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Sci-Tech

VR Head Display New Product Explosion

2022-10-19   

The rise of the meta universe has brought new development opportunities to the VR industry. On October 18, the reporter of Beijing Business Daily learned that Thunderbird Air 1S XR glasses would be released on the 20th of this month. Not long ago, ByteDance's companies released the new VR glasses Pico 4, Skyworth released the new products pancake 1c and pancake, and Lenovo launched the first consumer VR all-in-one rescuer vr700. In the overseas market, Zuckerberg's Meta Company released the VR new Quest Pro this year. The VR terminal equipment market has entered a period of rapid growth due to the resonance of multiple factors such as technological progress, ecological improvement, price decline and epidemic catalysis. IDC statistics show that in 2021, the global VR/AR terminal shipments will reach 11.23 million units, with a year-on-year growth of 92.1%, including 10.95 million VR head display devices; It is estimated that 15.73 million VR head display devices will be shipped worldwide in 2022, with a year-on-year growth of 43.6%. Focusing on products, Counterpoint Research report shows that as of the second quarter of 2022, Meta AR/VR equipment has a global market share of 66%, with obvious market advantages. PICO followed with a market share of 11%. Although the market prospect is broad, compared with mature consumer electronic products such as PS, Xbox and even PC, VR Head Display still has the regret of "seeing the big from the small". The data shows that the sales volume of PS5 exceeded 2 million units in the quarter, and the cumulative sales volume of PS5 exceeded 21.7 million units a year and a half after the sale. The sales volume of the switch is larger, with the quarterly sales volume exceeding 3.4 million units. At present, more than 110 million units have been shipped. By contrast, as of the second quarter of this year, the quarterly shipment of global VR head displays was only 2.33 million units. Price has always been considered as one of the constraints to the popularity of VR Head Display. Can VR enterprises promote their products at an affordable price, cultivate consumer groups, and then make profits based on content ecology? In this regard, Liang Zhenpeng, a senior industrial economic observer, pointed out that any consumer electronics product has a reasonable gross margin range. On this basis, enterprises can choose high or low gross margins according to time and local conditions. In order to promote VR products as widely as possible, enterprises can adopt a market strategy of low gross margins. However, if they sell hardware at a loss of money and rely on software to transfuse blood to hardware, it does not conform to the development law of electronic products, It will cause damage to enterprises and markets. The relevant person in charge of PICO said to the reporter of Beijing Business Daily that AR and VR are not mature enough in terms of optical technology, display core engine, and overall power supply miniaturization needs. There is room for optimizing the overall component procurement and production costs, and the development cycle of AR will be relatively long. It may be three to five years before there is a consumer level AR opportunity. The future of AR is very bright, but the challenges are also huge, requiring long-term investment in technology and talents. According to the voice of the industry, if VR products are difficult to break through in the individual user end, can they be advanced in the enterprise end, cultivate the B-end market, and then slowly move towards the C-end? Actually, Meta is already on this road

Edit:Wang Chen Responsible editor:Ying Ying

Source:Beijing Business Today

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