The a16z Podcast
The a16z Podcast

a16z Podcast: When Is VR's iPhone Moment?

There was a lot of hype about VR ad then it seemed to go pretty quiet. So where are we right now? Bigscreen founder Darshan Shankar and a16z general partner Chris Dixon take the pulse on VR, AR, and mixed reality -- especially where it's going the ne...

Featured Speakers

a16z HostChris Dixon GuestDershawn Shunker Guest

Topics Discussed

Episode Summary

Executive Summary: Chris Dixon and Dershawn Shunker argue VR is already entering a real-use phase, while AR remains earlier and harder. VR’s strongest near-term drivers are affordable standalone headsets, better tracking, and compelling social/gaming/content use cases. AR is promising, but technical complexity, cost, and lack of a killer app mean its iPhone moment likely comes later.

Main Topics: VR is past novelty and approaching real utility (Priority: 5/5): The speakers frame VR as being between pre-iPhone and early-platform adoption, with a few products now keeping users engaged for many hours rather than being one-off gadgets. Hardware improvements are driving adoption (Priority: 5/5): Headsets are getting cheaper, higher-resolution, and easier to use. Standalone devices like Oculus Go and the Santa Cruz prototype reduce friction versus tethered PC VR. Content, retention, and social presence matter most (Priority: 5/5): Compelling games, virtual movie theaters, and shared spaces are what keep users coming back. The biggest shift is VR becoming a medium people use for long sessions and repeated social interaction. AR is earlier, costlier, and technically harder (Priority: 5/5): ARKit/ARCore are useful but limited; true headset-based AR requires solving display, tracking, occlusion, and world understanding problems. Consumer AR is still several years away for mass adoption. Enterprise will likely lead AR adoption (Priority: 4/5): Because AR hardware is expensive, the first strong markets are expected to be commercial and industrial use cases such as design, construction, and visualization rather than consumer entertainment. Developer ecosystems are being seeded now (Priority: 4/5): ARKit/ARCore and VR toolchains are lowering barriers for Unity/Unreal developers, helping create a base of talent and content for future headset platforms. The future is spatial computing (Priority: 4/5): Both speakers point toward computers becoming more immersive and spatial, with VR/AR changing how people work, play, and interact beyond today’s flat-screen paradigms.

Key Arguments: VR has already reached a point where high-end users spend tens of hours a week in-headset, which suggests real engagement rather than hype. Standalone headsets are crucial because reduced friction and instant-on access matter as much as portability. Price declines are accelerating access: lower-cost hardware broadens the addressable market and should increase content investment. Six degrees of freedom and hand tracking are essential for immersion because they enable presence and meaningful interaction. AR is fundamentally harder than VR because it must both render overlays and understand the real world semantically and geometrically. Consumer AR will likely lag VR because it needs custom displays and more advanced sensing than phone-based AR can provide. Enterprise AR can succeed earlier because businesses can justify high prices for productivity, visualization, and collaboration use cases. Developer familiarity built through ARKit/ARCore will help when true headset AR arrives, similar to how early iPhone SDK familiarity helped App Store growth. Social VR may be one of the most powerful use cases because it combines presence, conversation, and shared experiences across distance.

Data Points: Current VR system cost (early Oculus setup): about $2,000 - A fully loaded Oculus setup initially required both a PC and headset Current VR system cost (same setup later): under $800 - The speaker notes the full PC + headset package fell to under $800 Oculus Go price: $200 - Standalone VR headset price highlighted as a “magical price point” Gear VR price: $79–$99 - Cheap mobile VR headset using a Samsung smartphone Windows Mixed Reality headset launch price: $300.50 - Microsoft/OEM headsets described as affordable and easy to set up Consumer AR headset price outlook: north of $1,000 for the foreseeable future - AR consumer hardware expected to remain expensive for 2–3 years Consumer AR timing: not really until 2019 - Major AR players were not expected to have consumer-usable headsets before then AR/VR development horizon: next 24 months - Period the speakers are most excited about for new VR headsets and early AR dev kits Standalone AR/VR startup activity: a handful of startups - The speakers note only limited startup formation around ARKit/ARCore Enterprise use-case example price: $2,000 - Construction/CAD and similar commercial deployments can justify multiple headsets

Pivotal Quotes: "I think the best part about Go is not the fact that it's mobile and that it can be used anywhere. It's that instantaneous, how long does it take you to get into VR?" — Chris Dixon: Discussing why Oculus Go matters more for adoption than portability alone "I think AR is nowhere close to its iPhone moment in the sense that the price point is sufficiently far beyond what most people will be able to afford right away." — Chris Dixon: Explaining why consumer AR is still years away from mass-market breakout "From the outside, it looks very antisocial. From the inside, I think it's the most social computing medium that's ever existed." — Dershawn Shunker: Describing the social nature of VR and Big Screen's shared movie theater experience

Implications: VR’s near-term winners will be products that minimize friction and deliver repeatable social or game-based value. AR will likely mature more slowly, with enterprise leading before consumer breakout. Developers should build skills and content now to be ready for the eventual headset platform shift.

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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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