Jan 2, 2019 · 30m · a16z
a16z Podcast | Virtual Reality v Augmented Reality, and What's Next
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In this episode of the a16z Podcast, host Chris Dixon and Wired senior writer Peter Rubin analyze the strategic rivalries, technical challenges, design paradigms, and narrative potential of emerging virtual reality and augmented reality platforms.
How this conversation actually went
Every chapter scored 0–10 on four independent dynamics. Hover any point for the reasoning behind the score. How this is scored →
speaking balance: gold is the host, purple is the guest (3 minute bins)
In a remarkably friendly episode, Rubin gently pushes back on optimism about Nintendo entering VR by pointing out their multi-year delays in adopting new technologies and Miyamoto's reserved statements.
Hardest push from the host ▶ 21:30 Host pushes back on the feasibility of imposing early hardware standardsDixon challenges the premise that hardware standards can be easily imposed on VR early on, comparing it to the rapid evolution during the 1990s PC Pentium era.
Biggest teaching moment ▶ 26:34 Guest explains missing middle tier in modern gaming economicsRubin educates the host on how the gaming industry lost its mid-tier publishing market, explaining why VR will see a revival of AA budget games rather than $100M AAA titles right away.
The host holds their own ▶ 18:29 Host details spatial audio physics and binaural head recordingDixon takes over the explanation to educate the guest and audience on how human ears parse sound directionality and why Chris Milk uses dummy heads with plastic ears for 3D audio recording.
the scores for every segment, with the reasoning behind each
| Chapter | Topic | The host as informed peer | Guest teaching | Guest disagreement | The host pushing back | Why |
|---|---|---|---|---|---|---|
| Technical Differences and Development Challenges: VR vs. AR | 7 | 2 | 1 | 3 | Chris Dixon takes an active analytical role, pushing past basic interview questions to explain why low-latency real-time machine vision is the core bottleneck for AR compared to VR. Peter Rubin warmly agrees with Dixon's technical assessment and builds on his points regarding developer toolchains and Oculus talent recruitment. | |
| Divergent Use Cases: Recreational VR and Enterprise AR | 6 | 3 | 1 | 2 | Dixon introduces his framework dividing VR into recreational play and AR into enterprise context, citing his early venture investment in Oculus. Rubin validates Dixon's Twitter discourse on the topic and expands on HoloLens's shifting enterprise strategy. | |
| VR Gaming Design, Mechanics, and Comfort | 6 | 4 | 1 | 1 | Dixon and Rubin share detailed impressions of VR games like Blaze Rush and Lucky's Tale, analyzing third-person vs first-person comfort dynamics. Rubin details John Carmack's theories on locomotion and snap-turning to prevent nausea, while Dixon offers first-hand player observations. | |
| Film Language, Visual Attention, and Spatial Audio in VR | 7 | 3 | 1 | 1 | Dixon quotes VR developer Paul Bettner on the early cinema analogies before diving into a technical breakdown of 3D spatial audio capture. Dixon explains how dummy ear molds trick human brain perception of sound direction. | |
| Industry Standards, Hardware Spectrum, and Motion Sickness | 8 | 3 | 1 | 4 | Rubin explicitly turns to Dixon to ask for his perspective on industry hardware standards. Dixon delivers a detailed breakdown contrasting maximalist and minimalist VR views, and explains how motion sickness shifted from technical latency to content-driven psychological triggers. | |
| Developer Ecosystem and Hollywood's Expansion into VR | 6 | 4 | 1 | 2 | Dixon shares investor anecdotes about attempting to recruit top talent like Michael Abrash before Facebook's acquisition of Oculus, while analyzing Steam PC gamers as early adopters. Rubin outlines the missing middle tier of game publishing and Hollywood's transition from marketing tie-ins to original VR storytelling. |