Silicon Valley Watch: VR Is Cold or Waiting For Eruption Eve

After the first year of VR, the Chinese market quickly began to discuss whether VR was caught in the cold wave. Entrepreneurs and investors have transmitted many negative signals.

Sina Technology contacted many VR entrepreneurs last year. At the time, their feelings were almost identical. Tens of millions or even billions of dollars in financing have been circulating, the oversight of large companies, and the stir of the media have made entrepreneurs feel that they are standing in the future.

However, when they contacted these entrepreneurs again this year, they told Sina Technology that it was no longer a plan for how to develop and occupy the market, but how it would survive, survive, and whether it would survive the end of the year. Some investors even frankly told Sina Technology that they no longer look at domestic VR projects and are very cautious about watching VR startups.

Regarding this trend of turning ice, some people think that it is inevitable that the bubble bursts. Some people think that the Chinese market lacks patience and short-sightedness.

Last week, at the invitation of Geek Park, Zhang Zhidong, one of the founders of Sina Technology and Tencent, Zhang Tao, the founder of the public commentator, and CEO of several domestic startup companies came to the United States to conduct a seven-day innovator alliance to overclock VR. This is one of the key directions for this visit.

From Google to Nvidia to VR content startups, unlike China's cold weather, the United States where VR entrepreneurship originated is more like waiting to erupt.

Different attitudes between Apple and Google

Unlike China, VR entrepreneurship in the United States is mostly concentrated in the content area. In the early days, there were companies such as Oculus VR, a hardware system startup company. However, after large corporations have entered the bureau, entrepreneurs almost always gave up the field decisively. Entrepreneurship, "hard" is not a smart entrepreneur's approach.

Facebook acquired Oculus VR for $2 billion, Samsung Gear VR and HTC Vive for HTC. Sony's first VR PS VR will also be available next month, but VR is still a bit far from the mass market.

In this situation, Google and Apple’s actions in the VR field have become even more of a concern as the two major drivers for the development of smart phones.

Apple is still walking and boring, waiting for the market to mature, once the product is launched is to change the industry's line. In 2014, some media broke the news that Apple is seeking VR-related App engineers, and hired a leader in VR academics, Doug Bowman, director of the Virginia Institute of Human Machine Interaction Center, also dug many research scientists from Oculus.

But Apple seems to be more interested in AR on VR and AR. In an interview with the US media, Cooke said that AR will be the main direction of future efforts for Apple, and VR will use the phrase "may also enable the technology in the future." Apple's investment in the AR field also confirms this.

This makes Google more important. The Cardboard, a mobile VR device previously launched by Google, is already a VR device template for many Chinese VR entrepreneurs, mobile phone manufacturers and cottage manufacturers. At this year's I/O conference, Google announced that it will launch Daydream, a brand new VR platform, and it is clear that it plans to go further in the VR field.

"Daydreaming" waiting for the eruption

According to foreign media reports, Google's Daydream platform and VR headline are likely to be officially launched at the hardware conference on October 4. The market's perspective and expectation is that Daydream is an important step for VR to reach the mass market.

We also communicated with Google’s Daydream team during this overclocking trip.

They told Sina Technology very positively that VR is a very important business direction for Google. The next 5 to 10 years are also the focus of Google's investment. This is not a small experiment for Google, but it is really investing heavily in Things to do.

"VR is the future computing platform. Like the host computer, notebooks and so on, in terms of information input, more and more intuitive is an inevitable trend, there are more and more people believe that VR will be a new platform, but now VR devices are not Very intuitive to meet people's feelings."

Cardboard has served the purpose of educating the market. The low cost and production methods allow more people to quickly know what VR is, but the low-end display effect also hurts the VR market. Although Oculus VR, Gear VR, HTC Vive, etc. have better display effects, exclusive and expensive prices become natural barriers.

In the era of mobile Internet, Android system helped mobile phone manufacturers build bridges to smart phones at the lowest cost and fastest speed. Google also has great ambitions in the field of VR. This time they still plan to use the same wolf as their Android counterparts.

"After the cardboard, we need to greatly increase the VR experience and allow users to stay in VR for a longer period of time. We will provide a set of standards and requirements for mobile phone manufacturers to adapt, integrate the SDK, and allow development. The ability to call Daydream's capabilities and standards is better," said the person in charge of the Daydream team.

According to them, there will be a number of Daydream-standard mobile phones released this year, including Google’s own, as well as partners. There will be more Daydream-based hardware and content coming out next year. From 2016 to 2017, most OEMs will embed Daydream. In addition to mobile phones, there will be better heads-up display than the cardboard experience, as well as controllers. Google-certified third parties can launch relevant hardware.

Content entrepreneurial fiery

U.S. ventures in the VR field are mainly focused on content, and teams from film and video games are mostly involved. The LOOM.AI, Survios and Reload Studios we met in the United States this time are typical representatives.

The founding team of LOOM.AI is from Industrial Light & Magic in Hollywood special effects factory. The product only needs a front face photo shot on a mobile phone, and can generate a highly simulated 3D face model for the user in real time on the mobile phone. , And this process only takes about 20 to 30 seconds, the current application scenario is mainly focused on the production of VR content.

Reload Studios is made up of veterans from IW, the series of "Call of Duty" series developers. The latest good news is that Survios announced that their 3A-level VR game "Raw Data" has become the world's first consumer-level VR game that sold $1 million in one month.

According to Nvidia, VR has to achieve a 7-fold improvement in performance, and the screen and sound are synchronized, and can interact with the environment, and in line with the changes, users enter the VR world is true. The VR game DEMO provided by Nvidia also brought a lot of surprises. In the game, not only the sound synchronization, but also hair, explosion, stickiness, debris, trajectory, smoke and other effects can be achieved.

However, most VR games are based on PC-side VR. From the experience point of view, the biggest problem is probably the cumbersomeness of the hardware and the control of the line. The progress of wireless transmission technology and getting rid of the control of the line may be an important breakthrough point for VR. A number of VR startups have predicted Sina Technology may have explosive growth next year or later.

In terms of mobile VR, apart from hardware, content, games, and channels, Google is also making efforts to create a circular ecology. It can be said that Google is currently the most powerful manufacturer and the most likely to push VR into the mass market. , and have been successful on Android once. If Google succeeds once again in VR, it may not be a good thing for Chinese VR entrepreneurs. It may be that hardware and content entrepreneurship have ushered in a real turnaround.

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