VR cools down rapidly in China. What happened in these 2 months?

Probably last month, she chatted with her little friend. She said that it seems that VR hasn't changed recently. I said, right. In the past few days, the iPhone 7 went on sale, with a minimum of 5388 yuan. Colleague Xiao Ming bought a 128GB matte black version of the iPhone 7 Plus, costing 7188 oceans.

He said that the iPhone 7 Plus is more expensive than an HTC Vive.

It seems that many people do not buy HTC Vive, and cannot simply attribute the reason to the high selling price of 6,888 yuan. However, it can be simple and rude because it is not an iPhone. (just kidding)

At the beginning of the year and even at the middle of that year, there was a lot of talk about VR. There was also a lot of investment in VR. Entrepreneurs also joined the industry one after another and hoped to become a pig in the air.

However, from July onwards, VR did not usher in spring but fell into the winter.

Sales of HTC Vive and Oculus Rift Almost Sluggish

Yes, there was a time when HTC Vive and Oculus Rift appeared in short supply, resulting in out-of-stock situations. Later, HTC Vive's production capacity was able to catch up, and Oculus Rift has now been able to guarantee on-time delivery after solving component problems.

However, as both products can guarantee normal delivery, their growth seems to have stagnated.

A recent survey by Steam showed that only 0.18% of the huge Steam users own HTC Vive and 0.1% own Oculus Rift.

In addition, Steam's survey report also showed that HTC Vive user growth in July was 0.3%, Oculus Rift is also 0.3%, by August, Oculus Rift rose 0.1%, HTC Vive in August almost zero growth.

PS VR will be on the market on October 13, its situation should be better than the previous two, because it has the most basic PS4 users.

Investor begins to withdraw from VR

When it comes to VR investment, we will inevitably think that Oculus was acquired directly by Facebook for 2 billion U.S. dollars; Google, Alibaba and others will think of the huge amount of money invested in Magic Leap; they will think of HTC's 100 million U.S. dollar virtual reality accelerator Vive X and 100. Billion Dollar VR VC Alliance.

In addition to the above, there are other large and small capital crazy injections, the rapid development, VR has become a cash cow, everyone will talk about VR.

A newly established VR game company has a normal valuation of 200-300 million yuan, but the valuation of the VR market has doubled in late 2015 and early 2016.

However, now, capital seems to be considering leaving.

Please look at the following picture:

The market research organization CBI made a VR report and we can see from this chart. In the fourth quarter of 2015, VR investment reached its peak. After that, it began to show a decline in ebbs. By the second quarter of 2016, the rate of ebbing was even more pronounced.

It is worth noting that some of the capital is not evacuated from the VR market, but evacuated the Chinese VR market. In the first quarter of this year, the overseas AR/VR market had achieved investment of 1.7 billion U.S. dollars, of which 1 billion U.S. dollars came from China.

Shanda invested in Space VR and Lumus respectively in May and June of this year; Alibaba invested in Magic Leap in February of this year; Tencent invested in Meta in June, and it is easy to invest in NextVR in August.

Looking back at the domestic market, from June to August this year, only four or five VR startups in China have successfully raised funds. In contrast, from January to March this year, a total of 18 VR startups received financing.

Latitude and Longitude were once A-round investors of Oculus, but Jingwei China did not invest in any domestic VR project. The latitude and longitude executives said that we directly shielded the VR helmet project.

Why investors began to withdraw from the Chinese market, the Ministry of Industry and Information Technology has already stated everything in the 2016 White Paper on Virtual Reality Industry.

The Ministry of Industry and Information Technology broke the truth

First, the limitations of hardware technology. Currently, problems such as inconvenient equipment use and poor results are still prominent. The processing speed of hardware is far from satisfying the need to process large amounts of data in real time in the virtual world. The price of related equipment is also very high, and the cost of a head-mounted display plus the host computer is still on the order of RMB 10,000.

Second, software availability is poor. Due to hardware limitations, virtual reality software development is costly and has limited effectiveness, and related algorithms and theories are not yet mature. In the new sensing mechanism, collection and physical modeling methods, high-speed graphics image processing, artificial intelligence and other fields, there are many problems that need to be resolved. The three-dimensional modeling technology also needs to be further improved.

Third, the application field is limited. At present, virtual reality technology is mainly applied to military and university research, and it is still far from adequate in education and industrial applications. In the future, efforts should be made to play a role in different industries in the civil sector.

Fourth, the effect is not ideal. In terms of the perception of virtual reality, there are many researches on visual synthesis, less attention to hearing and touch, lack of authenticity and real-time, and devices based on sense of smell and taste have not yet been commercialized. In addition, in the aspect of interaction effects, the virtual reality technology and natural human interaction are insufficient, and the effects in speech recognition and artificial intelligence are still not satisfactory.

VR will not "hurry over"

Although some people are saying that VR is like 3D printing and 3D TV, it has passed, but we have not lost confidence in this industry.

A new technology is generally accepted and needs to go through three different phases. Now VR is in the second phase - the vertical market jumps in, and the second phase usually lasts two to four years. In other words, it takes at least 3 years for VR to enter into millions of households.

After 3 years, when the VR technology is mature and content is richer, the user experience will be able to keep up, there will be user experience, and there will be a market.

We must not forget that perhaps VR encountered a cold winter in China, but abroad, VR is more like the eve of an outbreak.

Apple has always been in the field of VR and AR layout. Cooke publicly stated that AR/VR is cool, and he also recruited many VR experts. He also digged people from Oculus and Magic Leap.

Google is also trying to build Daydream VR platform, new news should be announced in October; In addition, in terms of content, hardware standards have been occupied by technology giants, so startup companies have turned to the content area, such as LOOM.AI, Survios and Reload Studios, there will be more outstanding VR content startups in the future.

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