Many facts about the future of VR and AR world

Together. Evolution faces certain obstacles and Apple has the opportunity to introduce innovative products in the new product market. 8. Facebook plans to build an “Android” in the VR market. In the long run, Facebook’s plan is to create an open VR platform. Before it missed the opportunity of mobile operating system, it was preempted by Google’s Android system. Facebook and Samsung have collaborated on GearVR and have also collaborated with Microsoft on XboxOne and Windows10. Facebook is building its own Oculus store, similar to the Apple AppStore, but the Oculus store is a VR content database. From a strategic point of view, Facebook needs a lot of partners. Most of the profits will be generated from the content. It can offset part of the cost of the hardware. 9. The VR boom has underestimated the limitations of the platform. The real media deliberately shunned one issue when VR was hot: When does the platform feature emerge? In the next three years, the development of video games will be limited by the capabilities of the platform. It will take at least five years for AR personal computing and applications (such as virtual social networks) to reach the level of high-end functionality. The forecasting time may change because the product cycle has begun to highlight the limitations of hardware and ecosystem innovation. 10, VR growth may promote the growth of PC graphics, Nvidia benefited According to Nvidia's estimates, only 13 million PCs worldwide can run VR content, while the core game players have more than 100 million. The gap in numbers means that gamers need to upgrade their PCs. This trend is beneficial to graphics card manufacturers. In the desktop discrete graphics processor market, Nvidia has an 81% share, and AMD holds 19%. 11, HD streaming media bandwidth constrains the development of VR video In the next few years, if VR becomes a viable video platform, Wi-Fi bandwidth will have to be increased. Only in this way can VR meet the requirements for high-definition content. For example, Netflix's 4K streaming video has a recommended speed of 25 Mbps, while North American Wi-Fi speed was only 17.4 Mbps in 2015. Increasing bandwidth is important because watching VR can be disgusting when speed is too low. High-quality, immersive video applications are important for the growth of VR, which can promote the popularity of compatible devices. 12, VR kit price is 4 times the average price of smart phones High-quality VR kits are expensive, it may limit the growth of early shipments. Unlike laptops and smart phones, VR is not out of the box because helmets need to be used with powerful PCs. The high-quality VR game suite includes helmets, platforms, and controllers, with an average cost of approximately $1450. Excluding motion controllers, the price of the VR kit is approximately twice the average price of 2016 notebooks. ">
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Many facts about the future trends of VR and AR world from Baidu VR

Facebook Oculus, launched in 2016, may accelerate the development of the next computing platform. Microsoft, Sony, Google, Intel, and Nvidia all entered the new market, possibly including Apple. By 2020, if manufacturers can solve broadband, content, design, processing performance, cost problems, VR and AR will be popular in consumer devices. The game is the main application area, followed by e-commerce, advertising, education, and medical care.

1, VR prosperity may not come soon

It may take 4 to 5 years for VR and AR helmets to become mainstream. Determining when the inflection point will come is just one factor. Ecosystems that surround virtual content and services need to evolve, and creation and distribution should be seamlessly connected. Speed, helmet design, graphic display performance, next-game loops will be the key catalyst. AR and VR devices will jointly promote the development of new markets. In the end, it is possible to replicate the success of PCs, smart phones, and tablets. The sales volume will reach the same level.

2. VR helmets have annual revenues of 21 billion U.S. dollars, benefiting Sony and Facebook.

This year's VR helmets revenue may exceed 1 billion US dollars in 2020 to reach 21 billion US dollars, because Facebook, Sony, HTC has launched consumer-grade helmets. Sony will be in the leading position because it already has 36 million PS4 users. The Oculus Rift needs a powerful PC to support it. The PC costs more than $1,000. Gartner estimates that there are 200 million game PCs in the world and the market is huge. VR may stimulate the upgrade of game PCs and drive sales of Facebook and Nvidia.

3, Facebook Oculus becomes a pioneer of virtual platform

For at least the next 3 years, the game will be the core function of VR. Facebook Oculus Rift has an early ecosystem, which is its advantage, the platform can provide hardware, software and content. There are already 1,000 APPs on the Oculus platform, and there will be an additional 100 games in 2016. The biggest obstacle to Oculus is that there are too few PCs compatible with VR games. IDC estimates that only 15 million PCs can run VR.

4, marketing with VR may increase consumer interest

In the coming years, marketing will use VR to attract consumers because of the better interaction of new technologies. McDonald's and Mercedes-Benz have begun to provide a marketing VR experience, which is conducted through 360-degree video.

5. What do consumers want from the virtual world? Shopping, movies, home office

In addition to games, consumers are also interested in other applications of VR. E-commerce may benefit from VR. Movie studios can use VR to attract more viewers, and some companies have started to do so. Legendary studios and Disney have invested in Magic Leap and Jaunt. Although the virtual home office is ranked lower, it is likely to become the driving force for VR development in the late cycle.

6, Magic Leap is the biggest bet in VR field

Technology giants are investing in VR and AR because they think the next dominant computing platform will be VR and AR. Facebook was the forerunner. In 2014, it spent $2 billion to acquire Oculus VR. Since then, it has also acquired five small VR companies. Magic Leap received Google Alibaba investment with a valuation of $4.5 billion. In the past 6 months, Apple has also quietly acquired two VR companies.

7. The integration of VR and AR may bring opportunities for Apple

Until the technology is truly popular, the design of VR and AR equipment may undergo many changes. The real development of the market may require the integration of two formats. Evolution faces certain obstacles and Apple has the opportunity to introduce innovative products in the new product market.

8, Facebook is ready to create an "Android" in the VR market

In the long run, Facebook’s plan is to create an open VR platform. Before it missed the opportunity of mobile operating system, it was preempted by Google’s Android system. Facebook and Samsung have collaborated on Gear VR and also cooperated with Microsoft on Xbox One and Windows 10. Facebook is building its own Oculus store, similar to the Apple App Store, but the Oculus store is a VR content database. From a strategic point of view, Facebook needs a lot of partners. Most of the profits will be generated from the content. It can offset part of the cost of the hardware.

9, VR boom underestimates the limited reality of the platform

When the media scrambled on VR, they deliberately evaded a question: When does the platform feature emerge? In the next three years, the development of video games will be limited by the platform's capabilities. It will take at least five years for AR personal computing and applications (such as virtual social networks) to reach the level of high-end functionality. The forecasting time may change because the product cycle has begun to highlight the limitations of hardware and ecosystem innovation.

10, VR growth may promote the growth of PC graphics, Nvidia benefited

According to Nvidia's estimates, only 13 million PCs worldwide can run VR content, while core gamers exceed 100 million. The gap in numbers means that gamers need to upgrade their PCs. This trend is beneficial to graphics card manufacturers. In the desktop discrete graphics processor market, Nvidia has an 81% share, and AMD holds 19%.

11, HD streaming media bandwidth constrains the development of VR video

In the next few years, if VR becomes a viable video platform, Wi-Fi bandwidth will have to be increased. Only in this way can VR meet HD content requirements. For example, Netflix's 4K streaming video has a recommended speed of 25 Mbps, while North American Wi-Fi speed was only 17.4 Mbps in 2015. Increasing bandwidth is important because watching VR can be disgusting when speed is too low. High-quality, immersive video applications are important for the growth of VR, which can promote the popularity of compatible devices.

12, VR kit price is 4 times the average price of smart phones

Premium VR kits are expensive and may limit early shipment growth. Unlike laptops and smart phones, VR is not out of the box because helmets need to be used with powerful PCs. The high-quality VR game suite includes helmets, platforms, and controllers, with an average cost of approximately $1450. Excluding motion controllers, the price of the VR kit is approximately twice the average price of 2016 notebooks.

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