Sunday , December 5 2021

strong spots in the VR – TechCrunch market



[ad_1]

The Virtual Reality located at & # 39; & # 39 situation, public relations. Two years ago the public expectations for the potential of virtual reality were at its peak. Many believe (and still continue to believe) that transforms the way VR combine, interact and communicate in our personal and professional lives.

Google Trends highlighting trends & # 39; search related to Virtual Reality over time; the "note" refers to improvements in Google a system & # 39; & # 39 collection; data that occurred early in 2016

It's easy to understand why this excitement there once put on head mounted display. While there are still a limited number of & # 39; compelling experiences, after testing some of the early successes in the field, it's hard not to estrapata beyond the current state & # 39; things for a bright future in which the usefulness of virtual reality technology is widespread.

However, many problems still exist. All costs for the most advanced headset yet & # 39; away for the mass market. Most virtual reality experiences & # 39; "high quality" still require that users are attached to their desktops. Experience & # 39; setup for the mass market is flooded with friction users. When it comes to it, holistic VR experience is a non-starter for most people. We actually what Gartner refers to as the "trough of disillusionment".

The hype cycle & # 39; Gartner for "Human Machine Interface" in 2018 put many related fields related VR (eg., Mixed Reality, AR, HMDS, etc.) In "Shake of disillusionment "

However, the virtual reality market continued to slow in March mass adoption, and tangible indicators suggest that we caught in & # 39; point & # 39; inflection.

Change to growth & # 39; sustainable hardware

What to do and consider exhibition & # 39; virtual reality can & # 39; affects b & # 39; dramatically your opinion on the state of the VR hardware industry. Displays mounted on the head (HMDS) can be categorized in three different ways:

  • Viewers without screen – Affordable devices that turn smartphones into & # 39; VR experience (eg. Google Glass, Samsung Gear VR, etc.)
  • HMDS autonomous – devices that are connected to & # 39; computer and can run independently content (eg. Oculus Go, Lenovo Mirage Solo, etc.)
  • HMDS connected to & # 39; other – devices that are connected to & # 39; desktop computer to run the content (eg., HTC Vive, Oculus Pro, etc.)

The disappointing 2018 saw progress in aggregate ear ear growth. The global market is projected to sail 8.9M headsets in 2018, aggregate approximate journey & # 39; ~ 8.3M in 2017, according to IDC. On the surface, those numbers do not really describe market point & # 39; his inflection.

However, the bulk of the decline in the growth rate can & # 39; be attributed to two factors. Firstly, without a screen viewers saw a significant decline in shipments of the devices manufacturers have set their plus shipping & # 39; smartphones. In the second quarter of 2018, viewers were shipped without screen 409K compared to & # 39; 1M over in the second quarter of 2017. Second, the VR headsets likewise failed because the manufacturers have reduced the price discounts that acted as steroids for sales growth in 2017.

Looking at the market for independent HMDS, however, reveals a more promising figure. The headsets VR headset standalone increased by & # 39; 417% due to the global availability of Oculus Go and Xiaomin Mi VR. Over time, these headsets will work market driver of VR to offer significant advantages compared with the headset connected.

Shifting from headsets to imwejjgħin RV for standalone is significant. It represents a paradigm shift within the ecosystem & # 39; immersion, where developers have really mobile platform that is b & # 39; robust enough to allow useful user experiences.

IDC forecast for the headset market share AR / VR in accordance with the form factor, 2018-2022

Premium market segment

There are a few names that come in & # 39; our minds when thinking about products that are available for purchase in the VR market: Samsung, Facebook (Oculus), HTC, and Playstation. Numerous & # 39; new products such names & # 39; marquee – and products from new companies entering the market – is opening a new segment category & # 39; customers.

For the past few years, the market actually had two segments. The first was a segment of the mass market with & # 39; notorious equipment such as Google and Samsung Gear cardboard, which typically sell for less than $ 100 and offered strictly limited experiences to consumers. The second segment was "pro-market" with a few notable devices, such as HTC Vive, which would require a rig & # 39; assurdament powerful computers to operate, but offered consumers more compelling and immersive experiences.

It is possible that this new emerging segment opens with & # 39; dramatically VR's total addressable market. This market segment "premium" offering options & # 39; products are slightly more expensive than mass market, but are differentiated by & # 39; significantly in potential experiences that can be offered (and b & # 39; much less friction than "pro-market").

The Oculus Go, the Xiaomin Mi VR, and Lenovo Solo are the most notable products in & # 39; this segment. These are the fastest growing channels in & # 39; this segment, and represent a new wave of & # 39; products will continue to start. This segment can & # 39; is the point & # 39; deposit for when we move from early adopters to the early majority in the adoption curve of the VR product.

Number & # 39; other products were also released during 2018 all fall into & # 39; this category, such as Solo and Lenay Mirage & # 39; s & # 39 Mi of VR; Xiaomin. Furthermore, Oculus recently announced that it will send a new headset called Quest this spring, which will sell for $ 399 and will be the most powerful example of & # 39; & # 39 device; premium today. The range of all prices & # 39; ~ $ 200-400 put these devices in & # 39; segment that consumers are conditioned to pay (think iPad, gaming consoles, etc.), and offer differentiated experiences primarily attributed to the fact that they are separate devices.

[ad_2]
Source link