2017 VR rose 27%, revenue reached 2.2 billion US dollars will reach 4.5 billion in 2018

In 2017, AR received more investment than VR. The VR market is slightly depressed. Superdata predicts that VR revenue will reach $4.5 billion in 2018, and VR hardware prices will drop sharply, which are the main driving force for VR revenue growth.

Recently, well-known data research company Superdata announced a series of data on digital games and interactive media in 2017, and also summarized 2018. There are also many references to the status of VR and XR.

2017 VR rose 27%, revenue reached 2.2 billion US dollars will reach 4.5 billion in 2018

First, consumer VR revenues reached $2.2 billion in 2017, an increase of $400 million from 2016's $1.8 billion, an increase of 27%. At the same time, Superdata predicts that this number will reach $4.5 billion in 2018.

2017 VR rose 27%, revenue reached 2.2 billion US dollars will reach 4.5 billion in 2018

Among them, the hardware revenue reached 1.7 billion US dollars, accounting for more than 75. Software revenue is $550 million. In 2017, a number of VR hardware manufacturers began to significantly cut prices, coupled with some large IP works, which strongly promoted the growth of VR revenue.

2017 VR rose 27%, revenue reached 2.2 billion US dollars will reach 4.5 billion in 2018

According to statistics, Oculus Rift shipped 326,000 units in 2017, an increase of 34% over 2016. PSVR shipments are close to 1.7 million units, a significant increase from the 745,000 units in 2016. This is behind the old roll 5, Resident Evil 7 and so on. HTC Vive shipped nearly 300,000 units in 2017, down from 420,000 units in 2016. Microsoft's MR head was not available until the end of last year, with shipments reaching 95,000 units.

Despite the overall increase in hardware sales, VR content still lacks explosives, which also makes content developers profitable. At the same time, more and more hardware and software vendors are turning to enterprise-level users to effectively help multiple industries improve efficiency. Training is the most common case of VR among enterprise users, with 56% of enterprise customers using VR for training.

From the perspective of the entire XR (AR, VR, MR) market, XR revenue in 2017 reached 3.4 billion US dollars, of which VR accounted for 2.2 billion US dollars, AR + MR accounted for 1.2 billion US dollars. In 2017, AR received more investment than VR. Last year, VR investment and financing reached 890 million US dollars, AR / MR reached 1.45 billion US dollars, of which Magic Leap accounted for 500 million US dollars.

2017 VR rose 27%, revenue reached 2.2 billion US dollars will reach 4.5 billion in 2018

Superdata believes that Apple's ARKit released in September last year effectively increased the audience of high-quality mobile AR, allowing tens of millions of iPhone users to reach AR. The revenue of Elf Pokémon GO accounts for 84% of all AR revenues, as there are not many software developers who can make a profit.

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