Mob/WeChat/WhatsApp:+86 13431980922(Alice),+86 13535165131(Sam)

You can't fail to know the 4 major pain points in the VR industry.

Source: Time:2017-04-10 21:22:32 views:

The year 2016 is the year of VR industry's outbreak, from the corporate level to the capital level, the VR industry has given high expectations, hoping that it can bring revolutionary breakthroughs after the mobile Internet, set off a new round of technology-led business revolution. Entrepreneurs have been eager to try their best, and expect to be able to get ahead with the support of capital.

The year 2016 is the year of VR industry's outbreak, from the corporate level to the capital level, the VR industry has given high expectations, hoping that it can bring revolutionary breakthroughs after the mobile Internet, set off a new round of technology-led business revolution. Entrepreneurs have been eager to try their best, and expect to be able to get ahead with the support of capital.
As a new field, some entrepreneurs and enterprises are puzzled and misread about VR. On the evening of March 9, Yang Guang, senior investment manager of Fuxing Kunzhong Capital, came to Pingtu Investors'Lecture Hall to share some opinions on VR investment, comprehensively interpret the general situation of VR industry from the perspective of capital, and help investors and entrepreneurs to answer questions. The following is the dry goods sharing at the scene:
1.VR entrepreneurship includes two directions of content and technology, and has potential in the direction of VR content in China.
As far as VR industry is concerned, it can be divided into two main directions: content and technology. The parties in the primary market believe that technology may mature in the next one to two years. After entering the "content dividend era", content dividend is likely to bring considerable benefits for domestic companies and entrepreneurs.
This is because some foreign giants, including Sony, HTC, Google for VR technology has formed a certain camp and monopoly, the industry is difficult to break through the blockade of the giant newcomers. Especially in the business model, the giants have a richer liquidity or capital background, so the future direction of technology is likely to be the battlefield of the giants.
Content is a highly decentralized market, and the content direction has obvious cultural and personal preferences and other characteristics, Western giants are difficult to access the Chinese market. "In terms of content, we are actually more interested in the film as an indicator, according to our preliminary judgment, games, relay and quadratic, has a very clear market trend. These three directions mainly face the subdivision of the crowd, but only when the film and television market matures, VR can be transformed from subdivision of the crowd into a popular, young and old equipment.
If the game changer of VR technology is to see interaction technology, then the game changer of VR content depends on VR movies. Once VR movies mature, the capital market will think that the content of the rise to a new height. After the VR movie boom, people will think that the VR user experience, technology maturity, story-telling way has reached a more mature state. The technology of movies will bring about a brand new revolution from the use of television, live broadcast and two dimension.
2. although VR may cause some physiological discomfort, it will not prevent the industry from erupting in the future.
VR may cause some discomfort, many people worry that the shortcomings of experience will affect the rapid outbreak of VR. Yang Guang believes that fatigue and motion sickness are indeed inherent problems in VR, and that the mismatch between vision and brain nerves can not be solved, but this will not be an obstacle to the popularity of VR technology. Take the highly sophisticated PC game market for example, the early "CS" and "Legend" games of pseudo-3D graphics will also bring discomfort to new contacts, physical discomfort has not hindered the development of the game industry into a billion-dollar market.
Users are actually very adaptable, and they change a lot of their habits for certain strong needs, such as entertainment or social interaction. In fact, the visual discomfort caused by the use of VR does not cause more visual damage than watching mobile video on our current bus system, so there is no need to worry about the small flaws in VR technology that will hinder the future outbreak of the industry.
3.VR technology innovation is very difficult, but if the project is very reliable, venture capital and capital will still be very recognized.
Capital cares not only for repayment, but also for capital. Yang Guang commented: "To believe that investors in the primary market are ideal, although tired, hard and impoverished, but all want to invest in projects that can change the world." In fact, the market is very big. Entrepreneurs should combine their own situation to gradually realize the evolution of technology. The giants have not yet achieved a complete monopoly on technology, there is still a lot of market space for each subdivision direction.
Of course, capital has also put forward requirements for VR technology innovation. First of all, the application of technology should be very extensive. It should be a technology that changes the lives of hundreds of millions or even billions of people. Second, technology needs barriers and insights to support the direction. The third point is that technology should be feasible and feasible in a short time, so that capital can see the future.
Based on the above three points, the direction of technological innovation is no problem, and technology will continue to evolve and improve. Each technology point needs someone to do, than helmet display, video algorithm, compression, transmission, stability algorithm and other technology points, each link has entrepreneurial value. But the capital wants to see some technology and team that can do VR technology very well steadily and have a substantial role in promoting the industry.
4.VR will have a distribution platform, which is the most valuable and market oriented business model.
The emergence of the VR distribution platform is positive, but it seems uncertain now who will do it. For example, it is likely that Sony, HTC, such strong hardware vendors, their hardware experience is good, large installed, based on hardware to form a model similar to Apple APP Store, in the current development situation there is this possibility.
The second category is likely to be like a storm, Levision, capturing users through VR content and then distributing them on a user-based basis. But this mode is rather hard, because content distribution is a typical resource war. For example, some platforms buy out NBA, while others buy out the Premier League, which is very intense.


CONTACT US
CUSTOM SERVICE HOTLINE
180 1186 0870

Message

  • Contact :
    (*)
  • Phone:
    (*)
  • Email:
    (*)
  • Content:
    (*)
  • Verification code:
Copyright @2017 Sile VR, Floor 1, Block D-2, Hengran Creative Park, No.501 Shixin Road, Panyu District, Guangzhou