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VR is about to subvert the rules of the game? To solve the "vertigo" Besides

via:博客园     time:2016/7/20 9:30:18     readed:1929

VRVR 即将颠覆游戏规则?先解决“眩晕感”再说

Every time there was correspondent Zhao Na

This year is about VR (virtual reality) say the first year, we've heard it so many times, but VR equipment when it can capture the mainstream market, rather than based on & ldquo; Black & & rdquo; look to attract niche enthusiasts? This is obviously a problem.

In fact, after the company's capital and technology giants vied for incoming, so the field is rapidly becoming VR can seize the future of & ldquo; & rdquo ;. Highlands And now, with the video site Iqiyi, Youku and potatoes have released VR program, including ants, including more and more depending on the content side and hardware vendors are playing an open platform to do, that is, the so-called ecological idea. But the "Daily Economic News" reporter and friends watching experience, VR road had to slow down, such as the field of VR technology can be resolved most central issue & mdash; & mdash; & ldquo; & rdquo ;. vertigo

VR par smartphone market

Insiders said it expects in 2020, only China VR market to reach $ 8.5 billion, while Goldman Sachs in "VR and AR: Interpreting a common computing platform," the report pointed out, 2025, the VR and AR market will reach $ 80 billion, and is likely to emerge as the PC become as game changer. However, Goldman Sachs also predicted the popularity of speed VR and AR devices than smartphones slow.

Look back in 2014 to $ 2 billion acquisition of Facebook Oculus, almost became a commercial VR off the wave of popularity in the worldwide mark. Today, domestic and foreign technology companies are active in this field layout. Foreign Google, Microsoft, Sony, Samsung and other big companies, domestic Tencent, music as the other. In addition, there have a number of leading independent technology start-up companies to catch bus.

& Ldquo; performance killer, sensory monsters & rdquo; & mdash; & mdash; this is the last week, as the domestic startups ant its second-generation VR helmets conference given topic. As a hardware company, the reporter saw the ants, as the external publicity is an important point, & ldquo; top-level configuration, setting off VR hardware arms race & rdquo ;. It is reported that its second-generation VR helmet independent dual display, binocular merger resolution, 2160 & times; 1200, monocular with a resolution of 1080 & times; 1200, refresh rate 90HZ, has a 110 & deg; perspective. In addition, the helmet built HiFi headphones. The company said, & ldquo; the world's only Oculus rift, HTC vive and ants, as the second-generation VR helmets have such a top-level configuration. & Rdquo; how fierce competition through clear standard imaginable, hardware vendors.

Feng Li Feng Shui Capital founding partner recently talked about VR field investments that exhibit finer VR images require more powerful signal processing capability and image computing power. Only and all other key technologies have been resolved, so that the user may have a long stay in a virtual reality scenario, thereby forming a large-scale outbreak. From this perspective, the current from the application, as well as the outbreak of a relatively long distance.

Goldman Sachs also mentioned that the development of the price factor and the user experience, technical limitations, content and applications, is a major obstacle holds many lessons for VR and AR device popularity.

Hardware manufacturers and content platforms ambition party

Around the VR industry mainly consists of two parts: hardware and content. Right now, Another obvious trend is, VR content producers and construction industry chain also followed up. For example, the video site iQIYI, potatoes, Youku launched its own VR program, want to foster identity platform VR content ecology.

Hardware manufacturers also ecologically far behind. Such as ants, as the recent cooperation of the European Cup special program "wealthy Feast" and the CCTV sports channel, also have reached a cooperation with China as the Motion Picture, per force Pictures, daily horizon other film and television, animation companies.

According to Goldman's analysis, VR and AR are most likely to take the lead in the nine areas of application, the video game will be the core of this year's field. Including but not limited to movies, VR game industry ecosystem, it is now still in the VR first year, so that the industry chain to get the prosperity we all make money, the key problem is that this area & ldquo; soil & rdquo; & mdash; & mdash; whether or not the size of the number of users can quickly grow.

It depends on two things: The first is to solve the core problem areas of VR & mdash; & mdash; & ldquo; & rdquo ;, vertigo only solved the problem, it may be more and more users. The second is to find a killer application or explosive products, such as Cameron of "Avatar" with the fire of 3D, only the superior VR technology to solve dizziness, only to make a strong ability to integrate upstream and downstream and common prosperity.

In ants, as the CEO Tan political opinion, for the foreseeable future, pure VR hardware manufacturers must transition to a solutions provider with a platform properties, have better living space, so the ants are not depending on the positioning of a VR hardware vendor but & ldquo; VR + hardware platform & rdquo; vendors.

Last month, LinkedIn (LinkedIn) in the "Global VR talent supply and demand report" mentioned, China's rapid industrial VR outbreak of the massive injection of capital in the short term, trade shows, to experience various forms of commercialization of the line stores everywhere but on the one hand and the lack of sufficient mature industry ecosystem support long-term development.

The report of the existing VR talent echelon distribution divided into three: the first tier, the United States VR personnel to 40 per cent of the world's absolute advantage Yiqijuechen; the second tier, the UK with 8% of the global VR personnel; third echelon, including Canada, India, France, Germany and China.

Perhaps, for VR technology and its applications, as Tan Zheng said, & ldquo; out of the hole wide open brain imagination and expectations, VR practitioners to focus skills, users have more patience. & Rdquo;

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