The first batch of consumer-grade VR head-mounted display devices has been on the market for almost two years, but it needs to work hard to become mainstream. There are many reasons for hindering it from becoming mainstream. One of them is that the current VR device also needs to be connected to an external computing device, such as a high-end PC, or a smart phone, or a game console.
Which is better?
In 2018, this market situation will change with the release of a variety of VR all-in-one devices. Ready to enter the 2.0 era of VR, we believe that only such a revolution can help those analysts to achieve the previous expectations: the size of the VR industry in 2026 will reach 38 billion US dollars.
Although the concept of virtual reality has long existed for decades, it wasn't until Google released Cardboard in mid-2014 that it started the consumer VR era. Later in November 2015, with the release of the Samsung Gear VR, which required a new Samsung mobile phone, VR began a new round of onslaught.
Afterwards, in 2016, the VR industry ushered in full development. High-end head phones such as Oculus Rift and HTC Vive entered the market, but they all need to be connected to high-end PCs. Even the mid-end Sony PSVRs need to be connected to PS4 game consoles. . This high cost is not affordable to all users. Even mobile VR heads, such as Google’s Daydream View launched in 2016, need to use Google’s own Pixel series phones.
Google Daydream View
Among these products mentioned above, VR devices require extra processing power because running VR applications has a large amount of calculations. And two years ago there was no suitable way to integrate an affordable computing unit into the VR headset.
Today, computer systems are getting smaller, lower and lower, and more and more efficient. VR is no exception. Although current VR all-in-one devices give people the impression of "quality of experience and no difference between mobile VR glasses," they will have a tremendous boost in driving VR into the mainstream market and becoming mainstream consumer-grade technology. Especially in the domestic market, Dapen, IDEALENS, Coocaa, iQIYI, Pico, Xiaozhai, Storm Mirror and many other manufacturers have already put VR all-in-one into the market.
Next, we have a look at what new VR all-in-one machines will enter the market in 2018, and what changes they will bring to the VR industry.
Oculus Go
Oculus Go
During the Oculus Connect conference in October last year, Facebook’s Oculus announced the Oculus Go VR all-in-one and stated that it will be available in 2018. This device can support content developed for the Samsung Gear VR platform, priced at 199 US dollars, it can be said that this is a more reasonable price, after all, need to work with Samsung's high-end mobile phone to operate Gear VR, but also need more than 100 US dollars to Buy it.
Oculus Go does not provide location tracking, which means that although you can get a 360° view, you can only be at the center of what you see. However, using it as an entry-level VR device is still very good, especially for users who do not have a suitable high-end mobile phone, such as users who use the iPhone. Many sources said that the domestic version of Oculus Go will cooperate with Xiaomi and may soon have products unveiled.
Oculus Santa Cruz
Santa Cruz prototype debuted in 2016
In addition to Oculus Go's "entry-level" VR all-in-one, Oculus is also developing another product code-named Santa Cruz. This VR-one machine provides position tracking. With this VR head, users can Moving around in a 3D virtual environment, this device supports 6DOF, which means it can support more types of applications.
Santa Cruz prototype debuted in 2017
During Oculus Connect 2016, the company first demonstrated a preliminary prototype, similar to the appearance of the Oculus Rift, but with a computing component behind the head. In the 2017 show, there were some new changes. The new prototype had a more sleek industrial design and did not see the previous computing components. According to foreign media, the same experience as Rift, also supports Oculus's hand controller Touch. However, compared to Rift, there is no need to connect to a PC other than an annoying cable, and convenience is greatly improved.
During Connect, Facebook CEO Zuckerberg promised that developers will get Santa Cruz's development machine in 2018. Perhaps this means that consumers won't get this VR before 2019. , also its price can not be known. However, being able to reach the hands of developers is also an important step before entering the market.
Google Daydream
Daydream VR machine
During the Google I/O Developers Conference in May 2017, Google announced that it would launch a VR-based machine based on the Daydream VR platform, which really made VR enthusiasts excited. At that time, it was reported that Google would work with HTC and Lenovo to create a VR machine with location tracking and 6DOF, based on Google's WorldSense system.
Daydream VR machine with Google and Lenovo
Unfortunately, Google and HTC recently announced that they have shelved the plan to develop the Daydream VR all-in-one. Google will build a Daydream VR all-in-one with Lenovo. Although there is no information on the date or price, it may be in 2018. We can see this device enters the market.
HTC Vive Focus
HTC Vive Focus
Although HTC did not cooperate with Google to create a VR headset based on Daydream, it still released a VR machine. Last month, HTC announced Vive Focus's price, sales channel, shipping date and other information in Beijing. The attractive white version was priced at RMB 3,999 and the electric eye blue version was priced at RMB 4299. Last year, the dual 12 officially opened for sale. It began shipping in January this year. But it may be that this device is only for the Chinese market, and it is currently not known whether this device will be released for North American or European market versions.
On the content side, HTC launched the Vive Wave platform during the VDC conference. Large groups of developers are already developing content for Vive Focus. This move will also help mitigate the growing problem of mobile VR fragmentation.
In addition to the above four VR all-in-ones, Pico recently released the Pico Neo CV and IDEALENS recently released IDEALENS K3 is also worthy of attention, the former main dual head 6DOF tracking and hand tracking, the latter is optimized for educational scene depth , the main B-side market. Although the domestic entrepreneurial team entered the VR one earlier than the big manufacturers abroad, in the face of the big manufacturers' advantages in terms of brand recognition and supply chain, choosing a market segment that suits them may be a better way out.
Pico Neo CV VR machine
IDEALENS K3 VR machine
More and more VR all-in-one devices are entering the market, and it can be determined that more optional devices will not only bring improved performance, but will also promote price reductions and make them more acceptable to consumers.
Admittedly, VR still faces numerous challenges to overcome in order to become a truly mainstream consumer technology, such as more content, lower prices, lighter weight, and so on, but the integrated VR headset is already a huge one. The progress, and for users who use this device, will also be happy to accept this progress.
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