In the virtual reality full-featured helmet market, Sony, HTC and Oculus launched the Romance of the Three Kingdoms. The latest data shows that Sony relies on cost-effectiveness to become the market leader.
According to a number of US technology media reports such as The Verge, in an interview with the New York Times, Sony officially disclosed the sales of its virtual reality helmet PS VR. According to reports, as of the end of February, the company sold a total of 915,000 sets of helmets.
This achievement has exceeded Sony's own expectations. It is said that the company originally planned to achieve one million sets of sales within six months after the helmet was launched. The product was launched in October last year and will be available for half a year at the end of March. Sony will easily complete its target.
Unlike HTC and Oculus, Sony's virtual reality helmet is connected to its own PS4 game console, so it has a huge user base. At the end of last year, Sony announced that the cumulative sales of PS4 game consoles has reached 5 million units, which laid the foundation for the popularity of virtual reality helmets.
Currently in the full-featured helmet market, Sony has a proven cost-effective and massive gaming advantage. At present, Oculus and HTC's helmets, plus the controller's total price is $800, but Sony's helmet and controller add up to only $500, plus the gaming machine equipment, the total hardware cost of the Sony virtual reality experience is About $1,000.
In contrast, users of Oculus and HTC will need to purchase a $1,000 high-end gaming computer. So to achieve a complete virtual reality experience, you need to pay $2,000. It is widely believed that this price is too high and will inevitably hinder the development of the virtual reality market.
In addition to the slightly lower price of helmets, it is well known that Sony is already a world-renowned game and game console manufacturer. It has been working in the game market for many years and has an absolute advantage in game content and brand influence. So as early as last year, some media and analysts believe that in the virtual reality market, Sony will rely on the advantages of the past to occupy the throne position.
Oculus and HTC suffered a high score. The two companies have not officially announced sales data for helmets. However, data from third-party research companies show that Oculus sells 243,000 helmets and HTC sales of 420,000.
In 2016, the industry called it the first year of virtual reality, and the three full-featured helmet manufacturers also launched products. However, according to the above data, it can be seen that the sales of the three manufacturers in the first year are around one million sets, which is undoubtedly a Disappointing data. According to the media, the low sales volume of virtual reality helmets has already made some investment institutions feel cold.
According to media analysis, the Sony helmet is in a leading position, which also indicates that consumers prefer the mid-range helmet. This helmet does not need to be connected to an external high-end gaming computer, but can take advantage of the hardware resources of the gaming machine. The game console is already a mature market, and it is easier to graft.
According to reports, inspired by Sony, Microsoft is also developing a new generation of Xbox game consoles, which are expected to support external companies' virtual reality helmets. Microsoft's new game console is expected to be unveiled at the E3 Game Show in June.
Last year, the virtual reality market was heated, but relatively low sales began to calm the industry. Recently, Facebook announced the closure of the Oculus virtual reality helmet demonstration station in more than 200 Best Buy retail stores in the United States, mainly because consumers have little interest and few personal presentations.
Virtual reality is actually an old technology. After Facebook’s $2 billion acquisition of Oculus, Zuckerberg’s actions and spurs triggered a boom in the technology industry, but even Oculus has fallen into a series of troubles and has recently been accused. Violation of the confidentiality agreement requires compensation of another $500 million to another game developer, and the game company is asking the court to ban Oculus from using the program code involved.
The founders of Oculus have also fallen into the storm of public opinion in support of Trump, which has also affected the sales of virtual reality helmets.
In addition, the current user experience of virtual reality helmets is still quite bad. Users need to connect external computers with cables, and rely on external sensors to detect the location. Obviously, this kind of user experience can't make the virtual reality helmets explode.
It is reported that companies such as Google (microblogging) and Oculus are developing virtual reality helmets for all-in-ones. They will not need to rely on external computers, and the portability and experience will increase. But when such an all-in-one can be put on the market is still unknown.
It is worth mentioning that many smartphone manufacturers have also introduced the so-called cheap "VR helmet", which is priced at only a dozen dollars, but many of the counterfeit and shoddy products that use 3D video, rely on "VR" hotspots for marketing, fundamentally Unable to provide a truly immersive experience.
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