Last week's Apple Fall conference attracted the attention of VR/AR (Virtual Reality/Augmented Reality) industry professionals. At this conference, Apple emphasized that both the iPhone 8 and the iPhone X are both software and hardware optimized carriers for mobile AR, which means that iPhone users in the future will be able to use the AR function and become a substantial user of the AR industry.
After the introduction of the AR hardware, a large number of applications incubated by mobile phones can be used at any time, and the AR era will accelerate. But as a VR that is often compared with AR, there is no such good fate. As we all know, after the so-called "outbreak of the first year" in 2016, the VR industry gradually became flat this year. Even in the best game industry combined with VR, the penetration rate of players using VR devices is not high.
VR industry problems to be solvedThe head of Asia’s game division in Asia, Japan, said in June that the company’s VR headset PS VR has sold more than 1 million units worldwide. According to third-party research firm SuperData, sales of HTC Vive and Oculus Rift are approximately 420,000 and 243,000, respectively.
Most of the high-end VR products in the market are based on PC development, including the Oculus Rift and HTC Vive, but Sony's PS VR is different and needs to work with the game host PS4.
For reasons leading to the PS VR, Dong Lei, director of the CIC Fuzzi Consulting, analyzed that “PS VR products use a single host platform. First, the PS4 is used as a PS VR operating platform, and the threshold is much lower than that of the GTX970 starting PC host, which already has the PS4. Users only need to purchase VR accessories for a relatively inexpensive price to use the experience brought by the PS VR.Secondly, VR support from the game level can prompt the existing huge PS4 user group to become PS VR users and try new games. How to play.†Dong Xiaolei believes that, unlike other VR products, Sony PS VR's target customer base includes new users and also includes existing user groups.
However, the data shows that if we calculate the sales volume of 1 million units, compared to the total installed capacity of 60 million PS4, only 1.6% of PS4 players have purchased PS VR.
Sony Interactive Entertainment (Shanghai) Co., Ltd. did not disclose relevant data on input and output of PS VR when interviewed by the reporter of “Daily Economic Newsâ€. However, the company told reporters that from the sales point of view, based on PS4 global over With an installed capacity of 60 million units, PS VR sales are in line with expectations. There are currently more than 360 developer publishers developing content for PS VR, with more than 140 titles already on the market. Dozens of domestic PS VR games are under development.
At present, the price of the general PC-side VR devices is more than two thousand yuan, and the relatively high-end VR devices are mostly in the range of 5,000 to 10,000 yuan. Dong Xiaolei believes that the main reason is that the ecology of VR is not yet mature. It takes a certain period of time for users to cultivate, and the demand is low, and it is impossible to achieve scale production to reduce costs. However, the decline in hardware prices is expected to become an inevitable trend.
In terms of content, Dong Xiaolei believes that for large companies, hardware is the basic carrier and content distribution is the focus of continuous profitability. Both are indispensable.
Regarding the assertion that “adult entertainment is a VR boosterâ€, Dong Xiaolei emphasized to reporters: “China has not implemented a rating system for film, music, and games. Adult entertainment will not be allowed until the rating system is established. The establishment of the VR industry is difficult in the short term. Therefore, the development of the VR industry in China should not depend on the boost of adult entertainment and pornography."
AR's path is gradually clearIn Dong Junlei's opinion, the current VR devices have poor interactive experience functions and wearing comfort. Helmets are heavy and have a strong sense of motion. They are unable to meet long-term experience requirements. Future technological developments will certainly reshape this situation. It is difficult to attract users' payment enthusiasm.
Compared to VR from hot to cool, AR has become the object of the giants are eager to pursue. At the WWDC conference held in May this year, Apple announced the launch of the developer platform ARKit. ARKit supports Unity, Unreal, and SceneKit, provides motion tracking, and allows developers to create AR applications and games.
At the autumn new product launch last week, the launch of iPhone X made AR another step toward mainstream. When iOS 11 officially launched this month, it is expected that there will be a large number of AR apps built on iPhone cameras on the App Store.
According to Dongxing Securities statistics, ARkit's inventory equipment at the beginning of 2017 is 330 million units. In 2017, Apple will probably sell 250 million units (including 0.4 million iPads). By the end of 2017, there will be 580 million devices worldwide that support ARkit. Effective users The conversion ratio is estimated to be conservative at 25%, and it will reach 145 million effective AR users by the end of the year.
Dongxing Securities stated in its research report that whether a technology can break out at the C-side or not, there is a very important factor in whether or not the equipment is used conveniently. VR helmets and all-in-ones have a good experience, but their equipment is bulky and complex to use and it is difficult to burst at the C-side. Before the launch of Google's Tango phone AR powerful, but the need for fish-eye cameras, infrared sensors and other installed on the phone, changing the original shape of the phone, sales dismal.
According to the Wall Street Journal, after the release of the new iPhone, Apple is striving to achieve mainstreaming of AR technology. The company will release new hardware and software in the coming weeks, making it easier for users to virtual shop, play games, and visually project video in the living room.
T Copper Tube Terminals,Non-Insulated Pin-Shaped Naked Terminal,Copper Cable Lugs Terminals,Insulated Fork Cable Spade Terminal
Taixing Longyi Terminals Co.,Ltd. , https://www.longyicopperterminals.com