The future of VR, there are endless possibilities in the 5G era

- Jun 05, 2019-


The future of VR, there are endless possibilities in the 5G era


Produced by Warner Bros. Pictures, the sci-fi action adventure giant "The No. 1 Player" directed by the gold medalist Steven Spielberg, after the release last year, harvested a lot of money at the box office and attracted the attention of many amusement lovers. . The movie describes that in 2045, due to the boring real life, countless young people are lost in the world of a super hot game "Oasis". In the movie, players can wear VR equipment to play freely in the virtual world. Among them, what is more worthy of our attention in the movie is the virtual world created by Halliday - "Oasis". “Oasis” is a huge online world where users can play games, free parties, and participate in a variety of different tasks by wearing VR and other devices. Su Guanfeng, director of operations of Guangzhou Yingqing Electronic Technology Co., Ltd. (referred to as Shadow Power), believes that the emergence of VR virtual world like “Oasis” has become possible under the popularization of 5G.


The Ministry of Industry and Information Technology recently announced the "Guiding Opinions on Accelerating the Development of Virtual Reality Industry", proposing that by 2025, the overall strength of China's virtual reality industry will enter the forefront of the world. 5G commercial is close at hand, and the VR industry closely related to 5G will also usher in new vitality. What impact does 5G have on VR? What possibilities will it bring to the VR industry?


VR development resistance: failed to play its due value

For VR technology, 2016 is a crucial year. That year, VR was considered to be the next-generation computing platform after computers and smart phones. It is expected to reshape the existing electronic market and be optimistic by major technology giants and capital institutions. VR technology also entered the home for the first time this year as a new medium and is becoming the most immersive medium we have created.


In fact, virtual reality has a long history, and its concept was first mentioned. It should be traced back to the novel "Beautiful New World" launched by Adolf Huxley in 1932. This novel describes the mechanical civilization in the background of the 26th century. The life scene of people in the future society. The book mentions that “head-mounted devices can provide viewers with a series of sensory experiences such as images, smells, sounds, etc., so that viewers can better immerse themselves in the world of movies.” Although VR has entered our lives, there are already several Year, but the user penetration rate is still not high, and still fail to play its social value. These are closely related to the market, technology and cost of VR.


Market chaos, reducing innovation power

As a new innovative industry, VR is an inevitable requirement. However, in the face of peer plagiarism, the market is not fair and the market phenomenon is disrupted, which has a negative impact on the company's innovative products. As we all know, it takes a lot of time and effort to develop a new product. However, the market order is not standardized, and peer plagiarism and price reductions make the advantages of new products lower and lower, which will reduce the enthusiasm of enterprise innovation and adversely affect the development of the industry.



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