2018CES watch VR: technological breakthrough will become the market turning point.
At the consumer electronics show in Las Vegas, which opened on January 9th, there were 46 games and VR exhibitors, down 36% from 72 in 2017.
CIC burning consulting executive director Dong Xiaolei knowledge in an interview with the daily economic news "reporter said, CES exhibition on the first day, the most striking is VR, giants shows the new technology to promote the promotion of VR. Future VR applications will be limited to the social entertainment, there are more possibilities, such as the combination of artificial intelligence, applied to medical treatment, education, retail, real estate, war industry high value-added industries. It is believed that with the continuous improvement of hardware and technology, VR cost will be reduced, and more people will be able to experience the "immersive" sensory enjoyment.
The VR market is facing a turning point in 2018, and the breakthrough of technology will become the watershed of the VR industry, and the perfect integration of technology and more high-quality content will be the future development direction of VR.
VR goes into a bubble and still has a future.
In May 2014, two Google engineers released a VR glasses boxes, called "Cardboard" before long, strong VR cyclone is from silicon valley to shenzhen, in the production of VR glasses manufacturers have mushroomed appeared, the most crazy time, shenzhen alone has more than 1000 VR glasses factory work overtime production.
"At the end of 2015, a friend made 400, 000 yuan a day when VR glasses exploded." The general manager of shenzhen meiweiyuan technology co., LTD., who was also involved in VR glasses, was very impressed with shaohua.
In just two years, an industry that was supposed to bet on the future was covered with a "running suit" and a "quick buck" label. In order to reduce costs, some manufacturers cut corners, and the cheapest VR glasses cost less than $1.
"This year, there are only about 100 factories in shenzhen that make VR glasses." 'in the context of the near-meager profit, the players in the game are retreating, leaving behind most of the brands that are planning to go deep into VR,' he said.
When asked "why not go away with a vote", he expressed confidence in the development of VR hardware. He said that Europe and the United States are both the most abundant production sites for VR content and the most mainstream consumer market for VR hardware. The use of VR is not limited to games and movies. Some overseas customers have started to try to apply the VR glasses box to education, medicine, tourism and even real estate.
Market opportunities and challenges coexist.
At CES in 2018, there are still many familiar VR manufacturers.
Mr. Dong said that Intel's keynote speech focused on new VR technologies, including True VR and True View. On the hardware side, Intel and NVIDA both announced plans to develop high-performance chips.
"In recent years, the development of VR has been extremely slow and difficult, mainly due to the low permeability and poor content of the hardware." Dong Xiaolei pointed out that at the current technical level, frame rate and delay are not up to standard, equipment refresh rate is not high, can't allow the user to achieve the result of completely, it is easy to jump out of virtual reality, immersive is greatly reduced. At the same time, the transmission of VR content requires ultra-high-speed processing chips, ultra-high-speed network transmission and super-large storage space. These high performance hardware and infrastructure network facilities are expensive, resulting in the difficulty of VR popularization.
After a number of industry insiders told reporters earlier, VR market to achieve expected, technical breakthroughs must be the prerequisite, and the perfect combination of technology with more high quality content, is the development direction of VR next.
Dong xiaolei also has some concerns, the big VR manufacturers have a very different view of what kind of content can drive the consumption of the market. "HTC said at CES 2018 that VR is ready to take over the PC and enter the" VR first "game era. Intel is committed to the development of VR film and television communication. Facebook is trying to create a VR social platform... Different emphases make VR software universal and poor. It is worth noting that the establishment of Intel Studio is good news at CES in 2018, and it is believed that there will be more and more high-quality content in the near future. In general, due to the high end price and poor content supply, the VR development has been hindered, and the VR penetration rate has been slowed down.
While there are many interesting games and applications in VR, there is still a lack of the elusive killer content, according to greengaert. For VR technology, there is no "Halo" like the Xbox, or killer apps like Microsoft Office to help sell PCS. So, it is still pushing VR into retail.
Samsung's efforts to promote the Gear VR at this year's consumer electronics show confirmed his view. Samsung didn't show you in the home can have Gear VR experience, but in a complete region, tied wearing Gear VR devices of the participants in a chair, upside down, and then slam them in various ways. Interestingly, the Gear VR you buy at home doesn't have a power gyro seat. This flowery demo shows the mediocrity of today's mobile VR experience.
Gartner, a research vice President Brian brow (Brian Blau) said: "the reality of the content of the advertisement and equipment and the technology on the market there is a serious disconnect between, I don't think anyone should be responsible for this. This kind of propaganda has been around since I did it, but it's disappointing. Mr Blau hopes that, despite the lacklustre performance of the first few years, continued investment by companies such as HTC will help to reorient users' expectations and help the popularity of VR technology.
Despite its slow start, HTC is still fully supportive of pc-based VR technology. The company plans to gain a foothold in the PC VR business. In CES news conference, the company released the Vive Pro, this is a compared with Vive, has a larger virtual playground (1070 - square - foot), as well as a clear visual effect, is also more expensive equipment on her head. This is a list of features that will satisfy die-hard fans. You can even insert a small accessories to the rear of the device, it can be a wireless connection, eliminate your tied on the computer, and often threatened to trip you up the rope, this is the place where most complained about VR early users, is also one of the biggest improvement in the platform.
Instead of changing its approach, HTC is trying to lead the game and the application industry into the future. The company's starting point is to make virtual content easier to access by using its new Viveport virtual store. HTC is to provide a complete application of VR, demonstration and are experimenting with new business models, such as $6 a month subscription service, users can take turns to try five virtual reality game and experience. At the same time, it is also hoped that the increased visibility will enable more PC developers to develop virtual reality content first, thereby increasing the number of complete games on the Vive platform. At present, there are about 2,000.
Dan O 'brien, general manager of HTC Vive, is particularly keen to see more people in the store engaging in social interaction. "I think it will push more and more people to accept VR," he said.
Blood and sweat
While you can argue about whether Vive can be popular with the public, HTC has plenty of evidence at this year's CES that companies are pouring money into the platform. There are many groundbreaking use cases, such as helping to train surgeons to train formula 1 drivers. I've even learned how to operate a digger (though I don't think anyone who needs it will hire me in a short time).
UPS is just one of many companies forge Vive experience, using expensive or complicated equipment to train employees - this is one of the powerful application of virtual reality technology, although only those who have enough money to hire companies to use the game developers.
One of the most interesting virtual reality demonstrations at CES was provided by Black Box, a fitness start-up that USES the HTC Vive to play games. It combines the headgear with a fully customized full-body resistance machine. In the demo, you can stand up against resistance. The better you do it, the quicker you can fire a fireball at your opponent, a giant flying dragon, but every time a fireball is fired, the resistance increases slightly. I killed the beast, but it set my arm on fire. Black Box hopes to open its own gym in San Francisco and work with existing fitness chains to set up fitness centers across the country.
Games and crazy fitness programs are fun, but the next big killer VR experience may also be your own. The 360-degree camera, which was made for people to capture VR content, was largely a failure. But a new camera is suddenly taking its place. Lenovo's Mirage Camera VR180 is designed to match the new independent VR headset I mentioned at the beginning of the article. Instead of capturing a spherical image, it has two 13-megapixel cameras, which are adjacent to each other, like your own eyes, taking a 180 degree image or video in 3D.
This is one of the most enjoyable and realistic experiences I've seen since I watched 3D video. 360-degree video allows you to see everything around you in all directions, but how often do you need to see something that is not relevant to the scene?
Lenovo's headgear and other similar cameras can also be filmed/live video. If people start to enjoy watching video in VR, other opportunities will emerge. Companies like NextVR are constantly improving and promoting the idea of watching sporting events in virtual reality. You can easily buy the front row of virtual tickets to a sporting event or concert, and the days may not be so far away.
Give it some time.
The people I've talked to -- analysts, developers, or manufacturers -- seem excited about the slow pace of VR technology, but few believe VR will stagnate. In the last few months of 2017, interest in the new Windows VR headset has risen sharply. The hardware price cuts, as well as more powerful games like "star trek: ship bridge" and "radiation 4," have also helped.
Investment in VR has also shown little sign of slowing down. Several vendors at CES unveiled a range of hardware products, including new types of cameras and VR headsets.
2018 should be seen as a new chapter in the tech industry. Perhaps VR has yet to find its killer app. But its tentacles have links to many places, everyone may eventually using VR wearing equipment, whether they are travelling in the review the previous surfing, still learning how to operate the new injection molding machine in a factory.
Guangzhou Easyfun Animation Technology Co., Ltd is a professional manufacturer of 4D/5D/7D/XD cinema, 9D VR (9D virtual reality) cinema equipment, a series of VR simulators, outdoor parent-child playground rides, indoor arcade game machines and other amusement park equipment.
EASYFUN was founded in 2008 and located in Panyu District, Guangzhou - the center of China’s animation industry. Easyfun is an integrated company focusing on R&D, production, sales and marketing management. During the past over 10 years, Easyfun devoted itself to the most advanced technology in the world, and created lots of well-reputed 9D VR simulator products and popular arcade game machines. Base on global market, Easyfun already exported its products to more than 100 Countries.
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