According to statistics, during the first quarter of 2017, the VR/AR industry that was mad at $1 billion in the same period last year received only 200 million U.S. dollars in investment worldwide, a drop of 80%. The VR winter that began in the second half of last year seems to have shown signs of getting colder in the recent past. The Facebook Fury 200 offline experience stores also proved to some extent that, in addition to capital, consumers no longer favor VR.
Referring to the current VR, people spit the most out of nothing more than two points, one is that the hardware is worthless, and the second is a single scarcity of content, which is always lower cost. For most people in the industry, compared to hardware, VR is currently far behind. The current trend of the industry is to integrate VR hardware into content resources and develop compatibility. An example of specific point is grafting VR technology to video sites, such as LeTV's ecological thinking and Storm's All in VR strategy. For ordinary video audiences, the combination of VR hardware and video content has no practical significance.
It should be noted that, in view of the current VR hardware, in addition to the big companies such as the Big Three and Samsung Google, the vast majority of VR devices are still in a very backward stage. "PS VR head is really worn on the head, and domestic VR helmets are on the head." So compared with more than a year ago, although VR hardware has been significantly improved, but in fact is still limited to a few individual manufacturers, which is why the price is not high, the mainstream of those few VR heads can sell The reason for the high price.
On the other hand, the limited choices also made content-based domestic VR manufacturers have relatively negative emotions in the production of good content. As an example of a VR game that has attracted so much attention, whether it is the Big Three or Gear VR or Daydream, most products will give the player a similar experience. And the stickiness is not strong, it is difficult for the experiencer to have the impulse of secondary consumption, most of them are no longer after the early adopters, which leads to the fact that several experience stores have just opened and closed the door every month.
According to the data of the White Paper on the Status Quo of China's VR Experience Stores, 84% of the shopkeepers have hardware purchase requirements, but for the VR experience shops brought by the device, satisfaction is only 15%, more than 52% of the stores, and only one repeat customer arrives. Two percent. When VR first emerged, many shopping centers saw its freshness as the attraction to attract more people. However, the poor results also make shopping malls experience subsidy and benefits for shops reduced a lot, coupled with the high cost of VR experience stores congenitally, it is prone to operational problems, had to increase revenue, reduce staff cuts, and finally, close down.
One problem that cannot be evaded is that PS VR, which includes Sony's Dafa shields, has almost all VR platforms lacking resources and being unsatisfactory in quality. For example, the PS VR platform will select several relatively high-quality VR games from time to time around the world, but after market-facing, only a handful of people can survive, not to mention that VR people have been jealous. Killer application.
But does the current VR device really match high quality content? According to Watch Sauce, most VR game developers are skeptical about this. For example, they all mentioned an example, "Resident Evil 7", although the game content on the VR platform is almost no change, but many players will experience the same feeling after experiencing the VR version, miserable, full of vomiting.
It can be seen that although the VR game is an important entertainment carrier in the future, VR technology does not show how hard its hardware is and the content provider does not show its own software for the current and short-term future. How soft is it? The product content cannot present the technical characteristics of virtual reality. Individual host-level products also exceed the current VR technology's driving range. In general, the technology needs to be mature and the content is seriously out of line. For users, it still stays at a new level.
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