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The FBEC Future Business Eco-chain Conference was held in Sheraton Shenzhen Futian Greater China Hotel on February 24th, 2023. The conference was directed by Guangdong Game Industry Association and Shenzhen Internet Culture Market Association, and hosted by Gyro Technology.

With the theme of "Go Forward and Follow the Light", the conference will focus on the frontier industries such as Metauniverse, XR, games, e-sports and digital marketing from the perspective of "Explorer" with industry foresight, present the frontier achievements of science and technology in an all-round way, discuss the times and commercial issues, plan the future value of new technologies, new businesses and new models, and walk with the times.

Main venue B: vigorous and tenacious-FBEC Global VR/AR Industry Development Summit and Bottom Supply Chain Technology Summit Forum invited Mr. An, General Manager and Editor-in-Chief of VR Gyro, to give a wonderful speech with the theme of "Summary and Prospect of 2022VRAR Industry Trends". An Zishan believes that the overall industrial fluctuation of XR is not big, and the development trend of industrial chain is obvious. In 2023, AR will lead the Metauniverse circuit.

The following is a record of the speech:

Good morning everyone. I'm glad to see my old friend here today. From 20

I won't elaborate on the VR part. In 2022, * * * released or listed 26 new VR products (global), among which the obvious trend is that pancake folding optical path scheme is becoming the mainstream. In 2022, the proportion of new VR products equipped with Pancake scheme is nearly 60%, because Pancake folding optical path scheme shortens the imaging distance compared with the previous scheme, which can make the head display shorter and lighter.

The next thing I want to show you is the VideoSeeThrough function, which realizes the effect of MR by wearing a camera. This function accounts for 42% of new products in 2022, which is also a very high proportion. Here we can see the effect of VideoSeeThrough.

(Video playback)

This is the effect of VideoSeeThrough in QuestPro, a new product exhibited by Meta in 2022. This equipment can be experienced in the new product booth. VideoSeeThrough can achieve MR effect through the camera. When you are completely in the virtual environment, you can switch to the real environment at any time. For example, when you want to sit on the sofa, you can sit on the real sofa. When you want to pick up a virtual object, you can also pick up an object in real space, and both MR effect and scene application can be enlarged and expanded. At present, MR function is still in the stage of exploring breakthrough scenarios.

Let me summarize some VR terminal trends, including the mainstream form and spatial positioning of VR all-in-one machine. Spatial positioning has been a trend since 20 17. At present, 3DoF products have withdrawn from the market, and single-handed 6DoF tracking has become a new standard. According to our statistics, 8 of the 26 new products are equipped with eye tracking function, and eye tracking will also become one of the future trends. There will be a forum for eye tracking technology sharing this afternoon. In addition, we also exhibited PSVR2 with eye tracking at the experience booth.

The screen doesn't change much. At present, Fast-LCD is the main one, and it will gradually iterate to micro-organic light-emitting diodes. The processing chip has not changed much. At present, Qualcomm Snapdragon XR2 is the main chip, and a small iteration may be carried out later. At present, there are chips that support MRSLAM.

AR track broke out, the scene became vertical, and the market was opened.

In 2022, a * * * had 38 new AR products. Now AR is much hotter than VR. In 2022, the price of AR consumer products mainly based on BB scheme will drop to about 2,200 yuan, or even only about 2,000 yuan after the event discount. In 2023, the price of AR products will further drop to 1000 yuan, which will further promote product sales.

In 2022, there is an obvious trend in technology, such as product application and scene verticalization, such as AR glasses for cycling and swimming scenes. I think AR consumer products at this stage specialize in fine scenes, which can open up the market more than pan-scenes.

Next, I will take several AR products as examples to briefly introduce the iteration of AR consumer glasses.

In 2022, OPPOAR is a new product, and its product form is very amazing. It is a binocular machine with a weight of only 38g, which is basically equivalent to ordinary glasses. Unfortunately, this product was not displayed in today's new product exhibition area. If you are interested, you can go to OPPO to experience it. This product has made great progress in appearance and wearing comfort, but the display screen has not reached the color effect, and it is still monochrome at present.

Thunderbird products integrate XR2 high-performance chips into relatively lightweight AR glasses, and at the same time combine color waveguides with monocular SLAM, which is a continuous iteration and progress in technology. Don't ignore the possibility and explosiveness brought by technology.

In addition, the AR optical scheme is scattered, and the water basin is still the mainstream of the consumer-grade scheme. In terms of spatial positioning, most products still don't have this function. Monocular SLAM is the direction of everyone's efforts at present, which can not only achieve MR effect, but also keep it light. In terms of interaction, the current AR products can integrate multi-modal effects such as voice, gesture and physics, and rings may be introduced in the future. On the screen, we mainly look at the breakthrough of micro-organic light-emitting diodes. The AR consumption scenario has developed from a vertically subdivided scenario to a large-scale scenario, because it is difficult for the current technology to adapt the same product to many scenarios. In terms of processing chips, Qualcomm's AR2 chip is likely to become the mainstream, which focuses on the AR scheme with SLAM and wireless.

The scale of VR games has increased, and the total content revenue of Quest platform has exceeded $6,543.8+$600 million.

The content platform has not changed much. We counted the top ten content platforms in the world, including domestic PICO, adventure and so on. At present, there are quite a lot of contents, reaching 6.5438+0.7 million, but there are few fine products. At present, the content scenes of VR are relatively conventional, with games, live broadcasts, socialization, movies and fitness as the main ones, which is also consistent with the vision of Metauniverse. In addition to games, live broadcast and fitness are currently promoted, among which fitness is less. This year, there will be many products focusing on the meta-universe, including conferences, live broadcasts, social networking and so on.

VR games are still the most profitable part of VR. From the data point of view, the market scale of VR games is increasing year by year, but there is still a big volume difference compared with the traditional game field. Quest platform has more than 400 kinds of content, and the total content revenue exceeds 65.438+06 billion dollars, of which more than 200 kinds of VR content revenue exceeds 65.438+00 dollars, and 65.438+00 content revenue exceeds 2 million dollars.

The development team directly determines the activity of the market, and it can be clearly felt that the domestic VR game development team is very different from overseas. At present, there are about 4 140 VR game development teams in the world, while there are only more than 100 developer teams in China, and only a handful of them really do well. The huge differences in content ecology are also the differences that China urgently needs to make up.

Finally, talk about 10' s forecast for the industry in 2023:

1.VR track has become exclusive to giant players, and it is difficult for startups to enter the game. Pancakes and VST are the main labels of products;

2. At present, many startups choose AR track to start their own businesses. Now, star halo ar new enterprises/products appear frequently. For example, Lao Luo and Huawei, as well as Geely Automobile, also have information teams to make AR glasses. The market is full of flowers, and lightweight wireless integrated AR glasses have gradually become the mainstream.

3. Starting from the second half of the year, ar enterprises will have a round of reshuffle, with a huge number;

4. Consumer-grade AR glasses have dropped to several thousand, further promoting quantitative change, and the scene experience needs to be verified;

5. The increment of consumer VR market mainly comes from PSVR2, and the overall shipment scale further slows down;

6.PSVR2 brings a variety of 3VR masterpieces, and VR games are out of the circle again;

7. Metauniverse and social VR application blowout;

8. The main income of domestic VR/AR enterprises comes from B-end or G-end, and the number of projects and finance recover with the market economy;

9. In 2023, the overall industry fluctuated little, and AR was more active than VR at the product level in the capital market.

10. The biggest variable in the market-Mr. Apple's Mr product is very likely to come out this year, and the product experience and scene will be redefined. You can pay more attention to the dynamics of Apple.

Thank you very much for coming. That's all I shared. I also look forward to the wonderful speeches of all the guests. Thank you!