Virtual reality (VR) is a technology that has been available and developed for many years, and technology analysts continue to insist that it will become the rule of “game changing”. In terms of architectural design, 360 degree and VR demonstration has become a new normal for architects, engineers and designers to work in 3D space. Only two-dimensional perspective to show others real estate, or their own design works, relatively speaking, or more abstract. VR not only provides an opportunity for close observation, but also provides a unique and unforgettable experience scene.
In the medical field, VR may bring revolutionary changes to examination and treatment. Doctors can live through VR surgery, as an educational tool, patients can get more in-depth remote care. In the advertising industry, marketing and advertising companies also began to use the power of VR and ar. Through the complete 360 degree full scene experience, the new advertising form can tell more immersive and interesting stories for enterprises and individuals, and introduce new concepts to customers at the same time.
But at present, many years after the first generation of large VR head display was released, VR is still a “novel” thing. Most people don’t have VR head displays, and VR content is still (mostly) limited to video games. Nevertheless, the sales of VR glasses are also increasing, and there are more VR choices in the market. In addition, more and more companies, institutions and individuals are also interested in the use of VR in other applications. But now the question is, how long will VR become popular?
Worldwide, the sales volume of VR head display is about tens of millions. In order to achieve “Popularization”, it is not necessary for everyone to have VR headgear, but it certainly needs more growth. If it reaches such a level: most people either own one or have one with their friends. In this way, VR has relatively entered the state of “Popularization”, rather than the status quo of “novelty”.
At present, VR technology is mainly used in video games. Most of the individuals who have VR head display mainly use it for games. VR needs more development and attention in other applications, such as watching VR video and VR tourism. To make VR “popular”, it must first serve a wider range of potential customers. It can not be regarded as an additional product of the game, otherwise non game players will not pay attention to it, and game players will only buy it when they have money.
We have begun to see VR as a tool in more industries, but this alone can not help VR overcome the current obstacles. So, what is the reason that VR has not been popularized, and what factors are hindering its development?
First of all, and most importantly, the primary consideration for the popularization of technology is the cost. This is also one of the biggest obstacles for consumers who have not bought VR head display devices. There are many high-end VR devices in the market, with prices ranging from 10 to 20 thousand yuan to nearly 10000 yuan. In addition, if you want to get the best experience, you need to buy a professional game computer to deal with the complex image processing in VR environment.
A computer that can deal with such a complex environment is generally more than 10000 yuan. We can also buy our own parts to assemble a personalized computer, but not everyone can assemble it, and the assembly price will not be too cheap (up to two or three thousand yuan cheaper). Of course, we can also choose some cheaper computers, but we can’t fully experience the fun and enjoyment brought by VR.
Entering the VR world is not as easy as we think. Setting up a VR head display device is much more complicated than setting up a new computer, mobile phone or TV. You can’t even start without looking at some strategies. In addition, the fault detection of VR equipment is also a complex link. Without enough technical experience, it is difficult to face VR devices calmly.
The popularity of VR is also inseparable from the norms of the market. At present, the market is full of a large number of low-quality VR devices, we can not get the ideal experience after purchasing, which leads to the disappointment of VR technology, and finally forms the situation of “bad money drives out good money”. Some products are just a “box”, need to cooperate with the mobile phone experience, and some products only provide a screen. But these low-quality products are very cheap, so most of them are willing to buy them when they first contact VR. But after using it once or twice, you will decide not to buy VR devices.
Now the best VR products provide high definition, high refresh rate, stereo vision, 360 degree scene experience, audio and full finger tracking and other functions. Even the most high-end VR products nowadays will press the front of the face heavily, which will hinder our vision. In other people’s eyes, they are like a “fool”. At present, VR equipment manufacturers do not have enough technology to package products in a convenient and comfortable form.
When users try to move in 3D virtual environment, they will feel dizzy or uncomfortable. The human brain is used to this feedback loop: when vision changes as we move, the subconscious will expect to feel the movement of the body. However, in some VR experience scenes, when the body is still, but it sees the natural movement, it will form a deviation, which will lead to the body’s maladjustment.
The emergence of new technology products often makes the content of new technology play the biggest role. Although there are some successful VR games and experiences, there has not been a landmark development (although pokeman go appeared a few years ago, it is far from enough), which makes developers think that it is necessary to adapt the corresponding content for VR. The lack of content also hinders the popularization of VR technology, and the lack of popularity of VR also limits the development of content. How to find a solution to this dead cycle is also a problem faced by the development of VR technology.
Before VR products want to be as popular as TV, VR still has many difficulties to overcome. However, at present, there are certain development prospects in the creation of VR content and the types of VR device products. At the same time, I believe that in the next few years to more than ten years, VR applications will gradually grow and eventually become popular.