In the first year of VR industrialization, there is no explosive explosion point or it will appear in the 2C end _,

The 'inflection point' of the VR industry has arrived. In 2015, 1 million VR devices were sold worldwide. It is expected that there will be 10 million units in 2016, with more than 10 times growth.

The first year of VR industrialization lacks explosive explosion points or will appear in 2C

Just bring a pair of glasses or a set of equipment to enter the virtual reality world - the VR industry attracts the pursuit of technology and capital with its imaginative imagination and wide application scenarios. Since 2014, the concept of VR has become hot in the world. Leading companies in the Internet giants and subdivisions have entered the field to test their waters and try to occupy a place in the early stage of the industry. In China, BAT entered the company in 2016. At the same time, more than 60 listed companies declared cross-border VR industry, and thus 2016 is also known as the first year of China's VR industry.


However, the industry's development process seems to be slower than expected, and the bottleneck has come a little earlier than expected. Different from the fiery conditions in 2015 and early 2016, after entering May, the capital that flocked to VR came to a “quick brake”. The well-known VR companies were laid off, and many start-up projects were “quickly frozen”. The VR industry entered the winter from summer. .

What problems have the VR industry encountered? Has the investment community lost confidence in the development of the industry? How should companies behave themselves before spring comes again? This series of problems is shrouded in the minds of practitioners. From December 1st to 2nd, the "China-US Virtual Reality Conference (Beijing)" was held at the Yanqi Lake Campus of the Chinese Academy of Sciences. The reporter interviewed entrepreneurs, practitioners, investors and other parties at the conference site, trying to outline the development of the VR industry, and seeing the industry opportunities in the industry.

The industry has a cycle, and when you seize the opportunity, you can fly in the wind for a while. But for the VR industry, the “window” of this round of industry cycle is a little too far off guard. After September 2016, the well-known VR companies in China, such as Vision Vision and Mido Entertainment, were owed arrears. The storm mirror was also deeply mired in layoffs, and the cold wave in the VR industry came to the fore.

From December 1st to 2nd, the "China-US Virtual Reality Conference" was held in Beijing. While affirming the prospects of the VR industry, the participants also admitted that the industry is now experiencing difficulties. “The technology itself is still very complicated, including the creation of avatars, lip synchronization, etc. It is very difficult to build. It is easy to make a sample, but it is very perfect,” said Yan Xiaolin, chief technology officer of TCL Group.

Compared with the United States, Chinese companies are more betting on the consumer market. However, due to poor user experience such as vertigo and screen window effect, the industry's expectations for the development process of the consumer market have also decreased. A number of guests told the reporter that it is too early to talk about the “explosion point” in the consumer market based on the current situation. And Tang Mu, general manager of Xiaomi VR, believes that "if there is a product that reaches tens of millions of sales, this thing is reliable."

The first year of VR industrialization lacks explosives. The explosion point will appear in 2C _VR, smart equipment,
China has an industrial chain foundation In March 2014, Oculus, which produced VR helmets, was acquired by Facebook for $2 billion, and its founder's net worth soared to nearly $600 million. This kind of story attracts the attention from the East, and behind this is a wide range of application scenarios for VR products, and the market scale of 10 billion yuan.

In China, the development of the VR industry has risen to the national strategic level. The “13th Five-Year Plan” released in March 2016 proposes to focus on supporting the innovation and industrialization of new industries including virtual reality (VR) and forming a number of new growth points.

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