How does VR/AR, the next-generation computing platform, survive in the game industry?

â–¼
How does VR/AR, the next-generation computing platform, survive in the game industry? From Baidu VR

The rush of VR/AR development not only stirred all walks of life, but also provoked the excitement of gamers. In 2016, the great success of "Pokemon Go", VR games such as "Raw Data" became an explosion, and it made us hope that VR/AR will subvert the gaming industry.

"Raw Data" Becomes First Million Dollar VR Game

Compared with the expectation that VR/AR will become the "next generation computing platform", it is obviously one-sided to limit it to the game field. However, from the point of view of VR popularity, developer realisation, and user acceptance, the game market or VR will need to focus on the key to overcome in the near future, and is expected to win the "city."

Big game in the game market waits for VR/AR to "carve up"

In the first year of the past 2016, the game is far from the hottest VR content. The “VR+” has made a real “self-revolution” in real estate, education, medical and other industries dressed in virtual reality coats. Despite the phenomenal success of "Pokemon Go", "AR+" is still spinning in real estate and education industries. "VR+" enables VR industry practitioners to earn a lot of quick money from B-end users. However, due to the limitations of technology and the market and the inconvenience of "VR+ industry applications," it is difficult to make VR popular in the C-terminal. Realize.

In the early days of VR/AR development, the teaching that "entertainment was always just needed" also made the game seem to be the right way to open VR. The "China VR/AR Developers Survey" report recently released by HTC shows that the most games are played in the development of VR/AR content types, accounting for 62.2%. Steam VR, which currently supports Oculus Rift, HTC Vive, and OSVR, has released over 600 VR games.

In 2016, a report released by Goldman Sachs stated that by 2020, the scale of VR/AR game users and software revenue will reach 70 million and 6.9 billion U.S. dollars respectively, and by 2020 they will reach 216 million people and 11.6 billion U.S. dollars. Although it seems that the VR/AR consumer market is still out of reach, the game market, which is tightly tied with C-end consumers, is still the biggest bonus cake for the industry.

Standing VRor to sit and play VR?

Although VR fire PC, mobile phone will still be the game player's "main battlefield"

Despite the fact that VR has "contracted" gamers in the future, VR gamers are still only a few early adopters. PCs and mobile phones will continue to be the "main battlefield" for gamers in the foreseeable future. Apart from VR technology that needs to be upgraded and devices need to be popularized, the specific form of VR games needs to be explored.

The immersive nature of VR gives the game more possibilities, but the "how to open VR games correctly" needs further exploration. In endgame or mobile games, sitting or lying down to play games has become a long-term habit for players, but in VR, whether to stand or play games is still the focus of debate. HTC Vive sets the standard for a free-to-air room-level VR experience, but PSVR and Oculus Rift believe that sitting and playing VR is more in line with the player's habits. In addition, what kind of interaction to replace the traditional keyboard, mouse, or touch screen input method is also a problem that VR industry people are thinking about.

For current VR gamers, the biggest dilemma is that they cannot find an addictive quality game that is worth playing again and again. At present, more content developers are aiming at people who have first tasted VR, developing some content that is immersive and stimulating, leading to the proliferation of roller coasters and zombies VR games. To make VR sticky to players, you must return to the nature of the game's strong interactivity. At this point, the "multiplayer interaction" in the offline experience is not enough, and VR must be really connected to a long-distance network to create a truly "interconnected and interconnected" network in the virtual world.

With the advancement of technology and the improvement of content, VR gaming experience will increase and costs will decrease. With the arrival of large IPs, there will be a great opportunity for end-users and mobile gamers to migrate to VR.

Light Maintenance Team 4 Light Repair Team #4

Realizing difficult to cost high game developers have no choice but to hold a thigh

Previously, an overseas developer named Joe Radak had used his own game “Light Repair Team #4” as an example to calculate that the cost of developing this VR game was US$46,530, which included establishment of company costs and labor costs. , server costs, etc. After subtracting the UE4 engine usage fee and the Valve pumping, the game that sells for $7.99, sold a set of profitable US$5.2 and sold 8949 units in order to achieve a break-even.

For many developers, the biggest obstacle to entering the VR field lies not in technology, but in the unopened market. Many gaming giants will not rush into the market when VR bonuses have not yet been broadcast. Most current VR content developers are young startups or independent game developers. For them, financial support, technical support and good business models are the most desired help.

Compared to VR hardware, content is not sought after by hot money. In the early days of VR multi-platform, content developers chose to “hold the thigh” and “continue their lives” through the copyright and dividends provided by the platform. However, due to the limited market, even developers who rely on HTC Vive, Oculus Rift, and PSVR are unable to achieve a break-even balance. Developers who rely on small platforms are still struggling.

Although content and hardware are considered to be "chicken" and "egg" relationships, it is difficult to determine who is the vanguard of the VR market. However, in the early days of VR development, hardware should go faster and paved the way for content. For some time in the future, "hold the thigh" will still be a VR content developer's upset.

The success of VR/AR in the game field will greatly assist the development and popularization of VR/AR equipment. VR/AR will become the next generation of computing platform and will only officially begin after conquering the game field.

Led Tables

LED Tables Feature:

1. Polyethylene (PE) is a kind of thermoplastic material, not easy to broken, suitable for long time delivery

2. Non toxic, safe for human healthy

3. Rechargeable battery and remote control

4. Multi-colors change & color selection

5. Anti UV & waterproof

6. Adopt the EPISTAR led chip to ensure the color quality and life time

7. Certificate: CE, ROHS, etc

8. Warranty: 1 year


Where to use for :

Bar, nightclub, golf club, disco, KTV, bistro, patio, pub, hotel, restaurant, cafe, coffee shop, tea house, plaza, garden, entertainment park, amusement park, home, villa, swimming pool, wedding, party, events, decoration, design, project, rental/hire.

Led Tables,Led Waterproof Tables,Led Outdoor Tables,Led Color Changing Tables,RGB Color Light Tables,Led Bar Tables,Led Cube Tables

KIWA ELECTRONIC (HK) INDUSTRIES CO.,LTD , https://www.kiwahk.com

Posted on