After the first year, what kind of opportunities and challenges the virtual reality will face will become one of the most noteworthy issues in the future.
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From the perspective of this year's CES show, virtual reality is gradually moving toward a healthy direction, and market popularity has not been hit by exaggerated elimination rates.
The organizers had expected before the show that the VR companies participating in this year will be 50% more than last year, and more than 90 VR/AR manufacturers will unveil their collective appearance. For this reason, the organizers have opened up a VR and AR exhibition area.
Healthy ecology cannot rely on games alone
The entire virtual reality industry in 2016 was actually supported by games. Sony, HTC, and Oculus, without exception, used games to secondarily return the charm of virtual reality. The outside world habitually equated virtual reality with somatosensory games. Although this phenomenon cannot be said to destroy the emerging industries, it has indeed brought virtual reality to the forefront.
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Goldman Sachs predicts that by 2020, the total number of VR/AR game users will exceed 70 million, and the revenue will reach 6.9 billion U.S. dollars, accounting for the vast majority of the entire industry.
Virtual reality games are attracting so much attention. The fundamental reason is that the development cost is relatively low, profitability is strong enough, and the game business model is also verified in the mainframe era, but it is precisely for this reason that more developers are chasing profits. Lost more imagination space.
Fortunately, at this year's show, we have seen many new manufacturers make their debut with their own virtual reality peripheral products. Although most of them are mainly entertainment, such products as flight simulation, skiing, and driving are gradually being introduced. Virtual reality brings into the field of productivity.
It is not bad to use games as an entry point, but we do not want virtual reality to be transformed from a new industry to a sunset industry at the very beginning because of lack of imagination.
One thing that is gratifying is that surgeons have already begun to use virtual reality technology to perform "replacement" operations. This change in the world's applications should be a virtual reality in the field.
The mainstream of mobile VR has been irreversible
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Although PC-level VR can provide a more in-depth experience, it is not the user's first choice in terms of market acceptance.
Based on the reaction of the market in the past year, third parties have lowered their expectations for PC-class products. SuperData’s sales of HTC, Sony, and Oculus are expected to be reduced to 750,000, 450,000, and 355,000, which is still a very optimistic outlook. The data.
When PC-level VR devices were tepid, Samsung Mobile, the representative of mobile VR, gave everyone a slap in the face. “Gear VR shipments have reached 5 million units.â€
Mobile VR can be widely used in a short period of time, and entry-level pricing is particularly critical. This gives everyone the opportunity to try the VR experience at a price of 3-5 dollars, compared to the $300-$500 PC-grade product. It is said that the risk of poor experience is negligible and it is not easy to throw it away.
In addition, with the increasing degree of standardization of Google’s Daydream platform, the user experience of virtual reality products will be upgraded accordingly. More and more products based on Daydream including one machine and smart phone will successively Debut, while the virtual reality device of the Carbdoard program, will gradually withdraw from the stage as a transitional product.
Is it easier to use a mobile VR device on a bus or is it more convenient to use a PC VR? This is actually the answer why mobile VR will become mainstream.
Content production will continue to be chaotic
The camera is one of the key sources for the production of virtual reality content, which is commonly known as panoramic video shooting. This also allows a large number of manufacturers to join the research and development team of related solutions and equipment.
Prior to this, GoPro teamed up with Google to create Google Jump, a virtual reality video shooting suite. An upgraded version of Odyssey has also appeared. Third parties can use this program to quickly capture and output panoramic video content.
In addition to GoPro, a series of manufacturers, including NextVR, Nokia, Digital Kingdom, Insta360, Detu, etc., have also launched their own panoramic camera devices or panoramic video live broadcast programs. In addition, there is a mysterious figure on the exhibition today. Kodak.
This brand, which is being forgotten by a new generation of consumers, is making every effort to avoid being eliminated by the consumer electronics market, including the previous mobile phones, as well as the current panoramic VR camera.
Manufacturers of all kinds try to cut into the VR industry from the perspective of content production, but also make this industry become a lack of a unified standard, consumers may not know how to choose the most appropriate product from different devices, More importantly, the majority of manufacturers' solutions are targeted at B-side users, and C-segment consumers have no choice but to elect.
If in the short term, no giant tries to stand up and create a universal, easy-to-use panoramic video shooting and live broadcasting standard, then this chaotic trend will continue, and only a few will eventually become famous. This can refer to the development of the sports camera market.
Platform vendors have to play it out
Google's vision in the VR industry is that all manufacturers are compatible with Daydream standards, but also use Tango to pre-arrange the AR market, and in this regard, the giants are even tied together, such as with the support of Google, Qualcomm, Asus launched The world's first 8GB AR/VR mobile phone ZenFone AR.
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Qualcomm’s vision is also very clear. All VR vendors use technologies and standards based on Opteron processor solutions.
From Xiaolong 820 to Xiaolong 835, Qualcomm has been striving to optimize the VR/AR user experience. The recently released Xiaolong 835 not only supports HDR10, but also supports 6-DOF motion tracking. The VR model is based on Xiaolong 820 and Xiaolong 835. One machine has also appeared.
It can be said that Qualcomm is trying to replicate the success of the mobile phone industry, using Xiaolong series of chip solutions, standing in the supply chain of the virtual reality industry, such as the commercial use of the Xiaolong 835, when all manufacturers are thinking that mobile phone manufacturers will launch this first At the time of the processor, Qualcomm gave this solution to an AR glasses manufacturer called ODG.
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In addition to optimizing the CPU and GPU performance of the Opteron platform, Qualcomm is also trying to bring better connectivity to mobile VR devices through Gigabit LTE basebands, which in turn improves the quality and experience of panoramic video live streaming.
Compared with Qualcomm, although Intel is also doing virtual reality platform, but the result is obviously unsatisfactory, last year's Project Alloy product proposed on IDF despite playing VR + AR = MR fusion experience, and that open SDK, but to So far no product of this program has been unveiled.
Regardless of how Qualcomm, Google, or Intel play, the user experience of virtual reality will eventually converge and unify under several important standards, and will gradually mature and improve. However, homogenization of the virtual reality industry may also be possible. It will be earlier than the mobile phone industry.
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