Who else is talking about VR now, and when can VR content make money?

The winter is over, will spring be far behind? So where is the spring of VR? Deep Blue DeepBlue invited Feng Rui Capital, Mi Fu Technology, Thunder, Youku to chat about VR.

Probably in addition to Zhang Yimou as the co-founder of the popular Qitian Group into the VR industry, no one has talked about VR recently.

In the past year, 70% of VR hardware startups have closed down. In 2014, there were more than 200 companies in the country that did VR head-to-head, and today there are only 60 companies left.

In October of this year, Mido Entertainment, which had released the Luhan VR concert, was found owing wages to employees. In addition to the salary of the staff, in addition to the multi-meter entertainment, there are also a wide range of sights.

Curiosity does not translate into buying rates. Curiosity to VR, but there is still a long way to go before users really accept and use it. As Oculus founder Palmer Luckey said in an interview with the Financial Times, “Virtual reality devices are a part of life and may take five years or even 10 years longer” .

In September, we published an article on the VR industry's sound field. If there is no such thing, VR is destined to be a "slapstick". I have written this judgment: the industry lacks quality standards, and the key technology nodes are far from Breakthrough, VR is like a baby with a babble, still in the middle of it, far from mature. Rather than saying that VR has arrived, it is better to say that the previous bubble is being properly squeezed.

Good content can't come out, VR spring will not come. Teams that can produce good content seem to make money in movies, anime, and traditional games.

In addition to good content, key technology nodes are far from breakthrough. For example, 3D sound technology directly affects the narrative context and user experience of VR.

In the hardware field, there is a large demand for resources and funds, and there are not many opportunities for startups.

What should I do after VR? If you are interested in this issue, you should talk to these four people. They discussed the current status and future of VR and possible opportunities on a small-scale meeting in Shenzhen last month. I hope this content will give you some inspiration.

—— Dark blue season star

1, created a lot of pseudo-demand

Fengrui Capital Zhu Xizhou

The concept of VR is already very hot. Big companies like Facebook are fascinated by VR. It is not difficult to understand why so many young people around the world are investing in this industry. Perhaps VR can really take the road of PCs and mobile phones and become the next generation computing platform.

Facebook released the first virtual reality version of its software. Mark Zuckerberg presented the company's first social software for the Oculus Rift headset at the Oculus Connect conference in San Francisco.

At present, in the VR industry, large companies actively inject a large amount of funds, making VR hardware achieve a leap-forward development, and then they will continue to build the industrial ecology of VR; and small and medium-sized companies can more to the content or ecology. Apply force in the vertical direction.

However, most people still see VR in the fog, can't see clearly and can't understand. Here, I want to hear from you about the development of the VR industry. What is your assessment of VR development this year and your vision for the future?

Youku Jianlan

Last year, it can be said that VR has the strongest hardware development, and both Dapeng and Storm have done a good job. At that time, I judged that the Chinese market must be ahead of the US market. This is indeed the case. Now, the monthly shipment of VR equipment in Shenzhen Shanzhai is several times that of the United States.

As for the content, VR content has actually come out. Whether it is in the video field or the game field, but there is still a lack of explosion content, the industry will be ignited, maybe it will be slower than I expected, but I am not worried.

Tibet's first VR documentary blind, in which VR technology allows viewers to experience the world of blind children, bringing huge emotional impact to the audience.

Xun Lei Yi Pengyu

Last year, the products that did VR were basically hot, where is the hot spot. I also bought the Oculus Rift headline myself, and only used it once or twice after buying it back. In fact, many products on the market have also been sent out as gifts. This year, everyone began to look at the VR market in a pragmatic way.

Manufacturers are eager to pursue success and pursue fast placeholders, but there is a lack of good content and applications to mobilize users, so they have created a lot of pseudo-demands - in fact, users have not experienced VR in depth. In Shenzhen, I have observed that many people are trying to operate the VR experience store. As far as the current results are concerned, I don’t think that one can earn money. Once you play it, you won’t come back. Only through continuous iteration of the user experience can we break through all aspects of the industry. For example, we invested in a panoramic camera before, and after a long period of iteration, we have relatively perfected the function. Only users can discover more usage scenarios and problems in use, and this requires time verification.

The picture shows the insta 360 panoramic camera page.

I think the chance of audio is very big. In the past two years, people have only noticed that smartphones are on fire, and it is easy to ignore mobile phone accessories that are very profitable, such as headphones. However, the demand for the headset market is large, but the homogenization is serious. The name and concept of the headset are so sizzling, everyone is looking for their own headphones, but in fact the core of the selling is nothing more than sound quality and material. As for VR, everyone is staring at the visual, maybe it is time to hear in front of the market. If your headset audio technology can be different from others, then this market is yours. Perhaps, a small breakthrough point of audio, can drive a large number of demand, and finally promote the development of the entire VR industry.

Mi Fu Technology

I think the development of VR's content industry is in a contradiction. Media media such as VR products must be considered in a single line from the middle of production capture to the playback device. Therefore, VR content production is a test of the company's comprehensive strength. Ordinary producers are unlikely to create high quality things, but can do something for the experience quickly. If the content doesn't get up, the content produced can't make money immediately, and there isn't too many people chasing it. I think the way to break the deadlock is to provide tools that allow ordinary producers to quickly produce large amounts of content. The essence of VR is to persuade users by experience. Users can only really understand what VR is by experiencing VR quickly.

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