UBM Game Network, host of the Virtual Reality Developers Conference (VRDC), released its first VRDC VR/AR innovation report. This report gathers the views of more than 500 professionals in the research and development of virtual reality and augmented reality technologies, and interprets the rapidly developing and diversified VR/AR industry from a unique perspective, such as the sustainability of the market and the Challenges, R&D platforms, funding, etc. The VR/AR industry is in a period of rapid development. Investors have invested a lot of money to expand VR/AR business. This year, leading innovative companies such as Microsoft, Sony, and Google have also entered this market. AR technology has been favored by the mainstream market due to the recent application of fire "Princess Goco". As VR and AR markets continue to expand, UBM is committed to providing the industry with the latest information. In March of this year, UBM hosted the Virtual Reality Developers Conference (VRDC) during the Game Developers Conference. Next, from November 2nd to November 3rd, UBM will organize an event for VRDC independently at the Park Central Hotel in San Francisco, USA. The content of the event will not be limited to the application of VR and AR technology in games and entertainment, but will extend to the brand. Experience and a variety of innovative uses. The findings of this VR/AR innovation report can be divided into six aspects. What platforms are developers working on? This year, companies such as Oculus, HTC, Sony and Microsoft have released consumer-grade VR/AR helmets, so the VR/AR industry faces a major problem: which helmets have received the most attention from developers. The survey found that nearly 50% of the professionals in the technology giants like Microsoft, Sony and Google prefer a more professional VR/AR business. When asked which VR/AR platform to choose, 49% of the developers surveyed were HTC Vive, 43% Oculus Rift, and 34% Samsung Gear VR. Google's many VR/AR products have attracted considerable attention from developers. 29% of respondents said that they are currently working on the development of Google's cheap cardboard glasses. 15% is developing related products for mobile positioning Daydream VR platform. The developers of Sony's upcoming PlayStation VR helmet and Microsoft HoloLens AR helmet are 13% and 9% respectively. Will future developers only work with a specific company? This year, as various consumer-grade VR/AR helmets enter the market, the question of whether VR/AR games and experiences are limited to only one helmet (either temporarily or permanently) surfaced. Up to 78% of respondents said that they would not be willing to limit their VR games to a certain platform. At present, who is paying for this industry? The report found that nearly 50% of developers are spending their own money on development projects, and 33% are using the company's existing funds. The investment ratios of customers, angel investors and venture capitalists were 17%, 13% and 11%, respectively. What is the prospect of VR/AR development and is it sustainable? In response, the investigators asked a simple question: Do you think that VR/AR is a long-term sustainable market? The 96% answer is yes. The negative opinion of 4% indicates that the future of VR/AR faces some potential challenges. What are the challenges of the future? Although the VR/AR industry is developing rapidly, we must solve a large number of problems first to enable the industry to gain acceptance in the mass market. In this regard, professionals who are committed to cutting-edge work in VR/AR are best known. The following are some of the most common challenges raised by respondents. Nausea: Nausea is the worst problem when experiencing VR/AR content. Experts worry that this will scare off people trying VR/AR technology. Pricing: At present, the high-end PC plus Oculus Rift or HTC Vive, the total price is often more than 2,000 US dollars, which may exceed the reach of most consumers. Technology and Design Obstacles: Developers have found it difficult to avoid users experiencing motion sickness. Female Header Connector,0.80Mm Female Header Connector,2.54Mm Female Header Connector,3.96Mm Female Header Connector Shenzhen CGE Electronics Co.,Ltd , https://www.cgeconnector.com