Virtual and reality of VR: it is expected to break a billion mark this year

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 Virtual and reality of VR: it is expected to break a billion mark this year


Every reporter Zhang Honglei has been edited by every editor VR rose in the past few years, the hot money influx in 2014, the 2016 industry, and the 2018, the VR industry seemed to have experienced many changes and ups and downs. At an international virtual reality Innovation Conference, experts expect Chinas VR market to break through the 100 billion yuan mark in 2018; by 2021, China will become the largest VR market in the world and the overall scale of the industry will reach 79 billion 20 million yuan. Practitioners say: VR consumer products lack content VR industry from hot to cold, storm mirror downsizing is a turning point. From the first generation of products released in September 2014 and 200 million yuan in early 2016, the storm mirror was a smooth and smooth way, but the situation turned sharply at the end of 2016. In October 20, 2016, the storm mirror was laid off. In November, the storm technology CEO Huang Xiaojie confirmed the news on the official WeChat of storm technology, and said: this capital is cold in winter, and there is a lot of pressure on our team that was more than 500 people. Besides storm technology, other listed companies are also keen to add VR to their own industrial layout. Before the storm technology, 300104, SZ, once released a VR spectacle box in September 2015 to experience super helmet in a portable 3D private theater. However, todays storm technology and music scene are no longer in sight. VR products, which are high hopes, are also quiet for a long time. At present, the listed VR companies have equipment manufacturers, system platforms, backstage vendors and hardware manufacturers. On the surface, VR applications have spread throughout video, education, games, shopping and other fields, but in the view of the industry, VR consumer products are currently only in the Apple generation stage. In the afternoon of May 6th, Yang Liang, who studied the VR industry from 1999, just completed several VR related projects in Shenzhen. In the gap between the airport terminal, Yang Liang told the daily economic news reporter that now VR consumer products are at the stage of the apple generation, and a lot of the underlying technology has been mature, but the content is very short. The shortage of talents, high cost and uncertain business model are the problems facing the VR industry at present. As the worlds leading virtual reality and the Chinese director of EONReality, an augmented reality knowledge transfer provider, Yang Liang said that whether it was a previous hot money influx, or the VR year, or the current slowdown, he has been pushing the business on a regular basis, and the people who are really obsessed with the VR cause will not be out of the outside world. The changes speed up or slow down their own rhythm. But Yang Liang also mentioned that although the audiences awareness of VR is gradually increasing, VR technology is now more applied to efficiency improvement and work process improvement, and the C end application will take at least 4~5 years. Investors say: the threshold is not high in technical maturity Even though the industry has a conservative attitude towards the application of C, the major manufacturers in the past two years have spared no effort in the C terminal layout. In 2016, consumer VR products were blooming. However, in the second half of 2017, SONY, HTC and Oculus, the three largest VR manufacturers, have begun to cut prices. In August 29, 2017, SONY interactive entertainment (Shanghai) Co., Ltd. announced that since September 1st, the PlayStationVR (PSVR) base suit in mainland China was down 300 yuan; in August 21, 2017, HTC also announced the news of the price reduction of Vive, from 6888 yuan to 5488 yuan. Before that, OculusRift reduced to $399 (about 2630 yuan). After an explosive growth of the first half of 2016, the VR industry has gradually returned to peace in the next year and a half, especially in the consumer market, especially in the consumer market, according to the new era Securities Research Report. The Rongji software (002474, SZ) also said in the announcement that the VR experience museum project was invested in the beginning of 2017. After the development of the VR industry for several years, many hardware products and software products have appeared, but there is no big outbreak in the consumer market. At present, we are not going to find some VR targets to invest, because it feels that the enterprises in the industry are generally in a state of low threshold. Compared to the artificial intelligence of this two years, the technical level of VR has not changed much. Yang Guang, chief investment officer of innovation Department of Sai Bo Le investment group, told reporters on daily economic news. Zhang Jiacheng, general manager of Tongjiangs capital director, also told reporters that the VR industry is still in the early stages, and the development of the VR industry depends on the development of hardware technology, but the current VR devices that support the refresh rate in the 75Hz~90Hz range only meet the entry level standards, and the traditional screens do not support low latency and more important GPU chips. Can not yet meet the needs. Researchers say: its hard to be a mass mark After the second half of 2017, the heat of the VR market is falling. At present, some companies have fallen, some people have gone, and the consumer market VR products are expected to have bubbles. The daily economic news reporter, CEO Zhang, who has been studying the VR field, recalls the daily economic news reporter that VR consumer products have gone through three stages of explosion, return and silence. For example, before the VR theme park has been explored, the new three board VR first shares (832817, OC) in 2017 net profit loss further expanded to 22 million 948 thousand and 600 yuan. The the Great Wall animation 2017 annual report shows that VR technology can effectively improve the quality of the game, make the online games more refined, and improve the user immersion experience, but the VR game is not commercialized at the moment. Kawashio Zhisheng (002253, SZ) was very good for the C end market, and its 2017 annual report showed that the strategic transformation was implemented in 2017. The ToB business of VR and AR was transformed into a high-end training product for Youth Popular Science. It broke through the huge ToC market and is expected to be the companys performance from 2018. It is one of the important support for high speed development. A research report said that with the VR industrys ecological layout becoming more rational, 2018 will become an inflection point for the development of VR industry, and the two explosion potential of the industry is huge. The related research report of the AIDS media consultancy shows that 2019 will be a turning point in the consumer VR content market, and the main content makers in the industry are starting to make profits. What is going to happen in the market after the silence of the VR industry is yet to be seen, but Zhang Yi frankly says that VR, a market where fine operation will operate well, is difficult to be a standard for mass consumption. Zhang Yi, taking VR games as an example, said that the market is difficult to open or because the peripherals affect the experience, the users original intention is the simpler the better, but whether it is a single VR product or the combined VR experience Pavilion, it is not portable and portable at present, and the VR experience Museum consumers tend to taste, but the content is not rich enough. The lack of variable elements makes it difficult to produce a sticky interaction like a movie theater. Source: Daily Economic News Editor: Bai Xin _NT4464 A research report said that with the VR industrys ecological layout becoming more rational, 2018 will become an inflection point for the development of VR industry, and the two explosion potential of the industry is huge. The related research report of the AIDS media consultancy shows that 2019 will be a turning point in the consumer VR content market, and the main content makers in the industry are starting to make profits. What is going to happen in the market after the silence of the VR industry is yet to be seen, but Zhang Yi frankly says that VR, a market where fine operation will operate well, is difficult to be a standard for mass consumption. Zhang Yi, taking VR games as an example, said that the market is difficult to open or because the peripherals affect the experience, the users original intention is the simpler the better, but whether it is a single VR product or the combined VR experience Pavilion, it is not portable and portable at present, and the VR experience Museum consumers tend to taste, but the content is not rich enough. The lack of variable elements makes it difficult to produce a sticky interaction like a movie theater.