In 2018, the high-end VR market experienced a significant revival. Companies like HTC and Sony were actively competing to capture the mobile VR space. Despite the challenges, VR technology was not fading away—it was just evolving. With time, it was expected to become a mainstream in future development.
After launching the HTC Vive, HTC’s first PC-based VR headset, the company quickly took the lead in the PC VR market. After nearly two years of being on the market, rumors began circulating about an upcoming 4K OLED version of the Vive. In 2018, HTC was expected to release a new 4K Vive model, which, combined with price reductions for the original Vive and the Vive Wave all-in-one system, would likely boost VR shipments significantly.

VR technology was being adopted by several major players, including HTC, Oculus, and Samsung. While 2016 marked the beginning of VR development, 2017 saw the industry mature through better accessories and applications. The ecosystem became more complete, leading to a resurgence in VR investment during the second quarter of 2018. A number of 3A-grade VR games and the first VR movie were released, signaling a new wave of growth for the VR market.
High-end VR headsets were mainly using OLED panels with 2K resolution. HTC Vive and Oculus Rift offered screens with 456 ppi, while Sony’s PSVR had 386 ppi. Even though these resolutions were impressive, there were still issues with latency that affected immersion.
Samsung, however, introduced a 5.5-inch 4K OLED screen with a resolution of 3,840x2,160, offering an impressive 806 ppi. According to industry sources, Samsung was the fastest to mass-produce this panel in 2018, with mainland manufacturers expected to follow. Sharp also reportedly planned to start producing 5.5-inch panels with 800 ppi or higher in the same year. With 4K VR OLEDs becoming available, HTC was anticipated to launch a new 4K VR headset in 2018 as a key player in the market.
To further expand its reach, HTC launched the Vive Wave, its first all-in-one VR product, targeting the mobile VR segment. This move, along with the potential price drop of the original Vive, would help diversify its product line and improve overall shipment performance.
According to third-quarter 2017 data, HTC Vive accounted for around 82% of PC VR headset sales, far outpacing other competitors like Hypereal and Oculus. It also performed well in the U.S. market. In 2018, with new products launching, HTC aimed to boost sales in both the Chinese and American markets simultaneously.
Sony was also making waves. Its second-generation PSVR supported 4K TVs, and with 4K OLED panels ready, the next-gen PSVR was expected to feature similar high-resolution displays. Microsoft also announced the Xbox Scorpio, which supported 4K and VR, indicating that other companies, including Oculus, would likely enter the 4K VR space soon.
Industry experts believed that the digital revolution was progressing through immersive technologies like VR and AR. The first wave of digital change was driven by PCs, followed by smartphones. Now, with VR and AR, we are entering the third wave of digital transformation. Unlike previous 2D applications, these technologies bring users into a 3D environment, changing how humans interact with technology. Features like gesture recognition and eye tracking are being integrated, and when combined with 5G, they are expected to reshape hardware ecosystems and consumer behavior over time.
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