Augbrite Blog
AR vs VR: What difference does it make? (Part 2)
Nowadays there are several technologies that can change our perception of reality. Whether it's immersion in the virtual world, adding interactive components to the real world or something in between. Increasingly, virtual and augmented realities are becoming a topic of discussion. Which of these two technologies will bring more benefits to large companies? Both are good, and it will be useful to consider the basics of these new advanced technologies.
Today, companies and investors continue to invest millions of dollars in technologies of virtual and augmented reality, but the technologies themselves have not yet become widespread. Along with positive sides of AR and VR technologies also exist certain problems in their development:

  • Bulky or uncomfortable headsets for using virtual reality products. Users are confused by the design of devices. With regard to augmented reality products, many users also claim the inconvenience of glasses;

  • Lack of quality content. Users claim the monotony of existing content, its low quality, and imperfect implementation;

  • The high cost of devices. Most companies are interested in purchasing high-grade wearable devices — helmets and glasses, mobile devices and low-powered helmets and glasses are not suitable for using their products;

  • Legal issues. Most companies express their doubts about data privacy and cybersecurity issues. By themselves, augmented and virtual reality devices don't have a mechanism to protect personal and confidential data so cybersecurity tools will have to be searched and purchased additionally;

  • High level of competition from other developers in the process of cooperation with companies looking for projects in the field of augmented and virtual reality or willing to invest in such projects;
  • Insufficient adaptation of content for a specific platform or device is relevant for both types of reality. What will work on Apple will not run on Android. Same with HTCVive and Playstation VR. Not all AR and VR programs are cross-platform, which significantly reduces the possibilities of their use.

  • In the course of active testing and use of VR and AR, a number of shortcomings have been identified, which have not yet been fully eliminated: nausea, dizziness, headache, tired eyes; load on the neck and spine; loss of orientation, sense of time, reality; distracted attention, loss of focus; collision with objects of the real world, injury.

  • In augmented reality, the main problem of devices is related to the viewing angle. For mobile devices, the visible area of augmented reality is limited to the screen of a smartphone or tablet, and the largest viewing angle is 90°;
Girl has a headache after using virtual reality glasses
Consulting and auditing company PricewaterhouseCoopers annually conducts a study of the digital competence index among companies investing in digital technologies, 10% today invest in augmented reality, and 7% in virtual reality. Herewith, in three years, 24 and 15% of the surveyed companies will be ready to invest in these technologies, respectively.

According to the forecasts of Gartner, one of the main players in the information technology analytics market, virtual reality technology will be adopted in about 2–5 years, augmented reality — in 5–10 years. The technologies of virtual and augmented reality are finding an increasing practical application at enterprises. In the near future, AR and VR will change established business processes and tasks, whereby it will be possible to get a fundamentally new experience.
Virtal reality Battle
Main spheres of VR and AR technologies use
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Increasingly, virtual and augmented realities are becoming a topic of discussion. Which of these two technologies will bring more benefits to large companies? Both are good, and it will be useful to consider the basics of these new advanced technologies.