Inventory: The development status of the VR market in 2016

Virtual reality (VR) is in full swing. According to Deloitte (Deloitte), the global virtual reality (VR) market will reach billions of dollars in 2016, of which 700 million are from hardware sales; others are from content. Content revenue is mainly derived from game sales. Each game is sold for between $5 and $40, and total revenue can reach $300 million. The VR headset is about 2.5 million and the game software is 10 million. In 2016, the vast majority of VR revenue came from hundreds of millions of dollars of core players, not accidental or PC players. In 2017, global VR revenue will increase, and in the medium term, revenue can increase to tens of billions of dollars.

VR business activities focus on video games

Possible applications for VR include general consumers and businesses. In 2016, most commercial activities focused on video games. But the focus of spending is on the core, not on the occasional game. This means that anyone with a mobile phone can try out various VRs.

The VR hardware displays various 3D images through a helmet mounted display. A sensor on the helmet that tracks the user's movements and changes the user's field of view. VR content can create a CGI or use a special camera to shoot a movie, producing a 360-degree look.

In 2016, it is estimated that VR will not be used in the television and film fields. The main reason is that there is very little content related to VR, and it will not have a big impact on TV and movies. In addition, there is a lack of broadcast ratings and cameras with access to VR content.

In 2016, VR-capable cameras will be put on the market, but the cost of buying and renting professional-grade devices may become a drag on development.

VR enterprise application is in the experimental stage

In 2016, VR's enterprise applications will be in the experimental stage. Various companies have begun to try to use VR for sales and marketing, but in 2016, VR did not make much sense for business activities.

The application of VR in the enterprise mainly includes the following six aspects:

First, it is used to establish the interactive visual structure of the building project to replace the 3D mode and cross the aircraft video. This method allows the user to make corresponding modifications before starting work;

Second, emergency responders can use VR testing to respond to problems with atomic reactors;

Third, in the field of health care, VR has many applications. For example, training and educating employees and public sector personnel is the most common method;

Fourth, the hotel can provide VR features to guide, the helmet as a virtual concierge, with guests to browse the hotels they will visit;

Fifth, in virtual classroom teaching, VR can be used to provide digital travel to students;

Sixth, VR can be used in the military for simulators. In flight training, VR can be used to simulate flight on difficult conditions in the ground, which is safe and cheap.

Two devices appear in the VR market

In 2016, there were two VR devices on the market, full performance and mobile devices. The former has an ultra-high-definition screen and costs between $300 and $500. In 2016, sales will reach 100-1.7 million, and sales will largely depend on price. This device is designed for the latest generation of gaming machines or PCs with advanced graphics cards. In 2016, it is estimated that the potential market for game consoles is at least 30 million units and the high-end PC market is 7 million units. The full-performance VR experience requires at least $300 in additional spending for the dashboard. Some VR owners may also purchase other auxiliary ultra-low frequencies, such as controllers.

Mobile VR devices are typically high-end smartphones with about $100 for headphones. It is estimated that sales in 2016 will be at least 50 million.

The above two types of VR devices will provide a high quality experience. The full-performance VR device is more advantageous than the mobile VR because the latter may face problems such as battery and lack of location tracking capability.

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