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Why Did The First Two Years Of Hot VR Startup Suddenly Become Cold?
- Apr 21, 2018 -

Why did the first two years of hot VR startup suddenly become cold?

Have to say, if it is not the "Top Number Player" in the domestic heat, people seem to have to forget the VR industry. "The number one player" in the game with a strong true color, in fact, is the goal of VR evolution, and even the pinnacle! The equipment worn by the characters inside is the current variety of VR devices. However, in stark contrast to the movie fever, the entire VR industry is now in a silent phase.

In 2016 and 2017, VR is the hottest time, and many VR entrepreneurs and companies emerge one after another. Relevant VR hardware devices, games/videos/tourism and other contents have also become the starting point for entrepreneurs. It seems that they have evolved into a "full-body" form overnight, subverting the momentum of mobile terminals such as smart phones and tablet computers. However, I did not expect that since the end of last year, VR entrepreneurship has quickly cooled down.

The 2017 Virtual Reality Year In Review released by IDC and Unity for the 2017 Virtual Reality Year Review shows that the total global VR application (game) consumption reached 417 million U.S. dollars in 2017, and the global VR headset installed capacity reached 13.1 million as of the end of 2017. set. The extremely low amount of money spent on consumer and VR equipment highlights the fact that VR startups have entered a downturn.

There is no phenomenon-level explosive content, VR equipment shipments are lackluster, project investment is large and the realization of difficulties, and so on, hit the confidence of VR entrepreneurs. Even many start-up companies continue to lay off employees, and entrepreneurial projects are also directly stranded. The reason why the hot VR startup in the previous two years suddenly turned cold has multiple reasons.

The most direct reason is that the limitations of VR itself have never been fundamentally solved. Even the high-end VR devices such as HTC VIVE and PSVR from Sony have extremely poor experiences. Higher weight, larger volume, multiple cables, etc., make them less practical.

The VR devices launched by start-ups are more like gimmicks to catch up with hotspots and are far from what people expect of virtual reality experiences. Similar to VR content, there is no VR game that can trigger the popular pursuit of frenzy, but spread in a niche.

VR equipment and content complement each other, both of which are at the bottleneck of development. Naturally, they cannot progress together. The ideal realm co-founder and CTO Li Zhiyu said that in view of the current product form and software application eco-environment, it is impractical for VR devices to enter millions of households in the short term and to make users feel sticky.

The air outlet has no prospect in the short term. Investors are not willing to spend money endlessly. Naturally, VR startups are cold. Perhaps VR entrepreneurs are now crouching and waiting for a breakout point, really driving VR to flourish again. Unfortunately, I do not know when the flashpoint will come.

Hangzhou Virtual Reality Technology Co., Ltd

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