Following the release of Apple's ARKit platform for iOS, Google recently introduced ARCore, an augmented reality platform tailored for Android devices. The preview version is compatible with select Android models such as the Pixel and Samsung Galaxy S8. Craig Federighi, Apple’s senior vice president, claimed that ARKit would become the world's largest AR platform, while Google stated that the official ARCore version aims to support 100 million devices by year-end, signaling the start of a new era in the AR industry.
According to CCID Consulting, China's VR/AR market is expected to reach 91.82 billion yuan by 2020. IDC forecasts that global VR/AR spending will rise from $114 billion this year to $215 billion in 2021. Moreover, after the launch of the iPhone 8 featuring ARKit, the growth rate of VR consumption between September and December was significantly higher than average, indicating strong potential for the AR market.
Technology: ARKit offers a smooth experience, while ARCore provides more room for creativity
To expand device coverage and improve user conversion, the ease of use of AR development tools and their appeal to developers are key factors. From a functional perspective, ARCore includes three core features: environmental detection, motion tracking, and optical estimation. Environmental detection supports plane detection and surface feature identification; motion tracking allows virtual objects to be placed and moved accurately, even when the phone moves around them without blurring or shifting; optical estimation overlays real-world lighting onto virtual images, enabling shadows of virtual objects to match the environment. In one demo, a 3D lion reacted fearfully when the lights were turned off.
Damon Pidhajecky, chief engineer at Frame Interactive, highlighted the potential of ARCore's environmental testing. “If you place a virtual object on a detected point and move the phone around, the object stays in place. As long as the camera re-scans the point, it remains visible,†he explained.
ARKit leverages Apple hardware, using the iPhone and iPad's camera, motion sensors, and gyroscopes to define planes, track scenes, and estimate lighting. Optimized by Apple A9 and A10 processors, ARKit benefits from Metal (Apple's graphics rendering technology), SceneKit (a 3D engine), and third-party tools like Unity and Unreal for maximum performance.
While both platforms share similar functionalities, their technical experiences differ. Dan Miller, an AR engine developer at Unity, compared demos using ARKit and ARCore. He noted that ARKit produces clearer shadow boundaries, while ARCore's shadows appear blurred. Additionally, ARKit translates ambient light parameters into Unity-compatible settings, whereas ARCore uses its own shader for lighting control. ARKit labels planes with color blocks, while ARCore uses grid patterns.
“ARKit and Unity’s SDKs are more interoperable. While ARCore matches ARKit in features, ARKit has more diverse examples and sample code,†said Miller.
In FusedVR's comparison, ARCore initializes faster, but when the phone is rotated significantly, the virtual object may shift slightly before returning to its original position. ARKit does not suffer from this issue, and its feature points are denser, offering a more detailed experience.
Kukai’s VR/AR division general manager, Ke Jing, mentioned that Kukai initially tested both platforms and developed internal applications. “ARKit and ARCore have brought AR from a difficult-to-develop stage with high hardware requirements and immature SDKs to a consumer-ready product, accelerating R&D and content production across the industry,†she said.
However, both platforms are still in early development stages. “Every technology goes through an evolutionary process. It’s like a bird’s birth and the flight of its feathers—two different phases,†Li Jing noted.
In terms of development environments, Apple supports Xcode, while Google supports Android Studio and Ar.js. Both platforms support Unity and Unreal. Google also launched two browser-based AR prototypes—one for Android (ARCore) and another for iOS (ARKit). Ar.js developer Jerome Etienne called Google’s web AR prototype the most exciting feature, believing that mobile AR apps will soon become mainstream. Jiang Jiayi believes that ARKit currently offers a better user experience, but ARCore has more room for innovation.
Ecology: Apple leads, but Google has a head start
Gartner reported that in Q1 2017, Apple shipped 51.992 million iOS devices (13.7% market share), while Android accounted for 327.1 million units (86.1%). Although ARCore targets a broader range of Android devices, ARKit supports iPhones from the 6S onward and newer iPads, covering a large installed base. With upcoming iPhone 8 and iPad models, Apple’s ARKit support is expected to surpass Google’s 100 million target.
Apple’s control over hardware and software gives it an edge over Google, which faces challenges due to the diversity of Android devices and versions. Gartner’s research vice president, Brian Blau, noted that iOS is the best platform for developers, offering consistency and easier upgrades. Android’s fragmented ecosystem lacks this advantage.
Apple has acquired several AR companies, including Metaio, Faceshift, Flyby Media, and Realface, building a strong foundation for ARKit. Google, on the other hand, has been exploring AR for years through projects like Google Glass, Cardboard, DayDream, and Tango. ARCore evolved from these efforts, and Google plans to integrate depth sensors and camera modules based on Tango. Its mapping and search capabilities also enhance spatial orientation.
Oglass CEO Su Bo emphasized that ARKit and ARCore mark a turning point in the AR industry, separating B-end and C-end markets. Google’s Tango platform will now serve as a backend technology, while ARCore takes center stage on mobile devices. To ensure compatibility, Google is strengthening its hardware partnerships, possibly through investments in HTC.
Brain Blau noted that mobile cameras alone cannot meet AR’s computing demands. Both Apple and Google aim to provide highly integrated sensors and algorithms, improving sensor efficiency through technological iterations.
Domestic: BAT actively planning, finding profit points is key
Chinese tech giants like Alibaba, Baidu, and Tencent are actively investing in AR. Alibaba partnered with Magic Leap and launched the AR Buy+ platform, allowing users to visualize products via their phones. Baidu introduced DuMix, an AR development platform, while Tencent opened up the QAR platform for app integration.
Li Jing highlighted China’s strengths in content, applications, and commercialization. She noted that Chinese teams played a key role in the recent Apple conference, emphasizing the need for improved industry chains and ecosystems. Domestic companies can find value by moving up the supply chain and focusing on core technologies.
For SMEs unable to develop AR algorithms, creating pop-up apps similar to Pokémon GO is a quick option. Jiang Jiayi believes that mobile AR could change traffic distribution, giving SMEs opportunities to stand out. She expects more AR apps to gain attention through social games in the coming year.
Before AR glasses become mainstream, mobile devices remain the ideal AR carriers. Platforms like ARKit and ARCore help educate consumers and drive adoption. However, as Su Bo warned, being led by big players might mean being overshadowed. For domestic companies, identifying the right position and profit points in the AR industry could allow them to emerge as "dark horses" in the transition from smart devices to AR glasses.
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