Augma

Lesson 02 · Market and players

A market still being built, and paid for by a few giants.

XR is not one market but five layers: devices, engines, the web, social cameras, and the builders who make experiences. Knowing who sits where tells you what you can rent, what you must build and what might disappear. We stay neutral on vendors and name them only where a figure belongs to them.

Where it's heading

Growing in units, led by glasses.

We could not open a dollar market-size forecast from a primary source, so we show unit shipments, which the analysts publish openly.

Who pays for it

For every dollar earned, about ten dollars lost.

The largest platform reports its XR and glasses division separately. For a business, the takeaway is good news: the giants are subsidising the hardware your customers will carry.

The five layers

From the chip in the frame to the people who build the moment.

Where you can publish

Four doors, four different owners.

Web linkSocial cameraPhone appHeadset app
ReachAny modern phone, from a linkUsers of one social appPeople who install your appOwners of a headset
Who controls itYouThe platformYou, via the app storesYou, via the device store
DepthLight to mediumLightMedium to deepDeep
Typical toolsWebXR, open-source WebARLens and effect studiosUnity, Unreal, native AR kitsUnity, Unreal, device SDKs

Five shifts worth watching

What changed in the last two years.

The tools are ready. The question is what to use them for.

Next, real businesses that used XR, and what they measured.