VR virtual reality is a big winner under 5G?

- Mar 02, 2019-

VR virtual reality is a big winner under 5G?


5G, when the next information technology that was being squandered, the VR that was not warm and hot was also brought up. Even the Ministry of Industry and Information Technology issued a document to boost VR. It can be seen that the VR virtual reality industry has a big move this year.

But is virtual reality technology virtual? Many people may still be in doubt... A virtual industry cannot be rooted. Only by realizing the technology can we truly believe it and trust it. 5G is, VR is also true. Knowing your own pain points can make technology and business really strong.

In 2016, a large amount of capital poured into the VR industry, but the high temperature was bred for two years, still not warm and hot, where is the reason, where is the pain. Blindly advocating and following the trend, there is no way for enterprises to support themselves, and it is impossible to drive the entire VR industry to grow at a rapid rate. Only by stabilizing and finding pain points can we solve the problem!

VR, network infrastructure do not match

Simply put, one of the biggest selling points of virtual reality is its high immersion and real-time interactivity, but it often fails to achieve the desired effect. Why? First, there are pain points in storage and computing. The computing power of most mobile phones and computers currently used does not meet the needs of their applications; the data storage provided by cloud computing has not yet achieved the desired results.

Second, there are pain points in network transmission. In addition to the information network infrastructure of first-tier cities can meet the live broadcast requirements of virtual reality, the network infrastructure of the second, third and fourth lines is still relatively backward, and it is unable to support the application requirements of VR. Therefore, if the 5G is really so god, and the two aspects are solved together, the experience effect of the VR to the user can be greatly improved.

The development of VR core technology is not strong enough

In the past two years, the development of virtual reality technology in China is mainly based on start-up companies. The investment in R&D is limited, and the technical content is not high. In particular, the technical research and development in data processing and human-computer interaction in key links are lacking.

The industry chain is imperfect and the key links are weak.

The VR virtual reality industry covers hardware manufacturing, systems, platforms, development tools, applications, and research and development content. The enterprises involved in the industrial chain include hardware companies such as wearable devices, service companies such as chips, mobile phones, televisions, video websites, film and television entertainment companies, online ticketing platforms, sports companies, and software companies such as operating systems and application development.

At this stage, China's VR enterprises are mainly concentrated in the upstream hardware field, while the application development, boutique content supply and other links have fewer business layouts, and there are still some shortcomings in the fields of operating systems and content production tools.

Lack of quality content

VR virtual reality can cover N application areas, such as games, education, live broadcast, video entertainment, health care, transportation, real estate, tourism, retail, engineering, military, etc... But at present, our virtual reality enterprise is still concentrated The layout is in the field of games and video, and the layout of other fields is not coordinated, and the level of development is different. What needs to be further mentioned is that in the field of educational applications, there are widespread problems such as cross-linking of software and hardware, insufficient interactivity, and less content.

Enterprises are fighting each other, lacking collaboration between industries

The virtual reality field needs a big picture. As far as foreign countries are concerned, they have formed an "industry geese array" led by giant technology companies and followed by many small and medium-sized enterprises. The vertical integration of the industrial chain is high, and small and medium-sized enterprises are mainly engaged in supporting development. In view of China, there are hundreds of thousands of small and medium-sized enterprises engaged in VR, involving various fields, but they are all fighting each other. Lack of synergy and cooperation has undoubtedly caused waste of industrial resources and brought about obvious homogenization competition. Especially the relatively mature game industry. In China's VR industry, there is a clear lack of such a platform and operational mechanism to promote the coordinated development of the industry. Information between enterprises cannot be exchanged, and the allocation of industrial resources is not balanced, resulting in lag in development.