No demo no content
When a content developer compares VR hardware products at home and abroad, it compares it to the difference between domestic and imported cars. In terms of content development, it is originally on the same starting line, but now the difference between domestic and foreign is getting more and more Big.
At present, there are many excellent VR content developers in China, such as TVR, Supervisor, Dreamcatcher, K-Labs, Shanghai Tianshe, etc., all of which are well-known VR game creation teams in China. As mentioned above, there is no uniform standard for domestic or even international VR industry. Due to the compatibility of software, few hardware manufacturers in China burn money on content. Whether it is PC-level VR or glasses box, the content needs remain on the demo. .
It is understood that the current price of developing a demo product is between 100,000 and 200,000. Many developers rely on outsourcing to survive, and of course they will also do some research and development demos. In addition, some developers reflect that they are more willing to cooperate with foreign institutions or platforms. First, the demand is relatively clear, and second, the income will be relatively high. The domestic excellent VR game team is trying to cooperate with platforms such as oculus. For domestic development platforms such as 87870.com and 旮旯, some teams said that they are doing "very big", but cooperation is still on the sidelines.
The author believes that the reasons for this situation are roughly the following two points.
First of all, the VR ecosystem has not yet been developed, and the hardware and content belong to each other. Oculus and HTC have invested millions of dollars to encourage developers, and they are also producing high-quality content. Sony and other game makers are also entering the VR industry, but often need to match the game console. There is no real giant in the domestic VR industry. Even if the money is burned, it is not related to the content in the product promotion stage, such as the storm mirror.
Second, hardware vendors are blindly optimistic about content. In terms of user experience, hardware products only need a few demos to fool users, and most of the VR content of glasses boxes are based on Android development, and the compatibility is not difficult. Or because of this, the domestic products are spelling prices, and some products are launched in the market even when the research and development is insufficient, so many companies that can do fine products are forced to compromise.
In general, the ticketing mentality of hardware products directly leads to a sluggish content. In addition, domestic game giants and film giants did not show the intention to favor VR products. The hardware is terrible, the software is lame, and I don’t know how long the status of no demo content will last.
Three recommendations for the domestic VR industry
It is undeniable that the domestic VR industry is still in its infancy, and its chaotic state is also in line with the development trend of domestic hardware products. After all, mobile phones and smart hardware are coming. The author agrees with the future prospects of the VR industry and has the following three recommendations for domestic VR practitioners.
First, aim at market segments. The reason why the VR industry pays more attention is that it has many market segments that can accommodate more players. The facts also prove that only a deep market segment can be avoided when the industry is mature. Education, medical, military, and niche markets have opened the door for VR vendors. Only by cultivating market segments can the VR industry boom be accelerated. Otherwise, hardware homogenization is becoming more and more serious, but content is short-lived. For the team favored by capital, the outcome is only eliminated.
Second, the correct training of users. When the author asked if the VR products below 100 yuan are beneficial to the development of the industry, many VR practitioners expressed their beneficialness, at least at the level of educational users. Although VR games are still relatively low, they can meet the needs of some users in the video field. After all, users only need an immersive feeling. In addition, many low-level users will experience a better immersive experience by purchasing PC heads after experiencing VR. However, VR vendors are slightly slow in product iterations. Taking Storm as an example, Storm Mirror has released the third generation, but it is still in the glasses box stage. Perhaps it should develop products suitable for high-end users, or with other VRs. Vendors work together to provide users with a better virtual reality experience.
Third, this industry needs giants. When Xiaomi released the Xiaomi bracelet, it has roughly three effects on the wearable industry. First, relying on price advantage to kick out speculators and followers; second, attract more users to embrace wearable devices; third, promote the healthy development of the wearable industry, many users try more wearable products from the bracelet . For the VR industry, the star effect of the giant will attract more investors to pay attention to this field, and also allow developers to see the dawn of the VR industry and let the VR industry develop in a positive direction.
Not long ago, there was news that Apple will enter virtual reality. The Silicon Valley giants such as Google, Microsoft and Facebook have been laid out before. It has also been pointed out that the spherical 16-eye camera Google Jump jointly released by GoPro and Google will make the content of virtual reality difficult. From this point of view, the future of virtual reality will gradually become clear.
In general, the domestic VR industry is still following the steps of foreign countries. Perhaps the success of foreign markets can boost domestic prosperity. This is like the wheel being trapped in a quagmire and pushed out with the help of external forces. When can we rely on our own power to keep rolling forward?
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