THE METAVERSE: COMING TO A SCREEN NEAR YOU. BUT WHICH ONE?
Author: David Benady, Technology Writer and Contributor to the SmartKem Website
The metaverse is edging into our lives as the tech industry invests billions in this immersive, three-dimensional reimagining of the internet. In years to come, we are destined to spend much of our time inhabiting these virtual worlds where we will work, play, collaborate and carry out our daily business in an alternative reality.
Bringing this vision to life will require innovations in technologies such as optics, computer generated images, semiconductors and displays used in virtual and augmented reality (VR and AR) devices. To really catch on, the experience will need to be seamless, comfortable, and engaging. Many improvements are required to make the metaverse a daily reality to rival smartphones. People easily tire of heavy-duty VR headsets which make our heads bow as we strain to compensate for the considerable mass clinging to our faces. Hardware, from goggles and screens to computing power and controllers, will have to be keenly priced. A universal metaverse could be years away, though its early manifestations are gaining ground today.
A single dominant technology for accessing virtual worlds seems unlikely – just as we watch movies and video on smartphones, tablets, large TVs and even larger cinema screens, we will probably access the metaverse through a variety of portals. These could range from VR and AR headsets to directly viewed curved displays and mixed reality contact lenses. There could be access to 3D virtual reality through giant outdoor screens, via the windows in our homes, and one day through a world of hologrammatic images. Eventually, the metaverse could become accessible from the surfaces that surround us, from walls and floors to tables and doors.
The question for display manufacturers is whether metaverse immersion is best experienced through headsets and lenses, given the discomfort they bring – the average usage time for VR headsets is just 20 minutes and there is need for innovation if users are to wear these devices for hours at a time. Perhaps external screens, windows and surfaces will lend themselves to longer spells of metaverse living.
However the metaverse is experienced, producing low cost, environmentally friendly displays will be vital. As things stand today, there are no screens at a low enough cost to allow widespread adoption of the metaverse. This is where SmartKem’s TRUFLEX® semi-conductor platform stands to revolutionise the market, offering substantial cost savings. SmartKem offers a process for creating Organic Thin Film Transistors – an essential component of next generation displays – at much lower temperatures than available elsewhere. Other TFTs, such as LTPS, require processes at temperatures of up to 350℃ compared to just 80℃ for SmartKem’s solution which is also a much lower cost solution. This technology will underpin the development of low-cost metaverse displays whether worn around the head or viewed on a screen similar to today’s monitors.
For the moment, VR and AR headsets are the current favourites for experiencing the early versions of the metaverse, which mainly revolve around gaming and other forms of entertainment.
And as the 2020s unfold, there will be important milestones on the journey to virtual environments. A turning point came last year when Facebook was renamed Meta* to reflect their belief that the metaverse will become our main interactive technology. With Meta* making investments of up to $10bn a year in the technology, the market is developing fast.
Meta* has just unveiled its most advanced VR headset yet with the Meta Quest Pro*, which takes VR beyond gaming into the realm of workplace and professional use. The Quest Pro* is opening up a world of mixed reality (MR) which combines both VR and the ability to overlay visuals on to a real-world view.
The new headset has switched from the Fresnel* lenses used in the Quest 2* to pancake lenses, which can sit closer to the eyes, reducing the size of the headset. The optics come via two LCD displays which use quantum dot technology to offer deeper and more vivid colours. Offering 1800X1920 pixels per eye resolution, they deploy mini-LED technology in the backlight to light up the pixels. A zone controlled backlight enhances the contrast and makes the VR experience richer. The Pro has 37% more pixels per inch and 10% more pixels per degree than Quest 2*, which Meta* says: “makes everything from reading to playing games look better.”
With the Quest Pro* priced at $1,499 against $399 for the Quest 2*, the market is bifurcating between expensive, high-end headsets and cheaper consumer versions. This suggests there could be a two-speed metaverse. One will be used in professional settings, offering 3D Teams meetings, virtual test drives in car dealerships and know-before-you-go travel destinations. The other stream will use a lower cost, mass market headset for consumers offering gaming and virtual socialising. But the aim will be to carry the improvements of the professional metaverse into the mass market version.
While VR and AR headsets are still in their early stages, sales are growing rapidly, nearly doubling to 11.2 million units in 2021, according to figures from IDC. Meta’s Quest 2* VR headset being the market leader. CCS Insight predicts that VR and AR headsets will surpass sales of games consoles in 2024 and rise to 70 million units in 2025.
Aside from headsets, there are several companies building direct view 3D displays such as the Looking Glass holographic displays.
As billions are invested in developing metaverse displays, manufacturers will need to adopt efficient processes and technologies at prices suitable for mass consumption. SmartKem’s low-cost transistor printing process brings the price down and allows printing on flexible substrates such as thin plastic. The solution is compatible with all different display technologies, whether LCD, mini and micro-LED displays, AMOLED displays or displays using Quantum Dots.
While VR and AR are surging ahead for now, rival portals into virtual worlds are looking to compete. This is shaping up to become the format war of our era.
*All Names and Trademarks noted in asterix in this article belong to Meta.