Technology Revolution, Empowerment 'N' Development Series
Engage your contemporaries on the newest developments! Listen to industry stalwarts and leading technical experts and get first-hand insights and knowledge of the next trending scene in the ever-dynamic Infocomm industry.
Evolution and Opportunity in Mobile VR
When we compare mobile VR with PC, what exactly is the main constraint?
The third wave of the Virtual Reality movement started in 2014. To be more precise, it started when Facebook acquired Oculus for $2 billion, making Oculus the industry giant that defined the new standard of Virtual Reality to modern consumers. Just a few months after, at the Google I/O conference, Google released “Google Cardboard”, a $10 fold-out cardboard viewer.
For the past 3 years, technical giants have been investing in vertical domains such as hardware, software, platform, industrial application, and content. Virtual reality is disrupting almost every industry and everyone is trying to embrace it to create their own evolution.
On the consumer level, the experience is delivered to end-users in 2 major ways: PC-based VR hardware, such as Oculus, HTC Vive, and PSVR, which requires high-end PC support and costs around 3000 USD to setup, and mobile based VR device, like GearVR and the many cardboard devices. As of today, almost 1.5 million PCVR devices and more than 50 million cardboard devices have been delivered to the end consumer.
Although the number of users is increasing significantly, VR is still far from mainstream. In 2016, 1,488 million smartphones were shipped globally, almost all of which can run the basic VR experience such as Youtube 360 videos; mobile VR has a great potential to be picked up.