority: 5/5): The speakers analyze Daydream as Google's attempt to standardize mobile VR across Android, reduce device fragmentation, and create a compliance layer similar to Microsoft's PC-era certification while noting its current lack of positional tracking. Oculus Santa Cruz and the standalone holy grail (Priority: 5/5): They discuss Oculus's Santa Cruz prototype as a self-contained, high-end headset with inside-out positional tracking, positioning it as a major step toward the ideal untethered VR device. Performance advances in VR hardware and software (Priority: 4/5): The conversation covers asynchronous space warp, multiview rendering, Vulkan, and other techniques that materially improve frame rates and lower hardware requirements, especially for mobile VR. Sony PlayStation VR as the mainstream gaming bridge (Priority: 5/5): The hosts see PSVR as a relatively affordable and widely distributed entry point for consumers, with strong install base potential and enough content investment to make VR feel like a real gaming platform. Valve Vive and high-end ecosystem competition (Priority: 4/5): Valve's room-scale Vive, Destinations, and plans for a next-gen untethered headset are framed as a serious high-end competitor that pushes the state of the art and explores social VR. Content, pricing, and non-gaming use cases (Priority: 4/5): The discussion examines whether VR economics can support premium content, how pricing differs across mobile, console, and PC, and how social, creative, and experiential apps may broaden demand beyond gaming. Hype cycle, Moore's Law, and industry timing (Priority: 4/5): The speakers place VR on the Gartner hype cycle and argue that investment and innovation are accelerating the path to a 'holy grail' headset, though a trough of disillusionment is likely before mass adoption.

Key Arguments: Google's Daydream is valuable less for immediate premium VR than for creating a standardized Android VR baseline that developers can target across many devices. Android fragmentation is a major obstacle for VR because performance-sensitive experiences require consistent hardware and software behavior; Daydream is meant to abstract that complexity. Oculus's Santa Cruz points toward the most attractive product shape: a standalone headset with Rift-like quality and Gear VR-like ease of use, without the PC tether. Software improvements such as asynchronous space warp and multiview rendering can deliver major gains without new hardware, effectively lowering the barrier to entry. Sony is unusually well positioned because it has a large PS4 install base, a history of investing in VR, and content designed specifically for VR rather than mere 2D ports. High-end VR is where the medium will be pushed forward first, while lower-cost devices and console VR will likely drive user growth and market scale. The most important long-term use case beyond gaming is social interaction, because networked devices tend to become most valuable when people use them to communicate with other people. VR adoption may follow PC/Android history: a full-stack player like Apple may dominate the premium tier, while a fragmented ecosystem builds scale around commodity hardware. The Holy Grail headset is not just about resolution; it requires untethered operation, positional tracking, low latency, hand tracking, and acceptable cost and weight. The market will likely go through multiple hype-cycle dips, but the combination of capital, platform commitment, and technical progress could accelerate the timeline for mainstream VR.

Data Points: Google VR-compatible phone price tier: $400-ish or higher - Daydream devices require a sufficiently capable Android phone with supported hardware. PlayStation VR base price: $500 - PSVR headset price without the hand-tracking controllers. PlayStation VR bundle price: $600 - PSVR with the full kit including hand-tracking controllers. PlayStation 4 price range: $349-$399 - Referenced as the required console platform for PSVR. PlayStation 4 install base: 40-50 million - Estimated number of PS4s already in market, supporting PSVR distribution potential. VR daily users: 1 million - Mentioned as the number of people using Gear VR every day. VR market size estimate on Steam: 10-30 million - Kyle estimates the PC VR user base could be in this range, exceeding common underestimates. PlayStation VR sales outlook: 2 million to 10 million in 2017 - Speculated range depending on adoption momentum after launch and post-holiday reactions. Performance gain from asynchronous space warp: About 2x - Described as dramatically lowering the minimum GPU specification. Performance gain from multiview rendering: 50% boost - Carmack suggested this could improve Gear VR performance. Performance gain from Vulkan transition: Another 50% boost - Expected from moving to the next-generation graphics framework. Combined mobile VR uplift: 2 to 4x - Projected performance improvement for standalone/Oculus-style devices with full-stack control. Photogrammetry church example: 375 photos - A church environment in Valve's Destinations was created from hundreds of DSLR images. Photogrammetry detail example: 400 times 13 megapixels - Used to explain why the destination environment can look photorealistic.

Pivotal Quotes: "Daydream is interesting because it could expose millions of people who buy Android high-end phones to VR" — Kyle Russell: On the value of Daydream as a broad mobile VR distribution layer. "the holy grail looks like a Rift but is mobile with inside-out positional tracking" — Chris Dixon: On the ideal standalone VR headset form factor and feature set. "VR is, well, let's say just for ease of math, like 2x the pixels at 90 frames per second" — Benedict Evans: On the bandwidth and latency demands of untethered high-end VR streaming and rendering.

Implications: VR appears headed toward a bifurcated market: high-end platforms will define the medium, while console/mobile ecosystems build the audience. Standardization, better tooling, and social use cases will determine whether VR becomes a niche gaming category or a broader computing platform.

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About The a16z Podcast

The a16z Podcast discusses tech and culture trends, news, and the future – especially as ‘software eats the world’. It features industry experts, business leaders, and other interesting thinkers and voices from around the world. This podcast is produced by Andreessen Horowitz (aka “a16z”), a Silicon Valley-based venture capital firm. Multiple episodes are released every week; visit a16z.com for more details and to sign up for our newsletters and other content as well!

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