Summary of total output value, total sales volume, consumption content and investment capital of VR industry in 2016

Since 2015, the virtual reality industry has developed rapidly and the next generation of computing platforms is on the horizon. From a media perspective, VR (Virtual Reality) can first bring deep immersion, visual immersion brought by display devices, and five senses of auxiliary accessories. Secondly, VR enhances content richness from three dimensions to five. The traditional screen media, from the plane two dimensions + time dimension; to the spatial three-dimensional + time dimension + virtual parallel world dimension; the third is that VR can completely break through the restrictions, achieve enhanced interaction, can completely break the geographical restrictions, users Achieve zero-distance contact in the virtual world.

After a year of development, 2016 also took the title of "VR first year", representing a new beginning: the highly anticipated three high-end virtual reality products Oculus Rift, HTC Vive and PlayStaTIon VR are officially on the market. . The market's hype about this wave of VR reached its peak in the first half of 2016, especially in China. However, the second half of the year immediately fell sharply, and even filled with the "VR winter" atmosphere.

More and more users who are initially unclear have begun to form the basic cognition of "VR is 3D." Of course, this cognition is extremely one-sided, but at present we can't correct this one-sided cognition in the short term. In this wave of VR, this kind of cognition can be said to be the failure of market popularization education.

1, the total output value

How much revenue did VR generate in 2016?

Data analysis company SuperData released a report around December 22 that the total global VR output value in 2016 was about $2.7 billion. In January 2016, the company predicted that the total VR market value in 2016 would reach $5.1 billion, then lowered the forecast to $3.6 billion in March, and then lowered the forecast to $2.9 billion in April.

Another data analysis company called Jibang Technology released a report around December 16, 2016 that the total global VR output value in 2016 was about $1.9 billion, but the data does not include mobile VR. The company had predicted in December 2015 that the total VR market value in 2016 would reach $6.7 billion.

2, total sales

How many head-mounted devices did VR sell in 2016?

SuperData released a report in early December, saying that the annual sales of Google Cardboard is about 84.4 million units, Samsung Gear VR is about 2.316 million units, Sony PSVR is about 745,000 units, HTC Vive is about 450,000 units, and Oculus Rift is about 355,000 units. Taiwan, Google Daydream View is about 260,000 units.

SuperData predicted in January 2016 that in 2016, Google Cardboard class sales will reach 27.1 million units, Samsung Gear VR will reach 2.5 million units, and Sony PSVR will reach 1.9 million units. PC VR (Oculus Rift + HTC Vive) will Up to 6.6 million units.

In the report of December 16th, Jibang Technology said that the sales volume of global VR head-mounted devices (excluding mobile VR) in 2016 was about 2.91 million units. Among them, Sony PSVR is about 1.5 million units, Oculus Rift is about 650,000 units, HTC Vive is about 460,000 units, and other brands are about 300,000 units.

The company predicted in December 2015 that 2016 sales of VR equipment (excluding mobile VR) will reach 14 million units. Then in June, the company adjusted its forecast to say that in 2016, VR devices (excluding mobile VR) will reach 9 million units, including Sony PSVR of 6 million, Oculus Rift of 2.3 million, and HTC Vive of 700,000.

As can be seen from the data, Superdata and Jibang Technology have significant discrepancies in the forecast data report of total output value and total sales volume, but they all clearly indicate that the year-end data is much lower than the forecast data at the beginning of the year (except for Cardboard sales).

Of course, journalists also have to track other influential report data, but there are no detailed data items, and there are no reports like Superdata and Jibang Technology. They have corresponding reports at the beginning and end of the year. . Moreover, compared to the year-end data of the two companies, the forecast data of other data analysis companies is surprisingly exaggerated.

In any case, the fact that VR equipment sales are much lower than market expectations is unchangeable, which has made many VR practitioners a bit confused.

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