Communication, Media and Technology (Telecommunications)The Inner Circle

Immersive Realities in the 5G/6G Era: The Future of AR and VR Experiences

Immersive Realities in the 5G/6G Era: The Future of AR and VR Experiences

Immersive realities in the 5G/6G era will be shaped by networks, latency, and edge capabilities—not headsets. Discover the future of AR/VR.

Over the past five years, boardrooms have been preoccupied with headsets, content studios, and the next killer-app of AR and VR. In the meantime, the actual fight over immersiveness realities in the 5G/6G age is being waged somewhere way more under the radar: latency budgets, edge orchestration, spectrum policy, and AI-native network control. The painful reality is this: AR and VR experiences will not be framed via devices or platforms, but via networks that could ensure the performance on the perception level. And the majority of telecom incumbents are too close to that reality.

Table of Contents:
The First Hard Truth: Immersion Is a Network Problem, Not a Hardware One
The Second Hard Truth: 6G Will Expose Weaknesses, Not Fix Them
The Real Power Shift: From Spectrum Owners to Experience Orchestrators
“But Devices Drive Adoption”—The Counterargument That Fails
Strategic Relevance Avoided

The First Hard Truth: Immersion Is a Network Problem, Not a Hardware One
Immersive realities are still presented in boardrooms as a content play or hardware play. Apple launches a headset. Meta upgrades optics. Everyone applauds. However, AR and VR experiences never fail due to the lack of sharp pixels; they fail due to the motion-to-photon latency breaking human perception.

Immersive realities will require sub-20 millisecond end-to-end latency, almost zero jitter, and hard, predictable reliability in the 5G/6G era. Fewer than that provokes tiredness, confusion and desertion. Even the industrial design will not be able to compensate for a network that treats immersive traffic as video streaming.

It is in this area that the telecommunications industry has misinterpreted its own merit. It is not faster pipes in order to enhance augmented and virtual reality with 5G and 6G networks, but experience orchestration. Proximity of edge computation, AI-based traffic forecasting, and perception-based QoS are more important than peak throughput. However, the vast majority of operators continue to offer speed plans, rather than experience plans.

The result? Hyperscalers and GPU vendors are privately establishing the immersive stack as telcos rejoice in incremental ARPU benefits.

The Second Hard Truth: 6G Will Expose Weaknesses, Not Fix Them
Telecom circles have a reassuring myth: 6G will put the game back. Terahertz, microsecond latency, in-built AI–and that would have operators back on track, we say.

It won’t. On the contrary, immersive realities of the 5G/6G world will reveal the weaknesses of the structures that have been on a decade-long lid of surface. Network slicing is still operationally complicated. Telco APIs find it difficult to connect with the developers. Vertical solutions are in stalemate. They are not gaps in technology; they are failures in operating models.

Industrial training, digital twins, remotely maintained, and other AR and VR experiences of the enterprise are already demonstrating where the value is, as of 2026. The thing is that not all of these deployments are successful due to the telecom layer, but due to their success. Businesses are planning immersive systems with the assumption of cloud-first rendering and abstractions of the network, diminishing the operators to replaceable connectivity providers.

That is, it may become the dumbest capital-intensive business in the immersive economy that the industry has made.

The Real Power Shift: From Spectrum Owners to Experience Orchestrators
What 5G/6G will entail in terms of AR/VR development is so uncomplicated and ugly: power is no longer concentrated in spectrum ownership; it is in experience ownership.

Those companies that bring together edge computing, AI optimization, developer tooling, and performance analytics into a single orchestration layer are the ones that form the immersive realities. Hyperscalers are aware of this. GPU vendors understand this. This is even known by the industrial platform providers.

There are too many telecom operators who do not.

An instructive mini case: NVIDIA CloudXR deployments with edge infrastructure are always more effective than device-focused AR solutions in the industrial setting. It is not the headset that is the differentiator but rather proximity-aware rendering and network predictability. In the same vein, initial telco-based metaverse projects in Asia were ambitious but failed to maintain differentiation as immersive performance was not singularly network-dependent.

The ultimate truth is unpleasant but obvious: networks that do not reveal immersive-native capabilities as platforms will be circumvented.

“But Devices Drive Adoption”—The Counterargument That Fails
The initial argument that the executives will come up with is foreseeable: The devices generate demand. Networks follow. That is how it worked in the case of smartphones. It fails in the case of immersive realities.

Devices generate curiosity. Viability is determined by networks. Unless it provides low-latency performance regularly, AR and VR experiences are actively pushed away. The network is not a transparent layer in immersive systems, but involves the human feedback loop.

The next objection is close behind: Enterprise XR is niche; consumers will be the source of scale. This, too, is backward. It is specifically due to the measuring of ROI and the ability to engineer network performance that Enterprise AR and VR experiences are scaling first. The immersion of consumers is pegged to the maturity of invisible infrastructure that is yet to be realized in big scale.

Telecom is not mass consumer metaverse hype–it is the possession of mission-critical immersive experiences while they are not commoditized.

Strategic Relevance Avoided
This is a critical point that makes a move that the industry continues to defer. Telecom operators have a choice to be in immersive realities, whether they would like to be:

  • Cost/scale-optimized infrastructure providers, or
  • Experience orchestrators were optimized for performance and differentiation.

Trying to be both will fail.

The proprietary value of immersiveness implies reconsidering product strategy with perception-based SLAs, investing in an edge-native platform, and creating vertical-specific AR and VR features where the network cannot be separated from the experience. It is also painful to have alliances with hyperscalers, developers, and even rivals so as not to be completely disintermediated.

And this is the question that no telecom board can possibly avoid: When an AR or VR experience is not successful, who is held responsible: the app, the device, or the network?

You will be the answer in the 5G/6G world.

Perfect headsets or mass adoption are not what the immersive realities are awaiting. They are biding their time until there come networks enterprising enough to peddle no more speed, but rather experience. It is the executives who understand now who will construct the immersive economy. The remainder will subsidize it–and see somebody else reap the gains.

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