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Apple Vision Pro Release Full Moon Rethinking: XR, RNDR, and the Future of Spatial Computing
In the early hours of WWDC (Apple Worldwide Developers Conference) on June 6th, it was also the fifth day after I found out that I was suffering from COVID-19. Postponed again?
So when Cook appeared at two o'clock in the morning, he waved "One More Thing", and my friends and I cheered together on this side of the screen:
As a cutting-edge tech enthusiast, I cheer for the new toys I can own next year, but as a Web3 investor focused on games, the metaverse, and AI, this is a sign of a new era that makes me shudder.
You may wonder, "What does the upgrade of MR hardware have to do with Web3?" Well, let's start with Mint Ventures' Thesis on the metaverse track.
Our Thesis of Metaverse, or the Web3 world
The asset premium in the blockchain world comes from:
Goods in the virtual world are easier to securitize than physical goods:
**So, what's next? Tradeable virtual world assets will be a topic we're always bullish on. **
**As the experience of the virtual world improves, people's immersion time in the virtual world will become longer and longer, which will lead to a shift in attention. The shift of attention will also bring about a shift in valuation premium from strong attachment to entities to virtual assets. **The release of Apple Vision Pro will completely change the human experience of interacting with the virtual world, thereby bringing about an increase in the immersion time of the virtual world and a substantial improvement in the immersion experience.
*Note: This is our variant definition of the pricing strategy. In the premium pricing strategy, the brand sets the price in a price range that is much higher than the cost, and fills the brand story and experience in the difference between the price and the cost. In addition, cost pricing, competitive pricing, supply and demand relationship, etc. are also factors that will be considered when pricing commodities, and only premium pricing will be expanded here. *
MR Industry History and Present
The exploration of XR (Extended Reality, including VR and AR) in modern society began more than ten years ago:
When we look back at the history of XR, we can see that the development and cultivation of this industry is far beyond the expectations of everyone in the market. Financing hundreds of millions of startups focused on XR. Since the release of the consumer VR product Oculus Rift in 2016, all VR brands, such as Samsung’s Gear, Byte’s Pico, Valve’s Index, Sony’s Playstation VR, and HTC’s Vive, have shipped less than 45 million units. Since the most widely used VR devices are still games, AR devices that people are willing to use occasionally did not appear before the release of Vision Pro. According to the data of SteamVR, it can be roughly inferred that the monthly active users of VR devices may only have a small millions.
Why are XR devices not gaining popularity? The failure experience of countless start-up companies and the summary of investment institutions can give some answers:
1 hardware is not Ready
In terms of vision, **VR devices have a wider viewing angle and are closer to the eyeballs. Even if it is the top device, the pixels on the screen are still difficult to ignore. Only 4k for one eye, or 8k for both eyes, can fully immerse you. In addition, the refresh rate is also a core element in maintaining the visual experience. It is generally believed in the market that in order to achieve the anti-dizziness effect, XR devices need 120 HZ or even 240 HZ per second to maintain a similar experience to the real world. The refresh rate, under the same computing power, is an element that needs to be balanced with the rendering level: Fortnite supports 4k resolution at a refresh rate of 60 HZ, but only supports 1440p resolution at a refresh rate of 120 HZ.
Because compared with visual intuition, hearing seems insignificant in a short period of time, and most VR devices have not worked hard on this detail. But imagine that in a space, no matter whether it is a person on the left or the right, the voice of speaking is transmitted from the top of the head steadily, which will greatly reduce the sense of immersion. And when the digital Avatar in the AR space is fixed in the living room, when the player walks from the bedroom to the living room, the volume of the Avatar's speech is the same, which will subtly reduce the realism of the space.
In terms of interaction, traditional VR devices are equipped with control handles, and for example, HTC Vive needs to install cameras at home to confirm the player's movement status. Although Quest Pro has eye tracking, it has high latency and average sensitivity. It is mainly used for local rendering enhancement, and the actual interactive operation is still dominated by handles. At the same time, Oculus also installed 4-12 cameras on the headset to confirm the state of the user's scene and achieve a certain degree of gesture interaction experience (for example, in the VR world, use the left hand to pick up a virtual phone, and the right index finger is empty. Click OK to start the game).
Weight In terms of weight, the quality of the equipment that makes the human body feel comfortable should be between 400-700g (although compared to normal glasses of about 20g, this is still a giant). But in order to achieve the above-mentioned clarity, refresh rate, level of interaction, computing power (chip performance, size and quantity) matching its rendering requirements, and hours of basic battery life requirements, the weight of the XR device is a difficult trade-off process.
To sum up, if XR is to become the next generation of mobile phones and become a new generation of mass hardware, devices with a resolution of 8k or higher and a refresh rate greater than 120 HZ are required to avoid users from feeling dizzy. This device should have more than a dozen cameras, a battery life of 4 hours or more (only need to be removed during lunch/dinner break), no or little heat, weigh less than 500g, and the price is as low as 500-1000 US dollars. Although the current technical strength has improved a lot compared to the last wave of XR boom in 15-19 years, it is still difficult to meet the above standards.
But even so, if users start to experience the existing MR (VR + AR) equipment, they will find that although the current experience is not perfect, it is also an immersive experience that 2D screens cannot match. But there is still a lot of room for improvement in this experience. Taking Oculus Quest 2 as an example, most of the VR videos that can be watched are 1440p, which does not even reach the resolution limit of Quest 2 4K, and the refresh rate is far less than 90HZ. However, the existing VR games only have relatively poor modeling, and there are not many options to try.
Source: VRChat
2. Killer App still not appearing
The "not yet" of the Killer App has historical reasons for being trapped by hardware—even if Meta tries its best to squeeze profit margins, the MR headsets worth a few hundred dollars and the relatively simple ecology are richer than the existing ecology and the user base has reached a large scale The game console is still not attractive. The number of VR devices is between 25 and 30 million, compared with 350 million for 3A games (PS5, Xbox, Switch, PC). Therefore, most manufacturers have given up supporting VR, and the few games that support VR devices are also "laying out the VR platform by the way", rather than "only supporting VR devices". In addition, due to the problems mentioned in the first point, such as pixels, dizziness, poor battery life, and heavy weight, the experience of VR devices is not better than that of traditional 3A game terminals. As for the "immersion" advantage that VR proponents try to emphasize, due to the lack of equipment inventory, developers who "lay out VR equipment by the way" seldom design experience and interaction modes specifically for VR, making it difficult to achieve the ideal experience.
Therefore, the current situation is that when players choose VR games instead of non-VR games, they not only "choose a new game", but also "give up the experience of socializing with most of their friends", which is often the case of games. Sexuality and immersive experience are far greater than sociality. Of course, you may mention VR Chat, but if you dig deeper, you will find that 90% of the users are not VR users, but players who want to experience socializing with new friends in various Avatars in front of ordinary screens. So it’s no surprise that the most popular games in VR software are audio games like Rhythm Light.
Therefore, we believe that the emergence of the Killer App requires the following elements:
Source: The Verge
So, can Vision Pro solve the above problems? How will it change the industry?
The Turnaround with Vision Pro
At the press conference on June 7, Apple Vision Pro was released. According to the framework of "MR challenges encountered in hardware and software" we analyzed above, the following analogy can be made:
hardware:
In terms of software, Apple can not only complete a certain degree of migration with its millions of developer ecosystems, but also already has a series of ecological layouts with the release of AR Kit:
Back in 2017, Apple released AR Kit: a set of iOS device-compatible virtual reality development frameworks that allow developers to create augmented reality applications and take advantage of the hardware and software capabilities of iOS devices. VR Kit enables digital assets to interact with the real world under the camera by using the camera on the iOS device to create a map of the area, using CoreMotion data to detect things like the tabletop, the floor, and the position of the device in physical space — for example, your In Pokemon Go, you can see Pokémon buried in the ground and parked in trees, instead of being displayed on the screen and moving with the camera. Users don't need to do any calibration for this - it's a seamless AR experience.
Looking back at the layout of AR Kit that started seven years ago, it can be seen that Apple’s accumulation of AR technology did not happen overnight, but subtly integrated AR experience into devices that have been widely spread, Vision ** When Pro** ** was released, Apple had already completed a certain amount of content and developer accumulation**. At the same time, due to the compatibility of AR Kit development, the developed products are not only aimed at Vision Pro users, but also adapt to iPhone and iPad users to a certain extent. Developers may not need to be limited by the ceiling of 3 million monthly active users to develop products, but potentially test and experience with hundreds of millions of iPhone and iPad users.
In addition, the 3D video capture of Vision Pro also partially solves the problem of limited MR content today: content production. Most of the existing VR videos are 1440p, which appear to have poor pixels in the circular screen experience of the MR head display, while the shooting of Vision Pro has both high-pixel spatial video and good spatial audio experience, which may greatly improve the content of MR consumer experience.
Although the above configuration is quite shocking, the imagination of Apple MR does not stop there: On the day Apple MR was released, @sterlingcrispin, a developer who claimed to have participated in Apple's neuroscience, said:
These technologies, highly relevant to neuroscience, may mark a new way of synchronizing machine and human will.
Of course, Vision Pro is not without flaws. For example, its sky-high price of $3499 is more than twice that of Meta Quest Pro and more than seven times that of Oculus Quest 2. In this regard, Runway CEO Siqi Chen said:
Under such an analogy, the pricing of Apple Vision Pro does not seem too outrageous... However, the sales volume of the first generation of Macintosh was only 372,000 units. It is hard to imagine that Apple, which has worked hard on MR, can accept a similar embarrassing situation— —The reality may not change a lot in a few years. AR does not necessarily need glasses, and it is difficult to popularize Vision Pro in a short period of time. It is likely to be only used as a tool for developers to experience and test, a production tool for creators, and digital enthusiasts expensive toys.
Nevertheless, we can see that Apple's MR equipment has begun to stir up the market, shifting the appeal of ordinary users to digital products to MR, and making the public realize that MR is more mature and no longer a ppt/presentation Video products. Let users realize that besides tablets, TVs, and mobile phones, there is an option to wear immersive displays; let developers realize that MR may truly become a new trend in next-generation hardware; let VCs realize that this may It is an investment field with a very high ceiling.
Web3 and related ecology
1. 3D Rendering + AI Concept Target: RNDR
Introduction to RNDR
In the past six months, RNDR has been a meme combining the three concepts of Metaverse, AI, and MR, and has led the market many times.
The project behind RNDR is Render Network, a protocol for distributed rendering using a decentralized network. OTOY.Inc, the company behind Render Network, was founded in 2009 and its rendering software, OctaneRender, is optimized for GPU rendering. For ordinary creators, local rendering takes up a lot of machines, which creates a demand for cloud rendering, but if you rent servers from AWS, Azure and other manufacturers for rendering, the cost may also be higher—this is The Render Network was born. Rendering is not limited to hardware conditions. It connects creators and ordinary users with idle GPUs, allowing creators to render cheaply, quickly and efficiently, and node users can use idle GPUs to earn pocket money.
For Render Network, participants have two identities:
The tokenomics of RNDR was also changed in February this year, which is one of the reasons for its price increase (*But until the article was published, Render Network has not applied the new tokenomics to the network, and has not yet given a specific launch time *):
Previously, in the network, the purchasing power of $RNDR was the same as that of Credit, and 1 credit = 1 euro. When the price of $RNDR is less than 1 euro, it is more cost-effective to buy $RNDR than to buy Credit with fiat currency, but when the price of $RNDR rises to more than 1 euro, because everyone tends to buy with fiat currency, $RNDR will lose its use case Condition. (Although the income from the agreement may be used to repurchase $RNDR, other players in the market have no incentive to buy $RNDR.)
The changed economic model adopts Helium's "BME" (Burn-Mint-Emission) model. When creators purchase rendering services, regardless of whether they use fiat currency or $RNDR, they will destroy $RNDR equivalent to 95% of the fiat currency value, and the remaining 5% Income that flows to the Foundation for use as an engine. When the node provides services, it no longer directly receives the creator's income from purchasing rendering services, but receives newly minted token rewards. The rewards are not only based on the indicators of task completion, but also include other comprehensive factors such as customer satisfaction.
It is worth noting that every new epoch (specific time period, the specific duration has not been specified) will have a new $RNDR minted, and the minted amount is strictly limited, decreasing over time, regardless of the number of tokens burned (details See the release document for the official whitepaper). Therefore, it will bring changes in the distribution of benefits to the following Stakeholders:
Source:
Compared with the previous income (irregular) repurchase mode, under the new mode, when the demand for rendering tasks is insufficient, miners can get more income than before, and the total task price corresponding to the demand for rendering tasks is greater than the released $RNDR When the total amount of rewards is increased, miners will receive less income than the original model (tokens burned > newly minted tokens), and $RNDR tokens will also enter a deflationary state.
Although $RNDR has enjoyed a gratifying rise in the past six months, the business situation of Render Network has not increased significantly like the currency price: the number of nodes has not fluctuated significantly in the past two years, and the monthly $RNDR allocated to nodes has not increased significantly, but the rendering The number of tasks has indeed increased—it can be seen that the tasks assigned by creators to the network have gradually moved from a single large amount to multiple small amounts).
Although it cannot catch up with the five-fold increase in currency prices in a year, the GMV of Render Network has indeed ushered in a relatively large growth. In 2022, GMV (Gross Merchandise Value, total transaction value) will increase by 70% compared with last year. According to the total amount of $RNDR allocated to nodes on the Dune Kanban, the GMV in the first half of 2023 will be about $1.19 M, which is basically no increase compared to the same period in 2022. Such GMV is obviously not enough for the $700 million mCap.
Source:
Potential impact of Vision Pro launch on RNDR**
In a Medium article published on June 10, Render Network claimed that Octane's rendering capabilities for M1 and M2 are unique - since Vision Pro also uses the M2 chip, rendering in Vision Pro will not be different from normal desktop rendering. the difference.
But the question is: why publish rendering tasks on a device with a 2-hour battery life that is mainly used for experience and play, not a productivity tool? If the price of Vision Pro is lowered, the battery life is greatly improved, the weight is reduced, and Mass Adoption is truly realized, it may be time for Octane to play a role...
It can be confirmed that the migration of digital assets from flat devices to MR devices will indeed bring about an increase in demand for infrastructure. Announcing the cooperation with Apple to study how to create a game engine Unity that is more suitable for Vision Pro, the stock price rose 17% on the day, which also shows the optimistic sentiment in the market. With the cooperation between Disney and Apple, the 3D transformation of traditional film and television content may usher in similar demand growth. Render Network, which is good at film and television rendering, launched NeRFs, a 3D rendering technology combined with AI in February this year, using artificial intelligence computing and 3D rendering to create real-time immersive 3D assets that can be viewed on MR devices – in Apple AR Kit With the support of the iPhone, anyone can perform Photoscan on objects to generate 3D assets through a higher-configuration iPhone, while NeRF technology uses AI-added rendering to render the simple Photoscan 3D into different angles that can refract different rays of light. 3D assets—this kind of spatial rendering will be an important tool for MR device content production, providing potential demand for Render Network.
But will this need be met by RNDR? Looking at its GMV of 2 million US dollars in 2022, it is a drop in the bucket compared to the cost of the film and television industry. To sum up, RNDR may of course continue to use the meme of the "metaverse, XR, AI" track to create another brilliant price when the track is hot, but it is still difficult to generate income that matches the valuation.
2. Metaverse – Otherside, Sandbox, Decentraland, HighStreet, etc.
Although I think the substantial fundamental changes are limited – MR-related topics seem to be inseparable from these large metaverse projects, Monkey’s Otherside, Animoca’s The Sandbox, the oldest blockchain Metaverse Decentraland, And Highstreet who wants to be Shopify in the VR world. (Refer to the 4. Business Analysis – Industry Analysis and Potential section for a detailed analysis of the metaverse track)
But as analyzed above in "Killer App has not yet appeared", most of the existing VR-supporting developers do not "only support VR" (even if they only support VR and are the industry leaders, at the level of a million In the MAU market segment, it is not a competitive level to achieve the top level), and the existing products have not been carefully adapted to the user habits and operation interactions of MR. The projects that have not yet been launched are actually standing on the starting line not far from all other major manufacturers and start-up companies that see the potential of Vision Pro: after the better combination of Unity and Vision Pro, MR ecological game development The cost of learning is expected to be reduced, and the experience accumulated in a relatively narrow market in the past is difficult to reuse in a product that is about to go to mass adoption.
Of course, if we want to talk about first-mover advantages, projects that have already deployed VR may of course have weak development progress, technology and talent accumulation advantages.
One More Thing
If you haven't watched the following video, then this will be your most intuitive feeling about the MR world: convenient and immersive, but chaotic and disorderly. The virtual and the real are merging so seamlessly that people spoiled by virtual reality see “losing their identity on the device” as apocalyptic. The details in the video still feel a bit sci-fi and incomprehensible to us now-but this is likely to be the future we are about to face in a few years.
This reminds me of another video, in 2011, that is, 12 years ago, Microsoft released Windows Phone 7 (as a Gen Z with little memory of that era, it is hard to think that Microsoft has worked hard on mobile phones) , and made a satirical ad about smartphones "Really?": People in the ad hold their phones tightly all the time, ride a bicycle while staring at their phones, take a sunbath on a beach while staring at their phones, take a shower with their phones tightly At the banquet, I fell down the stairs because I watched the mobile phone, and even dropped the mobile phone into the urinal because of distraction... Microsoft's original intention was to show users that "the mobile phone released by Microsoft will save us from mobile phone addiction"-this Of course it was a failed attempt, and the name of this "Really?" ad could even be changed to "Reality". The "sense of presence" and intuitive interaction design of smartphones are more addictive than the anti-human "mobile version of windows computer", just like the reality of the combination of virtual and real is more addictive than pure reality.
How to grasp such a future? We have several directions we are exploring:
Of course, there is a high probability that entrepreneurs in this field will have a deeper understanding, thinking and more creative exploration than us - welcome DM @0xscarlettw to communicate and explore the possibility of the spatial computing era.
Acknowledgments and References:
Thanks to @fanyayun, partner at Mint Ventures, and @xuxiaopengmint, research partner, for their advice, review, and proofreading during the writing of this article. The XR analysis framework comes from @ballmatthew's series of articles, Apple WWDC and developer courses, and the author's experience with various XR devices on the market.