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Flash Talk:
Building for Emerging Computing Platforms
Sarah Guo
There are only five
publicly traded tech
companies created since
2000 that are now worth
more than $10B.
Greylock backed f...
At Greylock, we partner with extraordinary
founders building enduring, multi-billion
dollar businesses.
New computing waves are rare.
PC Internet Cloud MobileSocial
Startups can ride (and shape) these
waves early to become special
companies.
PC Internet Cloud MobileSocial
It’s challenging for existing winners to
catch the next wave.
PC Internet Cloud MobileSocial
What’s next?
PC Internet Cloud MobileSocial
?
Apps on flat 4.7” screens are a (powerful)
imposed constraint, introduced by a
single company.
Now, many companies working...
We have a sudden diversity of new
computing devices (VR, AR, Robotics,
Connected Cars and IoT).
2D —> 3D.
Flat —> Immersive.
One device —> Many.
Computing everywhere.
But, your VR app will not be
Smartphone
3.3B
PC (55% Laptop)
1.5B
Some numbers to orient you
WW Installed Base (2016)
Game
Console
270M
PC
Gaming
100M
...
It will take time
estimates range from
1-5M HMDs in
‘16, (ymmv)
>2 orders of
magnitude
less vs. smartphones
Biz. models fo...
And not all hardware adopted equally
Still not much

of a market Maybe the beginning
of a very big market
LOL
Some things that change the curve
Positional tracking + sufficient
fps on mobile
Compelling content w/
distribution not blo...
Forming your view of adoption
ASP matters. Dependencies matter.
Real ASP of Rift/Vive = $600+$1,000 for PC
Who will push/s...
Best experience != largest hardware volume
Volume is 🔑
What experience is “better enough”?
Catch-22
We are very early
API’s still fluid

Better hardware coming
UX metaphors unclear
…
Stay flexible
Don’t over-optimize
Be inte...
Survive the adoption period (1/4)
Modalities:
Is it better with VR, or only with VR? Mobile web players?
Can your content ...
Survive the adoption period (2/4)
Enterprise:
Can you sell to motivated buyers at lower volumes?
Breaks piggy bank, buys c...
Survive the adoption period (3/4)
Partnerships:
Cash-rich platforms seeking
compelling experiences,
want to show off new c...
Survive the adoption period (4/4)
Capital
Pace of team growth/spend should match milestones
Venture funding?
- What’s the ...
TL;DR
This is tricky. Too early, and you
may run out of $. Too late, and you
may miss some opportunities
Not all gloom and...
Thank you.
www.greylock.com
@GreylockVC
medium.com/@GreylockVC
Follow Greylock:
@saranormous
Sarah Guo
Contact me:
sarah@g...
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Flash Talk: Building for Emerging Computing Platforms

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Flash Talk: Building for Emerging Computing Platforms (Virtual Reality)

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Flash Talk: Building for Emerging Computing Platforms

  1. 1. Flash Talk: Building for Emerging Computing Platforms Sarah Guo
  2. 2. There are only five publicly traded tech companies created since 2000 that are now worth more than $10B. Greylock backed four of them. $10 Billion 4 5:
  3. 3. At Greylock, we partner with extraordinary founders building enduring, multi-billion dollar businesses.
  4. 4. New computing waves are rare. PC Internet Cloud MobileSocial
  5. 5. Startups can ride (and shape) these waves early to become special companies. PC Internet Cloud MobileSocial
  6. 6. It’s challenging for existing winners to catch the next wave. PC Internet Cloud MobileSocial
  7. 7. What’s next? PC Internet Cloud MobileSocial ?
  8. 8. Apps on flat 4.7” screens are a (powerful) imposed constraint, introduced by a single company. Now, many companies working outside of those constraints.
  9. 9. We have a sudden diversity of new computing devices (VR, AR, Robotics, Connected Cars and IoT).
  10. 10. 2D —> 3D. Flat —> Immersive. One device —> Many. Computing everywhere.
  11. 11. But, your VR app will not be
  12. 12. Smartphone 3.3B PC (55% Laptop) 1.5B Some numbers to orient you WW Installed Base (2016) Game Console 270M PC Gaming 100M VR ??
  13. 13. It will take time estimates range from 1-5M HMDs in ‘16, (ymmv) >2 orders of magnitude less vs. smartphones Biz. models for content on phones will not work for VR
 (in the short term) ~2B
  14. 14. And not all hardware adopted equally Still not much
 of a market Maybe the beginning of a very big market LOL
  15. 15. Some things that change the curve Positional tracking + sufficient fps on mobile Compelling content w/ distribution not blocked by 1:1 hardware adoption Capture/post-processing tech that improves UGC quality
  16. 16. Forming your view of adoption ASP matters. Dependencies matter. Real ASP of Rift/Vive = $600+$1,000 for PC Who will push/subsidize? Samsung giving away GearVR.
  17. 17. Best experience != largest hardware volume Volume is 🔑 What experience is “better enough”? Catch-22
  18. 18. We are very early API’s still fluid
 Better hardware coming UX metaphors unclear … Stay flexible Don’t over-optimize Be intellectually honest about quality of experience
  19. 19. Survive the adoption period (1/4) Modalities: Is it better with VR, or only with VR? Mobile web players? Can your content be experienced without hardware? How will it be consumed in shared spaces?
  20. 20. Survive the adoption period (2/4) Enterprise: Can you sell to motivated buyers at lower volumes? Breaks piggy bank, buys cardboard to play 360 cat videos. Recaptures $B of value in property
 discounts to remote buyers.
  21. 21. Survive the adoption period (3/4) Partnerships: Cash-rich platforms seeking compelling experiences, want to show off new capabilities, and big publishers not yet investing Brands are willing to pay for “agency” work — pros and cons, can be a trap 🤑🤑
  22. 22. Survive the adoption period (4/4) Capital Pace of team growth/spend should match milestones Venture funding? - What’s the case to invest now? Why not in 6-12m? - What’s the defensible land grab? - What are your adoption goals? Units —> Users —> $ Leverage “alternative” funding sources (partners, customers) — sometimes a boon, sometimes a trap
  23. 23. TL;DR This is tricky. Too early, and you may run out of $. Too late, and you may miss some opportunities Not all gloom and doom — consumer computing adoption cycles have been compressing Apple drove smartphone adoption — several players focused on VR 2016/2017 pivotal year Years to 40% Adoption 15 10 5 Source: MIT Tech Review
  24. 24. Thank you. www.greylock.com @GreylockVC medium.com/@GreylockVC Follow Greylock: @saranormous Sarah Guo Contact me: sarah@greylock.com

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