Conference Presentation, Fireside Chat, Interview
a16z Podcast | VR, AR, and Beyond: The New Medium of Human Experience
Core Definition of Emerging Paradigms
- Augmented Reality (AR) overlays digital information onto the physical world to provide "superpowers" (e.g., displaying a LinkedIn profile above a person's head).
- Virtual Reality (VR) creates a separate world to enable "true telepresence," allowing users to work, play, or experience empathy from any distance.
- The medium is defined as the "human experience" itself, differing from celluloid or screens.
Market Readiness and Hardware Maturity
- Darshan Shankar (Big Screen): Identified 2016 as the inflection point where high-quality consumer headsets exist that do not induce motion sickness; current friction is now software-driven.
- Hardware: Low-level blocks (optics, display, tracking) are sufficiently mature to support product development, whereas they were not two years prior.
- Pricing Benchmark: Fox's The Martian VR experience was cited as a pioneering paid product priced at $19.95, signaling a shift from marketing-funded content to monetization attempts.
Hollywood's Strategic Pivot
- Funding Shift: Studios are transitioning from funding VR exclusively for marketing to investing in content for potential direct monetization.
- Market Constraints: Current addressable markets are too small to recoup blockbuster budgets (millions of dollars) immediately; studios are funding high-quality content now to be ready when the market scales.
- IP Utilization: Existing Intellectual Property (e.g., Star Wars, Harry Potter) will be leveraged, though the panel predicted new companies, not legacy media giants, will lead the VR space.
Format Evolution and Creative Uncertainty
- Undefined Formats: VR is the first medium where formats are not locked in at inception; experimentation is ongoing to find product-market fit.
- Prediction: Future content will bifurcate into narrative, game-like, and live event experiences, with the "killer app" likely driving hardware adoption.
- Asymmetric Experiences: Discussion highlighted the potential for hybrid interactions where users in VR interact with those on mobile devices, though the ideal ratio of VR-to-mobile engagement remains philosophical.
- Future Trajectory: Jason Rosenthal described a spectrum from purely synthetic environments (The Matrix) to AR overlays, with current investments in infrastructure applicable to both.
Social Dynamics and Isolation Concerns
- Social Argument: The panel argues VR is the "most social medium" due to the ability to be physically immersed in shared environments rather than just watching together.
- Big Screen Functionality: The Big Screen platform allows users to see virtual avatars of friends in a shared virtual living room or conference room while accessing existing PC apps (Netflix, games).
- Microsoft Holoportation: Cited as a reference for AR-based social presence where holograms are projected into the real room rather than blocking the world.
- Self-Expression: User-generated content (UGC) is currently too early for mainstream VR social media; the trajectory mimics the internet's evolution from bundled content (AOL, GeoCities) to individual creation (WordPress).
Technological Differentiation: VR vs. AR vs. MR
- VR: Democratizes human experience by transporting users to any location.
- AR: Anchors human experience to the user's current physical location.
- Mixed Reality (MR) / Merged Reality: A nebulous term for blending virtual objects with augmented experiences; Intel and others use this to describe environments where virtual avatars are projected onto real-world spaces.
- Hardware Roadmap: AR is estimated to be a couple of years behind VR due to greater difficulties in optics and computer vision.
Immersive Capabilities and Interaction
- Current Limitations: Existing VR experiences are either real-time rendered (non-photorealistic, interactive) or photographed (photorealistic, non-interactive).
- Future Goal: The industry aims to combine photorealism with AI-driven interactivity (e.g., walking up to a photographed actor and having them respond).
- Storytelling Shift: Narrative structures must evolve to match fluid formats; unlike cinema, VR formats change bi-monthly, requiring new storytelling languages.
Specific Recommended Experiences
- Henry (Oculus): A narrative film where an animated character makes eye contact with the user, designed to elicit strong emotional responses (reported tears).
- Destinations (Valve/HTC Vive): Allows users to explore photogrammetry-based environments, such as standing on the surface of Mars, suggesting a future for VR in education and museums.
- Clouds Over Sidra (Within): A documentary on the Syrian refugee crisis designed to generate deep empathy through first-person presence.
- Pearl (Oculus/Google Story Studios): A music-driven animated story set in a car, utilizing current hardware limitations to create an intimate father-daughter narrative.
Emotional Impact and Memory
- Chris Milk's Anecdote: Described a personal experience re-watching footage of himself with his then-girlfriend (taken during a difficult breakup) using custom camera gear.
- Impact: The experience was described as more powerful than any movie or photo, evoking the physical sensation of being present with a past version of oneself.
- Industry Implication: This highlights the transformative potential of VR for User-Generated Content (UGC) to capture and replay personal memories with high fidelity.