The obstacles on the road of VR development are very diverse

Although the VR industry has a strong start, it still needs a long way to go before it can really succeed. The excitement about VR development is real and rational – we will eventually see really strong VR hardware in the market, and consumers will receive better headphones by the end of this year. But in fact there are still many unresolved challenges in the market waiting for us.

When we combine all the platforms, we have a strong market.

At first glance, the VR game market seems to be very powerful. SuperData Research estimates that 7.2 million VR headsets will appear on the market by the end of this year. Let's compare it with the end of 2013, the first year Sony released the PlayStation 4, when there were only 4.2 million consoles on the market. Therefore, 2016 will be a year of great development for VR, which will also attract developers to pay attention to this platform.

Although these values ​​need to be assigned to four major platforms, namely HTC Vive, Samsung Gear, PlayStation VR and Oculus Rift, they are very meaningful, especially for developers using middleware, which can effectively alleviate them. Development challenges faced on each platform.

Without a clear market leader, developers may be very cautious about the hardware advantages of a particular VR platform during the initial stages of VR. Although Vive has a complete VR experience, it is difficult at present to face up to the development cost of the platform.

VR owners are now very diverse

VR presents a major challenge for game producers, that is, VR owners across different platforms have different needs.

Half of the VR units this year are for the Samsung Gear, and some devices are freely available after users purchase other Samsung hardware. The owners of these free devices may not be the ones who will buy creative indie games, let alone buy more active hardcore games.

Although Gear is the gateway for most consumers to enter the VR world (and the Oculus ecosystem), the owners of the Oculus Rift may have different needs. Those who are willing to spend $600 to buy VR headsets and pass the test "Make sure your Windows PC is ready for Rift!" are very likely to be experienced gamers, and they are already embracing the active hardcore gaming experience. And VR based on a new way of playing. They also look forward to high-value content that requires higher production costs.

Finally, for those VR followers with PlayStation 4, PlayStation VR will be the best choice, but can they also accept traditional PS4 games based on simple VR accessories, or do they want to see something new?

Andrew House, chairman of Sony Interactive Entertainment, believes that VR gamers want a minimal experience. He said: "I found that one of the great advantages of VR games is that they are different from the traditional game experience, that is, although they provide a very simple mechanism and experience, they can still be brought to the player because of the new gameplay. The players are very fun. I think this is the real potential."

For game developers or publishers, the decentralized consumer base is a very large game challenge, a problem that has been highlighted recently by some release executives.

Focusing on one platform is not a smart approach

Given the diversity of consumers on each VR platform, and these platforms also have different technical potentials, some developers will think that targeting only one platform at the time of initial release can produce better results. But from a business perspective, this is not advisable.

About 2016 VR sales, Gear sold 3.5 million units, PlayStation VR sold 2.6 million units, Vive and Rift shared the remaining 1.1 million sales.

VR will not become very large for the time being.

Some people will say that VR is still in the early stage of development. Next year's VR will become even bigger, and the next year will be even bigger. It will eventually become a major hardware reform in the game field, just like the original home console, simulator. Or like online games. All of this may be true. I won't question whether VR will ultimately be the way we participate in all entertainment and whether it will be the main form of interaction between us. But no matter this year, next year or the next year will not be based on science fiction. In fact, this platform needs to go a long and long way to become more mature.

Although 7 million headset sales this year is a very impressive value, but in addition to those earlier recipients, how many people will buy VR headsets? After all, becoming the mainstream platform is its ultimate goal.

Sales of VR platforms need to cross the mainstream of success, that is, they need to enter a cultural trend where everyone wants to bring them to their homes. In order to do this, VR needs to solve countless challenges first, and today's hardware can't help them.

Who is tired of this?

I have been using VR for many years, but I was never tired of it before playing Resident Evil at Sony's E3 booth last month. And recently I also found that not only do I have this idea. In fact, today, after VR has received a lot of research and development investment, many people are tired of playing VR. If followers are bored and show it, how can those mainstream consumers try VR?

Consumers always like to try new things, they love innovation. So there is still a long way to go before becoming a new choice for people to play games.

The last level is always difficult

Even though the VR experience is perfect, there are still many challenges to overcome before installing a game that is large enough to meet high budgets.

Today, mainstream consumers have little understanding of VR. According to SuperData Research, half of consumers are not interested in VR, or they don't even know what VR is.

3D headphones are actually opposed to today's technology trends. What people want now is to be satisfied at any time. Many people spend more on their smartphones and tablets than on computers or TV. Trends in technology consumption are also shifting towards portability.

But VR is a fixed and closed experience. The event itself seems to be non-social.

The last obstacle to VR is cost. The cost curve will tend to improve, and the price of the headset will be lower, but at the same time the marketing specifications will continue to increase costs, which will further hinder the overall price decline. While the powerful host version of the PlayStation 4 and Xbox One delivers a more powerful VR experience, only those who can accept the higher prices of these systems are eligible for this experience.

Although VR has a good start, the challenges ahead are not to be underestimated. Many people I have seen at the E3 show that although VR is an inevitable event, the facts may change. Let us look forward to the real development after VR and jointly promote VR to its full potential.

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