As the number of Chinese netizens has maintained a steady upward trend, by the middle of 2017, it has reached 751 million. As one of the important functions of the Internet, the gaming and entertainment industry has also gone up. As of June 2017, the number of online game users in China has reached 422 million, an increase of 4.6 million from the end of last year, accounting for 56.1% of the overall Internet users. The number of mobile online game users was 385 million, an increase of 33.8 million from the end of last year, accounting for 53.3% of mobile Internet users. This user base illustrates the near-infinite potential of China's online game industry. There are endlessly different types of games on the market, with the intention of sharing a slice of the feast of all-people entertainment. In fact, the contents and channels determine the ecology of end-game/mobile games in China. As long as the gameplay is fun, the artists pass, the brand is loud, and the promotion is in place, it will attract enough players to spend. Unlike Zhengsheng's endgame/hand tour, although the continuous maturity of VR hardware has also won the potential growth space for the development of VR games, VR games still do not show exciting development momentum. After experiencing a series of pits such as P2P, cloud community, 3D printing, and IP hype, investors finally calm down. Carefully looking for profitable business models has become an important consideration for emerging industries. VR, as a concept that is neither new nor old, has earned funds and attention that do not match the quality of products and services in the past. Nowadays, with the hardware still not perfect and the user's threshold is higher, the employer must be more sensible and calm. They are more willing to wait for a group of VR companies to pursue their acquisition strategy after they have grown up. As a result, employers have become more cautious in the VR game industry in the derivative industry. It can be foreseen that there will not be too much external funds dedicated to VR games before the entire VR industry has stabilized. However, VR hardware still shows strong vitality under the so-called cold flow. In fact, the domestic VR hardware development in 2017 is healthy and rapid. Compared with the same period of last year, the capital injection scale and hardware upgrade results are obvious to all – Da Peng VR continues to make efforts after obtaining financing, this year in three Launched a new generation of PC-side VR helmet E3, its products have been widely praised; 3Glasses is even more in depth cooperation with Microsoft, won a large order of 270 million yuan. Relying on the maturity of hardware, domestic VR games also usher in dawn. The gradual clearing of the mainstream configuration will undoubtedly benefit the development of the game. At the same time, the demand for quality content in the VR market after solving the hardware problem will increase significantly. After the technology and market demands become clear, the VR game may usher in an explosion. . In the field of VR games, the distinction between domestic and foreign producers, whether it is R&D or spiritual core, is virtually unanimous. After experiencing the bubble foam baptism of the domestic VR game industry, and now finally see the dawn of time and place and the initial emergence. Last year's VR shooter "The Bullet of the Bullet" on the steam screen was amazing, but also made people aware of the potential of domestic VR games. However, the reality is still cruel. Due to the barriers to entry, VR games are currently in a stage of high R&D costs and a small number of users. Most of the domestic VR game factories and independent studios are still in a state of “worry to wear. "In the state of the game, even the developer Viking Interactive, the developer of the above-mentioned "The Bullet of the Bullet," also stated that it was "just a slight surplus," and that the situation of domestic independent developers is evident. From another point of view, this "winter of pre-dawn times" is a trial of domestic VR game makers - just as the so-called VR industry started in late 2016, it has driven a large number of swindling companies to follow suit. The VR game industry, which relied on the belief and technology, also ushered in a shuffle. The works such as “Undefeated Hero†forcing the VR to be forcibly optimized had eaten the bitter result of “the last ten days and zero praiseâ€. On the contrary, works such as “The Bullet of the Bullet†can stand out in the market and become an important word-of-mouth foundation for domestic VR games. Domestic VR games after the Ebb Tide are forming a good primary ecology. In the first half of this year's Sony "China Star" conference, the "Human Rescue Plan", "walker" and "New Year's Eve" three domestic VR games confirmed their selection, and their developers will receive Sony's channel resources and distribution. On the strong support. This is undoubtedly a boost to domestic VR games. Participation in the platform support program as an independent producer has also given the high-quality small plants and independent studios a clear path. Sony China Star plans to provide a way to survive for high quality domestically produced VR indie games As the situation is gradually becoming clearer, game developers in China are rarely on the same starting line with other countries in the field of VR games. Domestic VR game developers have also proved their ability to be unique in the future VR game market, and VR game industry has Relatively fair competitive environment and faithful paying users (although the base is still relatively small). The experienced domestic honesty developers are burdened with not only the support and expectations of the state, but also the dreams of the star-sealed sea of ​​outstanding domestic PC stand-alone game developers at the beginning of the century. The domestic game giants represented by Tencent, Netease and others have announced plans to enter the VR game field early, but we can clearly see that they do so mainly because of strategic layout considerations. Judging by the actions of the big manufacturers in recent years, they seem to be more willing to invest in hardware and build platforms than to participate in the creation of VR game content on a large scale. Netease once announced a high profile in the VR game market. The first VR game, "Dawning Dragon Callers," has not been heard so far. The MOBA Online Game "Infinite Warfare Zone", which was once promoted to promote "VR experience mode", has not only failed to make its name on VR gaming. The "Infinite Theater" game itself has also shown a miserable situation - players are constantly losing, almost Without any publicity, even activities and updates are no longer frequent. "Dawning Dragon Caller" is the same as its login platform. Tencent is much calmer about VR games. Although Tencent has more than once revealed its interest in VR games, it has also announced VR games "Photography Plan" and "Fire Source Plan" with VR experience model, but like NetEase's attitude, its terrible channel resources and No tilt to VR game. Tencent recently put a lot of energy into its own game platform Wegame, and careful players found that there is no VR channel on Wegame. Different from the small factories and studios that have independently developed VR games, Tencent Netease does not have urgent and natural needs for autonomous VR games. The main problem facing the VR game is still on the hardware, there is no stable hardware support, and the cost of R&D is difficult to control. The savvy big manufacturers prefer to invest their money and energy in the hardware and platform. They not only can grasp the upstream resources of the industry, but also can collect potential stocks from the VR hardware R&D team that has become a group, and will do for future VR hardware outbreaks. ready. As for the contents of VR games, big manufacturers will of course announce their presence. However, for large companies with rich channels, it is obviously not as easy for R&D as to purchase finished products and then duplicate them. We can see that Tencent's pressure on Wegame must have seen Steam's ability to divert the game industry, including VR games. However, the integration of the B-side and C-side digital game platforms is not the same. Explosive models VR games can match. The big manufacturers who have grown up relying on endgames and mobile games already have a set of business logic they believe in. Faced with the current VR game development environment, and the user base that is “infinite potential†but can not be flattered, the big manufacturers may only sigh VR game “tasteless, abandoned pityâ€. However, the occupies of the pit, the attitude of doing, the big factories will not fall. The outside world can comment on the wait-and-see attitude of the big players to the VR game and even the VR industry. But no one dares to question the follow-up ability of the big manufacturers. If you have something I don’t have and everyone likes it, then I’ll either have to pay you to buy you. , Or save money to buy your competitors. In the face of an emerging industry, wealthy and resourceful manufacturers have every reason and ability to postpone. The king of channels is still the iron law of the current domestic game industry, and VR games will not be accidental. Everyone knows that VR will be the next industry to change the world, and everyone is looking forward to becoming the leader of that industry. VR games are like gold islands on the other side of the country. Businessmen are afraid of the risks. The treasure-hunters have no choice but to struggle forward. The people who control the giants are waiting for the pioneer's charts. Long wave pass filters are usually used for wavelength order classification. One side is plated with hard medium long wave pass filter film and the other side is plated with antireflection film, which can cut off sharp light at a specific wavelength, while the other wavelength region has high transmission, so as to achieve the purpose of isolating a wide region of the spectrum
The filter is made of plastic or glass with special dyes. The red filter can only let the red light pass through, and so on. The transmittance of glass sheet is similar to that of air, and all colored light can pass through, so it is transparent. However, after dyeing with dye, the molecular structure changes, the refractive index also changes, and the passage of some colored light changes. For example, when a white light passes through a blue filter, it emits a blue light, while there are very few green and red light, and most of them are absorbed by the filter.
Long Wave-pass Fliter Hanzhong Hengpu Photoelectric Technology Co.,Ltd , https://www.hplenses.com
Filter is an optical device used to select the required radiation band. A common feature of filters is that no filter can make the imaging of celestial bodies brighter, because all filters will absorb certain wavelengths, making objects darker.