Contact Us
TEL: +86-579-89885266
Address: Room 302, No.60 Qingyan Liu Qingyan Street, Yiwu City, Zhejiang Province, China
Home > News > Content
VR Technology Limitations And Constraints Of Industry Development Experts: Within 5 Years Can Enter The Recovery Period
Oct 27, 2018

The 2018 world VR industry congress is held in nanchang, jiangxi province, from oct 19 to 21.During the meeting, reporters from the national business daily learned that many researchers believe that the VR industry will have a great development within five years at most, especially for the application in the B terminal, which will be easier to break through.

However, wu shengwu, deputy director of the department of electronic information at the ministry of industry and information technology, also pointed out that VR still faces challenges in core technologies, content production and industry competition.

Companies are more tolerant of technical shortcomings

The VR industry, which started a wave of investment boom in 2016, was temporarily dormant after the "first year" and did not soar as expected.The reason is related to the most basic technological breakthrough and application of industrial survival.

At the initial stage of the introduction of VR head explicit equipment, technical problems such as vertigo, incoordination between picture and body sense are important factors that puzzle VR equipment hardware manufacturers. In the continuous improvement since then, the picture problem has been effectively solved, but vertigo is still accompanied.At the VR star theme park in nanchang, several players said that they felt dizzy and nauseated after trying out several projects.

According to zhu fang, chief architect of zte video, "since 5G has the characteristics of low time delay and edge computing", it will be helpful to solve the sense of vertigo when it comes.

Facing the consumer end, VR technology still needs to be improved in many ways, said Chen wenqi, HTC executive director. "the headwear device is much heavier than the glasses we usually wear, and we have been working hard on how to lightweight the device."

However, as far as enterprise application is concerned, there is no need to wait for the technology to be fully developed, but to complement each other."" in certain scenarios, it is possible for businesses to tolerate some of the shortcomings in technology.We first developed the application, find some trial, pilot.So we think pilot projects, demonstration projects and typical applications should probably be easier to break through on the B side."Lu shan, director of the China electronic information industry development institute.At the same time, lu shan said that although the concept of VR is hot and popular in China, it will take another two to five years to really enter the recovery period according to the judgment of the sadi research institute, that is to say, it will be able to move towards the stage of practical and application.

In response, the Chinese academy of engineering, virtual reality industry association director qin-ping zhao feel the same way, "AR/VR based on mobile terminals and the Internet has great potential for growth, most industry emerging technology support platform, to make the industry get upgrade or development, medical, equipment manufacturing, in particular, like the military, aerospace, etc., and the mass consumer, education, business, entertainment, etc.Within three to five years, it is estimated that there will be significant development.

The VR industry needs to solve three major problems

Wu shengwu, deputy director of the electronic information department of the ministry of industry and information technology, summed up the current industrial situation of VR as "at the beginning stage of development". According to the statistics of the virtual reality industry alliance, China's virtual reality industry has reached 16 billion yuan in 2017, up 164% year on year.The market size is expected to reach 90 billion yuan by 2020, with the growth rate exceeding 200 percent.

Despite the huge prospect, the VR industry still faces three challenges: the shortage of core technologies;Virtual reality content is relatively scarce;Low-end, homogenization serious.

At present, most of the enterprises at the forefront of the industry are developing hardware devices. Although the participants, such as HTC, Facebook, Microsoft and other giants, have made great efforts, head-to-head devices have not made significant progress in technological breakthroughs and user experience.Chen wenqi told reporters in the interview that what they imagine is that VR equipment can be directly made into a pair of glasses, and now there are so many people wearing glasses that it is completely acceptable for users.In the future, the combination of VR and mobile phone will be closer. The screen will be directly transferred to the VR glasses, and the mobile phone only does the computing function in the background.

Content is an area that every hardware manufacturer is looking forward to. Since VR content production is quite different from previous ones and cannot be directly combined with existing ones, there is a lack of content and a single experience.According to ding wenhua, academician of the information and electronic engineering department of the Chinese academy of engineering, in the process of VR content creation, image collection should be done with multiple cameras for integrated shooting, at least 4 to 6 cameras horizontally and 2 to 4 cameras vertically. After the picture is taken, video stitching shall be performed in the later stage before the picture can be displayed in VR equipment.

As the VR industry is still in its early stage of development, its popularity and utilization rate are far lower than expected.A survey by Sankar Jayaram, chief technology officer and chief product officer of Intel sports, found that only about 30 or 40 of the more than 500 people involved in the event had VR/AR glasses at home, compared with seven who actually used them regularly.Sankar believes that VR has a bright future, but it should pay more attention to the industry from the perspective of experience rather than technology.

This article is uploaded and published by the author of 100, 100 only provides information publishing platform.The article only represents the author's personal opinion, not baidu's position.Reproduction is not permitted without the permission of the author.

To report


Virtual reality technology is a kind of computer simulation system that can create and experience the virtual world. It USES the computer to generate a simulation environment, and it is an interactive system simulation of three-dimensional dynamic scene and physical behavior that integrates multi-source information to immerse users in the environment.