Why the VR 2.0 era in 2018?
The first one-piece virtual reality device is about to arrive, which will free people from cables, PCS and mobile phones to further promote the development of virtual reality technology.
In the two years since the launch of consumer virtual reality hardware, it has struggled to catch up. There are many reasons, one of which is that currently all virtual reality systems can only be run if they are connected to an external computing device. T so far, virtual reality equipment mainly has two forms, one is using smartphone computing power and display screen, and the other one is a bit high-end, needs to connect the PC or console. But these require users to have a top smartphone or a high configuration computer, or a professional gaming console like PS4 to experience high quality virtual reality.
In 2018, with the release of several one-piece VR systems, this will change and we will enter the VR2.0 era. Prepare for the VR 2.0 era early, as this technology evolved to help the technology become a $38 billion industry by 2026.
Although the concept of virtual reality has been around for decades, the Cardboard introduced by Google in mid-2014 brought us into the era of modern consumer virtual reality. Virtual reality bring us real shock, however, time is in 2015, the year in November, samsung launched Gear VR virtual reality hardware devices and the virtual reality devices need to be mixed with a new type of samsung mobile phone use.
A year later, in 2016, as the high-end Oculus Rift and HTC Vive launched, the virtual reality industry grew significantly. Both Oculus Rift and HTC Vive need to be connected to PCS. The SONY PlayStation VR in the mid-market needs to be connected to the PlayStation 4. GuGe's Daydream View is also launched in 2016, and Daydream View needs to work with the company's own Pixel phone.
All of the VR devices listed above need to be combined with external computing devices, since VR requires a lot of technology. In this case, there is no way to produce a VR device with built-in computing technology.
But a variety of computing systems will inevitably become smaller, cheaper and more efficient. VR is no exception. This year, only a handful of independent vr systems will emerge, but this will be the biggest single improvement since the advent of virtual reality as a mainstream consumer technology. Let's take a look at VR in 2018 and beyond.
At the Oculus Connect developers conference last October, Facebook announced that Oculus Go would be released in early 2018. The independent VR head show will be compatible with the original for samsung Gear VR platform development, the content of the Oculus Go is expected to cost about $199, considering the $130 price of Gear VR, and the Gear VR must be connected to the price up to hundreds of dollars of high-end samsung mobile phones, so the Oculus Go price is reasonable.
However, Oculus Go does not provide location-tracking technology, which means that even if you have a 360-degree view, you will always be at the center of what you see. The device is likely to be a good entry-level virtual-reality device for those who don't have the right smartphone users, such as iPhone users, to connect to the VR headset.
Oculus Santa Cruz
In addition to Oculus Go, Oculus is developing another one-piece VR device: Santa Cruz. The VR headset has a location-tracking feature. With this feature, users can move 3D in a virtual environment. Location tracking is a combination of hardware and software that can monitor an object's absolute location. This is very important for VR, because the system can measure and report six degrees of freedom in the true sense, because of the location tracking. Because virtual reality is simulation (modified) reality, so we need to accurately track the object (such as the head or hand) is how to move in the real world, this system can realize precise mapping in the VR world.
Oculus debuted a basic version of Santa Cruz at the Oculus Connect conference in 2016. The main body of Santa Cruz is similar to the Oculus Rift CV1, but the biggest difference is that Santa Cruz has an independent computing unit with built-in computing, display and tracking capabilities. Santa Cruz will calculate units, batteries, and so on, while relying on the top of the headband support. At the 2017 show, Oculus unveiled a more streamlined version of the Santa Cruz system, which USES sleek industrial designs that can't be seen from the outside. Santa Cruz's experience is very similar to that of the Rift, including the clever use of handheld controllers.
At the Oculus Connect conference, Mark Zuckerberg, Facebook's chief executive, promised that the developer version of Santa Cruz would be launched in 2018. This could mean that the average consumer will not be able to buy Santa Cruz until 2019. However, the release of the developer version will be an important step towards the final version.
At the GuGe I/O developers conference last may, GuGe announced that it would introduce a one-piece Daydream VR headset, which would excite VR enthusiasts. It is understood that the device will provide location tracking and 6DOF technology through GuGe's so-called "WorldSense". In essence, Daydream VR looks like an all-in-one Vive with a high-end VR system, just without a cable, like Santa Cruz.
Unfortunately, Google and HTC recently said they had shelved plans to collaborate on an all-in-one Daydream device. However, GuGe still plans to cooperate with lenovo on the one-piece Daydream VR system, but GuGe does not disclose the specific release date or price of Daydream VR. Still, the device is likely to go public in 2018.
HTC Vive Focu
HTC plans to launch a wireless VR headset, despite the cancellation of its collaboration with Google in Daydream's all-in-one headset. The Taiwanese company said last month that its one-piece VR device, called Vive Focus, was expected to be available only in China.
Many developers are already developing content for Vive Focus, which is likely to be the first full-size VR headset with 6DOF technology on the market. However, it is not clear when the device will be available or how much it will cost. It is also unclear whether there will be a north American or European version of the device.
In general, the four devices listed above represent the first wave of the era of consumer VR 2.0, and there will definitely be more one-piece VR devices in the future. These manufacturers should consider lowering the price and improving the visual effect and performance of the equipment.
In order to become a true mainstream consumer technology, VR manufacturers must overcome many challenges, such as obtaining more content, further lowering prices and improving the quality of equipment. But the all-in-one VR device is a big step forward, and people who are about to use these devices will be thrilled.