Qualcomm: Domestic VR still has chaos, XR is the future of VR and AR

VR technology used to be the technology darling in the industry. Whether it is the game industry, the film industry, the education industry, etc., he is very popular, capitalists have invested heavily, and entrepreneurs are only increasing. Today, it continues to be sluggish, and even the future cannot be seen.

This week, HTC held the developer summit to officially launch the new all-in-one VIVE FOCUS. Compared with the previous PC VR, VIVE FOCUS is designed for the domestic market, with higher portability, equipped with the Snapdragon 835 processor and supports six degrees of freedom. HTC's involvement in the all-in-one field also marks the beginning of a full shift to the mobile VR market.

Qualcomm: Domestic VR still has chaos, XR is the future of VR and AR

Hugo Swart, Senior Director, Product Management, Qualcomm

Previously, there were statistics. The most popular application in the VR market was HTC VIVE, which reached 3200+. In the Chinese market, VR accounted for the highest proportion of retail sales in the third quarter of this year, with mobile VR accounting for the highest proportion, reaching 50%, followed by 24% of all-in-one VR, ahead of PC VR by 20%. The increase in the sales volume of mobile VR and all-in-one VR indicates that in the future, VR and AR devices will be fully transformed into lightweight.

Compared with PC VR and mobile VR, the advantage of all-in-one VR is that it can completely control the interaction of the device from the underlying chip to the software level, which can guarantee the user experience. This is one of the reasons why developers are equally optimistic about the all-in-one VR.

XR is the future of VR and AR

Hugo Swart, senior director of product management at Qualcomm, said that XR's expansion of reality is the ultimate form of the future. In the past few years, Qualcomm has cooperated with OEMs, ODMs, developers, and content providers in the VR industry to provide chips with built-in VR features and HMD accelerators for terminal manufacturers.

In Qualcomm's view, the future XR terminal will become the next generation of mobile computing platform, and even the most likely to become a substitute for mobile phones. Previously, Qualcomm proposed this concept in the middle of this year, which is similar to the MR mixed reality given by Microsoft. It emphasizes not only providing a smooth immersive experience, but also extending to the real world through high-speed computing performance.

In fact, XR starts with VR. The general good VR experience consists of three aspects: visual, audio and interactive. AR requires more technologies, including context awareness and object recognition. In terms of communication, the current 4G is obviously unable to achieve fast cloud connectivity, which requires the development of 5G in the future to drive the development of XR.

In other words, it may take years to make a similar product. XR's device may be as light as Google Glass compared to the current one. Qualcomm said that the Snapdragon 835 processor has already provided a hardware foundation for certain aspects of XR. In the future, Qualcomm's plan is to improve the hardware chip performance and software features to improve the overall experience.

Domestic VR still has chaos

From the outbreak of 2016 to the heat decay in 2017, the VR industry has also reflected some industry chaos behind it. At present, the VR volume in the Chinese market is still not large enough, and the biggest problem encountered is the lack of a unified ecosystem. Almost every OEM is trying to build its own VR app store, VR SDK and VR hardware, which directly leads to a lot of re-porting content on the market.

In this regard, HTC and Qualcomm cooperate to establish a unified VR ecosystem, named VIVE Wave VR. At present, VIVE has some developer advantages in the field of PC VR. Qualcomm provides more advanced mobile VR processors, hardware reference designs, and six degrees of freedom and head tracking required by VR.

In addition, there is a lack of content. Although there is a slow increase in the number of applications, the biggest problem is the high degree of application duplication and the uneven quality. Many consumers may find it boring after playing an app for a few minutes. And some mainstream game masterpieces are also concentrated in some PC VR fields, which is a bottleneck for mobile VR or all-in-one VR.

In the future, if HTC and Qualcomm's ecosystem can work, it will solve the problem of fragmentation of the mobile VR market. The most important aspect of Qualcomm's cooperation with HTC is the roadmap for joint products. After Qualcomm develops new VR features for new chips, VIVE will also be launched in the Wave SDK, which will accelerate the commercialization of new features and shorten the time to market for new products.

5G is the core to improve VR and AR experience

Compared with 4G networks, the future 5G network is also expected by the industry because it is ten times faster than 4G. Hugo Swart, senior director of product management at Qualcomm, said that one of the most important applications of 5G is to improve latency and bandwidth. For example, the recent dual 4K display, which has been hotly debated, has huge requirements for the bandwidth of transmission.

In general, 4G has a limited network capacity for multi-user simultaneous networking, and there is a performance bottleneck in the edge of network coverage. And 5G will support these applications with higher quality within the network coverage.

It is not difficult to see that VR is an important factor driving the development of 5G. It can even be said that if there is no VR, 5G will not have such rapid development. We watch videos and listen to music on the Internet. The existing network technology is enough to carry, but if you want to do high-quality live cloud, VR and other high-quality content cloud rendering, obviously lower latency is required. Now it is generally 20 milliseconds. The standard of delay. In the future, 5G may reduce the network delay to 2-3 milliseconds.

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