Meta Eyes 2025 as Turning Point for AR/VR Strategy, Says CTO Andrew Bosworth
Meta Eyes AR/VR

Meta Chief Technology Officer, Andrew Bosworth has projected 2025 as a pivotal year in the company’s long-term augmented and virtual reality (AR/VR) strategy. As head of Reality Labs, Bosworth emphasized that Meta is moving beyond experimentation and entering a phase where immersive technologies must demonstrate real-world value.

The shift marks a significant milestone for Meta, which has spent years—and billions of dollars—developing spatial computing tools aimed at redefining digital interaction.

Aiming for Practical Impact

“We’re now at a moment where our investments in AR/VR are starting to converge across hardware, software, and user needs,” Bosworth noted in a recent update. He described the current phase as a critical opportunity to prove how immersive experiences can enhance daily life and professional workflows.

While Meta continues to pursue the vision of lightweight AR glasses, its current efforts are centered around mixed reality experiences delivered via its Meta Quest headset series. These devices serve as a bridge between fully immersive VR and future AR applications.

Quest Devices to Lead the Charge

The anticipated release of Meta Quest 4 is expected to play a central role in the company's 2025 plans. The next-generation headset will feature improved mixed reality capabilities, including enhanced passthrough views, advanced hand tracking, and integrated AI functionality.

These upgrades aim to support applications in remote work, virtual collaboration, fitness, and gaming—all key pillars of Meta’s spatial computing ecosystem.

Bosworth reiterated that the focus is no longer just technological novelty but real utility. “This year is about showing how immersive tech fits into everyday scenarios,” he stated.

Growing the Developer Ecosystem

To support this shift, Meta has expanded its developer tools, including the Horizon OS and Presence Platform. These platforms are designed to make it easier for developers to create and monetize immersive applications.

New features in the Meta Quest Store also aim to improve content discovery and provide visibility to smaller developers. According to Meta, fostering a vibrant ecosystem is essential to ensuring AR/VR adoption reaches beyond early tech adopters.

Industry observers note that creating meaningful use cases remains a hurdle. Developers must move from experimental experiences to tools that can deliver value across education, communication, and enterprise functions.

Competitive Landscape

Meta’s push comes amid rising competition in the AR/VR space. Apple’s launch of the Vision Pro earlier this year has set a new benchmark in high-end mixed reality, while players like Magic Leap, Snap, and Samsung are advancing their own spatial platforms.

Unlike Apple’s premium-focused strategy, Meta is targeting affordability and scale. Its Quest series is aimed at mass adoption, with prices and capabilities designed for broad consumer and professional use.

According to IDC, global shipments of AR/VR headsets are projected to increase 44% in 2025, supported by new device launches and growing enterprise demand.

Setting the Stage for Broader Adoption

While AR glasses remain a longer-term goal, Bosworth emphasized that 2025 is about validation—proving Meta’s immersive products can deliver consistent value and practical application.

“The pieces are coming together,” he said. “Now it’s about demonstrating why this technology matters—not in five years, but today.”

With continued investment in AI integration, custom silicon, and immersive operating systems, Meta’s approach to AR/VR remains one of the most ambitious in the tech sector.

Outlook

As the AR/VR industry looks to move past early adoption hurdles, Meta’s 2025 trajectory will be closely watched. The company’s ability to deliver real use cases—and not just promise innovation—could define the broader pace of spatial technology evolution.

With significant developments on the horizon, Meta is positioning 2025 as the year when immersive computing moves from vision to reality.