Apple has also made a number of AR-related acquisitions in recent years: AR software firm Metaio (2015), computer vision firm SensoMotoric Instruments (2017), hand-tracking tech startup Vrvana (2017), AR glass tech startup Akonia Holographics (2018) and two AR content startups NextVR and Spaces (2020).
It’s not just hardware, either. In another piece, Cybart highlights that Apple has been rolling out features on the iPhone that can be used in a mixed-reality world:
- Memojis: Animated digital representations (typically headshots) of an individual.
- FaceTime SharePlay: This feature allows you to listen to music or watch movies with a friend (it will “have a big role to play in mixed reality as we consume content while simultaneously interacting with friends and family”)
- Live text in photos: An important way to overlay information onto the real world
- Apple Maps: This feature provides AR navigating on the iPhone (and will obviously be useful in a headset
There’s a reason why Apple isn’t messing around with its headset: Consumer devices account for 80% of the company’s revenue, and it’s looking for the next hit (in comparison, almost all of Meta’s sales are ad-based).
One hurdle to Apple’s headset domination is price: Its headset could cost as much as $2,000 (a Quest 2 is available at $299 and $399).