Looking at the development trend of the industry from 2012-2021 hundred VR/AR hardware

2022-04-22 15:02

VR/AR is triggering the information technology revolution in the new era.

Since the world entered the era of information technology, the universal computing platform and information terminal of mankind have gone through two iterations. The first is the personal computer from 1980 to 2010, and the second is the smart phone from 2007 to now. Now, we are ushering in the third upgrading of the information industry. With the heat of the metauniverse, VR/AR is the protagonist of this time.

Recently, Gyro Technology launched the "Gyro Technology Member" service and established the XR hardware library, which contains all VR/AR hardware product information released and listed from 2012 to 2021.

VR/AR is known as the next generation computing platform. From the hardware terminal, we can intuitively feel the changes of product form, parameters, interactive technology, and the deeper level of technology iteration logic under the representation. On the other hand, from the market level, it intuitively shows the attributes of all enterprises participating in VR/AR terminals from 2012 to date, so as to analyze the current market stage and the future market pattern trend.

According to the relevant data of XR hardware database, the industry think tank of gyro technology members, from 2012 to 2021, domestic and foreign terminal enterprises launched a total of 174 XR hardware devices (VR box category only counts brand products), including 104 VR devices and 70 AR (including MR) devices.

Up to now, VR and AR (MR) terminals have different product forms and technology paths, and their market stages are also completely different. However, with the update and iteration of computer vision algorithms and the improvement of underlying hardware performance, the situation of VR and AR integration is accelerating.

Taking VR as an example, from 2014 to now, we can clearly feel the following changes:

1、 Morphological evolution, from body to body

From split VR to integrated VR, this is the development trend of the times and the choice of consumers.

From the launch of the iconic mobile VR product Google Cardboard in 2014, to the launch of HTC VIVE connected to PC in 2016, and to the first 6DoF VR all-in-one Quest released by Ocus in 2019 - this is the general trend of the evolution from split VR to all-in-one VR.

And since the launch of the 6DoF VR all-in-one machine led by Quest, the whole industry has also become more and more aligned with this form.

Since 2020, the number of VR all-in-one machines released has increased sharply, surpassing the split machine for the first time. By 2021, the number of VR all-in-one machines will almost double that of the split machine. The specific data are as follows: In 2020, a total of 17 VR hardware will be released, including 6 split machines and 11 all-in-one machines; In 2021, a total of 28 VR hardware will be released, including 10 split machines and 18 all-in-one machines.

Source: Gyro Research Institute

Although there are still many split-type VR products, according to VR gyro observation, these products are very rare whether they are mainly used in the B-end industry or the C-end consumer class, and there are even some conceptual products. In general, the data in recent years shows that the form of VR all-in-one machine has become increasingly obvious as the industry standard.

In addition, the development of the VR all-in-one machine is also accompanied by the transformation of the industry collective from Outside-In to Inside-Out. The 6DoF interactive technology has become the mainstream of the market at the C-end. Although the 3DoF VR all-in-one machine has applications, it mainly exists in the B-end market.

2、 Fresnel+Fast LCD is the king, and ultra-short focus+silicon-based OLED is rising

The optical display part of VR head display is very important. It will directly affect the user experience in terms of clarity, color, brightness, field angle, power consumption, etc.

In terms of display screen, after the application and exploration of LCD, OLED, AMOLED and other displays in the early stage, at present, most products in the VR industry use Fast-LCD, which focuses on cost performance. In the future, micro-displays such as silicon-based OLED will be used as the way forward.

Source: VR gyroscope

According to the relevant data of XR Hardware Library, an industry think-tank of gyro technology members, from 2014 to 2021, the application rate of LCD (including Fast-LCD) screen in VR head display reached 82%, and the application rate of OLED was 10%, mainly concentrated in VR products released in 2014-2016; The application rate of silicon-based OLED micro-displays is 8%, mainly concentrated in VR products released in 2021.

Among them, Fast-LCD is the most widely used screen type in the past two years. Generally, the optical scheme with Fresnel lens is used in large conventional VR head displays, such as Quest 2, Pico Neo 3, etc.

With the emergence of the ultra-short focus scheme, silicon-based OLEDs have gradually become an important display iteration path for the next generation of VR products, such as ARPARA 5K VR, Panasonic VR Glass, and so on.

Although the shipment volume of VR head display exceeded ten million levels last year, its popular products are generally sold at prices below 2500 yuan. Although silicon based OLED micro-displays do have a significant improvement in product volume and display effect, their relatively high cost will become the biggest obstacle to their development into mainstream display solutions in a certain period of time.

The iteration of VR head display from product form, optical scheme, display, sensor interaction to core processor is inevitable for the industry to move forward. Under the general trend of the metauniverse, these changes are being accelerated, and the trend of integration with various industries is also strengthening.

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