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Facebook released the first Oculus Rift in 2016, with the promise that virtual reality would radically redefine entertainment, but also how we share content, learn and communicate.
In 2017, Facebook
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CEO Mark Zuckerberg said his company's goal was to ensure that billions of people ultimately use virtual reality. In 2019, 171 million people use virtual reality around the world.
In 2016, only a handful of virtual reality headsets were available. currently, you can choose from a multitude of models with a range of prices and different features. About 14 million of these screens, including augmented reality screens, are expected to be sold this year, and the market is expected to jump from $ 6.1 billion in 2016 to $ 160 billion in 2023, with a five-year horizon of annual compound growth (CAGR) of 78.3%, according to IDC.
IDC expects that most of the growth will come from accelerating investments from the commercial and public sectors. The strongest spending growth over the 2019-2023 forecast period will come from the financial (133.9% CAGR) and infrastructure (122.8%) sectors, followed closely by the manufacturing and public sector sectors. . Consumer spending on AR / VR is expected to generate a five-year compound annual growth rate (CAGR) of 52.2%.
Adding to this positive trend, heavyweights in the industry have released several new helmets this year: Valve has released the expensive Valve Index VR and Oculus has upgraded the Rift with two products: a new flagship product, the 39; Oculus Rift S to PC connection, with internal tracking. and an autonomous variant, Oculus Quest, the company's first complete game system for virtual reality. Vive Cosmos, a PC-connected VR system from HTC, is expected to go on sale this quarter.
And let's not forget Pimax, the company that launched in 2016 the first commercially available 4k headset. Its latest headsets, Pimax 5k and Pimax 8k, however, have a higher field of view and display resolution than any other consumer headset currently available, although they are not as sophisticated and easy to use as Oculus or Valve headlights.
Since 2016, the market has grown dramatically and VR headsets have progressed significantly, significantly improving the first-generation devices:
• The display resolution has increased. For example, the first generation of Oculus Rift CV1 had 1,080 x 1,200 pixels, while Pimax 8K had 2,560 x 1,440 pixels per screen (on a scale of 3,840 x 2,160).
• Old problems such as "screen effect" and "God's rays" have all been visibly reduced, while ergonomics and ease of use have substantial improvements in all areas.
• End-to-end tracking, the latest available feature for HMD VR, means quick installation, no external sensor, and greater freedom of movement for the player. you no longer need to be surrounded by sensors or sensors, but rely on the internal cameras of an HMD to track your movements.
• All-in-one headphones are more powerful than ever. Oculus Quest has 6 degrees of freedom (6DoF), allowing the player to move freely in a virtual space. In comparison, its predecessor, Oculus Go, had only 3 DoFs – users could turn their heads in a virtual space, but they could not move in any direction. Oculus Quest also has a more powerful processor (Qualcom
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Snapdragon 835 vs 821 found in Oculus Go), which makes the device 27% faster while consuming 40% less energy.
As you can see, the range of devices seems solid. The research firm SuperData predicts that this year's strongest demand will be for Oculus Quest, for which it expects sales of 1.3 million units, thanks to "high consumer interest" and its autonomous nature.
More money is in the games; they account for 43% of $ 1.2 billion worth of VR software revenue. Some of the promising games expected this year are "Stormland", Insomniac games; Lone Echo II from Ready at Dawn; and "Defector", from Twisted Pixel.
Companies are also adopting VR (and XR) at an accelerated pace, which will result in a 587% increase in hardware and software business turnover of VR in 2023, compared with 800 million in 2018, according to business estimates Insider Intelligence.
"A growing number of companies are turning to virtual reality to drive training, collaboration, design, sales and many other use cases," said Tom Mainelli, vice president of IDC's Appliance Group. and consumer studies.
Companies like Walmart
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Renault SA
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Audi (a unit of Volkswagen AG)
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VWAGY, + 0.64%
and Airbus
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EADSY, + 1.29%
invest in companies that develop business-oriented helmets. They use them for everything from training to simulation to design and architecture.
Because their requirements differ from those of the video game community, business headsets have different characteristics. Such a display, Varjo VR-1, costs $ 5,995 (plus an annual service fee of $ 995) and provides ultra-precise image quality and 4k to the human eye for industrial designers, architects and designers. engineers. It also incorporates eye tracking technology, which tells the helmet where your gaze is directed, to offer you the best visual fidelity there, while allowing you to interact with the software using only your eyes.
But Varjo VR-1 is not for everyone. It's a heavy-duty headset, connected to a PC (2.2 lb), that requires a workstation PC to render the visuals. However, for companies that usually buy this device, the price to pay is more like a radical change, and the benefits that it brings are well worth the investment.
As you can see, virtual reality is here to stay. The initial appeal of VR devices – immersion and presence – has never really been lost and is now magnified by the improved technology of the latest helmet offer. If new games and software continue to arrive, demand will continue to rise, which will increase the likelihood of sales figures reaching expected levels in the coming years.
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