Marc Andreessen: VR will be 1,000 times bigger than AR
Currently &quot;AR&quot; and &quot;VR&quot; are used to differentiate to separate (but mostly decoupled) distinctions:<p>- Hardware: VR means full eye buffer coverage of both eyes with no transparent glass, AR means partial eye coverage with all pixels sharing visual field with incoming world photons.<p>- UX: VR typically means full environmental replacement with basic room and body tracking and AR means real world augmentation with virtual entities.<p>In the long run these are separate concerns. We are either wearing headsets with transparent surfaces or we aren&#x27;t in the long run. This seems clear will have a 0&#x2F;1 resolution. For the UX side, it seems unrelated -- presumably you should be able to move up and down the spectrum of full environmental override at any moment.<p>In the hardware sense, I expect VR style opaque hardware to win (with passthrough cameras to enable them to simulate transparent glass perfectly.) In the software sense the distinction becomes irrelevant. Through the lens of hardware full eye-covering visors seem to be likely to beat glass on the capability&#x2F;cost curve readily over the next 5 years so my bet is on Jordi-like visors not glasses for daily drivers.