Nearly 50% of VR developers come from North America to overcome the five major challenges

2016 has been called the first year of virtual reality (VR). At the famous CES show in the United States, VR has been regarded by the industry as the way of interaction in the next era.


According to incomplete investigations, there were 156 VR hardware companies in the world at the end of 2015, mainly in North America, accounting for 45% of the world, followed by Pan Asia Pacific, accounting for 32%, and Europe accounting for 21%. The world's leading companies are concentrated in the United States, Canada, and the United Kingdom. China has a very small percentage. There are nearly 700 VR developers worldwide, and by the end of March 2016, there have been more than 150 VR developers in China.

At the CES show, VR became the main battleground for major technology companies such as Facebook, Google, Samsung, HTC and Sony. With the frequent efforts of these companies in the VR market, the technology will likely become the mainstream of the market in the future, but in order to truly gain a foothold in the ever-changing technology market, virtual reality needs to overcome five major challenges.

Prices have room to fall

On March 17, at the North American Game Developers Conference (GDC), Sony announced that its virtual reality device PlayStaTIon VR will be available in October this year, with a formal price (excluding controllers and cameras) of $399. According to market research firm Touchstone Research, 60% of Internet users have an upper limit of $400 for VR device prices, and the overwhelming majority of users who believe that such devices should stay at $200-400.

For the industry's most powerful Oculus Rift, the pre-sale price is $599, and future users will need to purchase a touch controller for it.

The competitiveness brought by the fall in AV prices cannot be underestimated. After all, ordinary consumers are most sensitive to price.

At present, there are also low-priced products in the VR market. Samsung's Gear VR is one of them, and its price is only $99. Google's Cradboard system is cheaper and can be owned for as little as $15, but both may not be able to reach the passing line in so-called immersive experiences, and you have to pair them with a smartphone.

PC performance does not match VR games

The resources required for VR games are not comparable to normal games, and PC performance support is critical.

"Only 1% of PCs on the market today can run VR games smoothly. Although Dell, Aliens and Asus have launched PCs optimized for Oculus, these products are only rare, and they are priced at $950. On." The famous graphics card manufacturer Nvidia told reporters.

The founder of Oculus ridiculed Apple and said: "When Apple can make a really good computer, Oculus supports the Mac." In fact, the Mac performs very well in everyday applications, and many large applications can run smoothly. So the real reason is not on the PC, it can only be said that the performance requirements of VR devices are too harsh.

Use experience needs to be improved

At present, there are too many cables on high-end VR devices, which is definitely a sub-item of the user experience.

The founder of Oculus spoke on Twitter: "The various entangled cables are a hurdle that cannot be avoided in the VR world. This factor also determines that mobile VR will succeed one step earlier than PC VR."

Popularization is too slow

The low penetration rate is the status quo of VR development, and whether it can be popularized in the future has become a problem. Zuckerberg acknowledged in the interview: "The VR market is growing too slowly. I don't know how long it will take to build a real ecology. It takes five or ten years for optimism, but it may take 15-20 years. ""

If you think Zuckerberg is too pessimistic, it is a big mistake. It takes eight years to get a 10% market share in the United States.

VR content is too closed

Like home consoles, the content on VR devices is also monopolized. On Oculus, other companies are unlikely to use them. This strategy may have less impact on the growth of VR, but it is very unfair to users. If they want a full VR experience, they have to buy multiple VR devices. Such a strategy is absolutely harmful to the early promotion of VR.

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