UCCVR Fu Guoxin: 2017 VR/AR Forecast

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UCCVR Fu Guoxin: 2017 VR/AR Forecast from Baidu VR

The afternoon of the day before yesterday afternoon, the awarding ceremony of the 6th “Jinpeng Award” China Original Game Selection Contest jointly hosted by Colorful Interactive and Global Network and co-organized by UCCVR was held in the banquet hall of Beijing National Convention Center. More than 500 guests and media from the industry Gathered together to witness the 2016 China Excellent Original Games event.

"Jinpeng Award" since its inception in 2012, in the past five years, has always insisted on the domestic original game manufacturers and industry outstanding works sound for the players to tap all kinds of boutique games. The 2016 Jinpeng Award was the first to add VR/AR game awards.

In 2016, mobile games will enter the era of stock market competition, and VR/AR game content will usher in explosive growth. As the first year of VR industry development, how will the development of VR game content compare with mobile games? The VR/AR industry will be in 2017. What are the development trends? As a pioneer in the virtual reality industry, UCCVR founder & CEO Fu Guoxin brought exciting theme sharing of “2017 VR/AR Forecast” to the guests and partners on site.

Fu Guoxin not only shared the experience and summary of the 16-year virtual reality hardware and software industry, but also made the first ten predictions for the new year for mobile VR, PC VR, PS VR, etc., and stems from the requirements for quality, and will always focus on investment. Excellent domestic original VR/AR content.

Fu Guoxin stated that since the beginning of VR, everyone's perceptions have mostly stayed in the “look”, and more is the upgrading of visual effects, but due to limited equipment, there is generally a lack of high-quality interaction. 2017's VR experience will emphasize more on the advancement of hardware equipment and the further improvement of input and output methods, entering the full immersive stage of “seeing” to “moving”.

For VR content experience, his greatest feeling is that everyone's understanding of the content has been improved a lot, from the most basic just take a few minutes to see a VR video, to have already actively wanted to feel more complex content, VR content The integration of experience is gradually improving.

Fu Guoxin said that in 2017, mobile VR will exceed 15 million shipments. The point of so much confidence in the future comes from the growing number of Android-based standard Google Daydream platforms, based on PC-side Windows 10 for VR content. Universal support. The smartphone with a shipment of more than one billion will be the largest carrier for mobile VR game content. It is foreseeable that VR games will gain a rapid leap and increase on the mobile side.

In the future, development standards for VR helmets, Fu's new predictions will surely tend toward these important directions. 1 is weight, light as if nothing is not only a major technical challenge, but also the key to affecting consumers to quickly accept products. 2 is a wireless, space-based VR experience, can no longer meet the players who increasingly want to experience more convenient content, and with the shackles of a variety of cables, in order to more content into the jubilant. 3 is the promotion of the Inside-Out position tracking technology, not only to be precise, but also to be able to fully meet people's movement needs. 4 is a variety of other input programs, hand, foot, body, eyeballs, etc., rich species are trying to maximize the value of VR experience.

Through long-term observation and statistics, Fu Guoxin also gave a forecast of at least 2,600 VR games in 2017 globally, and there will be 3-5 explosions with over 10 million US dollars worth of distribution, but based on the overall content. With the speed of realisation, Fu believes that no more than 5% of VR game content will be profitable in 2017.

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