It seemed that major AR and VR players did not make a break at all and 2018 started with a blast.
Let’s see what AR and VR giants are up to in 2018 with a new beginning:
Google, at Consumer Electronics Show 2018, has shown off its latest VR180 camera format can and there was immediately the accompanying hardware.
Lenovo showed incredible improvement and innovation thanks to its first standalone Daydream VR headset Lenovo Mirage Solo. Now you can experience Daydream VR in one package with top-notch specification and on-board motion tracking.
In Samsung it is also very busy these days. According to Kim Taeyong, Samsung’s VP, the company is going to build certain new features throughout 2018 to include inside-out positional tracking and 6DoF motion controls. This will help them continue filling up the gap between the high-end Samsung Odyssey HMD and affordable mobile Gear VR headset.
HTC has revealed the Vive Pro VR headset, as well as a HTC Vive wireless adaptor. The Vive Pro is a HMD upgrade that offers a higher resolution VR experience, as well as better audio and a redesigned headband.
In terms of Hololens, Microsoft will be extending the availability of its VR headset in 29 new European countries, so you can check it out in Italy, Spain, Belgium, and Denmark.
A great improvement in comparison to all AR devices as well as Hololens comes from Hong Kong-based startup Realmax. The product has the widest field of view (FOV), over 100 degrees, and many AR pioneers are praising it highly.
The second generation of Hololens headsets will be available in 2019 and one of the improvements is definitely wider FOV, which is at the moment 35 degrees.
Aside from that, there’s likely to be a flood of VR and AR-related software – think apps, games, and all kinds of experiences for enhancing your dreary reality.
According to Virtual and Augmented Reality Association, whose member ARVRtech is, these are five most important trends in the field of VR and AR: enterprise AR will pull ahead; while mobile AR will rebound and new standards will develop; at the same time consumer VR will get a jolt, and unifying technologies will emerge.
1. Enterprise AR becomes the most profitable sector, way ahead of Consumer VR, reaching $10 billion revenue. Bear in mind that your biggest enterprise AR clients will come from the world of manufacturing and assembly.
The market opportunity is alluring: enterprise AR is going to be $48 billion opportunity by 2021. In order to get those markets successfully you will need to navigate through immersive tech landscape that changes very dynamically and to have a significant domain knowledge in order to service particular verticals accordingly.
2. Incentives for consumer VR happen as Oculus Go will launch in Q2 2018. This will boost the consumer adoption, and the headsets will possibly go beyond million units in 2018 thanks to the affordable price tag of 199 USD.
As a result, more content creators and developers will be sought after to provide value, which will consequently attract the more powerful user base. According to VRARA we should expect 20 million headsets sold in 2018 (all together with the cardboard ones and the low-cost ones from China), as well as 43 million headsets in total globally.
3. Unifying technologies will help developers: Because the user base in VR is very small, developers have a challenge to justify the investment in content as the market they can reach is already small. VRARA recommends Google Blocks and Poly as the cross-platform development tools which will increase the multi-functionality across platforms, as well as the unifying technologies like WebAR and WebVR that make the community stronger.
4. Mobile AR Revenue will go beyond $1 billion in 2018. Certainly this goes beyond Pokemon Go: Harry Potter is the next big thing that Niantic launches, following in the previous game architecture, mechanics, and in-app purchases.
5. Finally, VRARA reminded us how the development of mobile AR standards will look like. The success rate and the learning curve in AR and VR industry is the same as in all fields, very few solutions make a break through. Thus, they can be classified with “AR-first or “AR-Only” approaches, but there will be only dozen success stories like this.
The mobile AR’s truly native app that will sweep the market off the feet will be either location-based gaming, social, or commerce oriented.
Certainly, the winner who will benefit mostly from the market landscape of the web-based delivery of AR and VR will be Google.
What we can tell for sure is that these will be exciting 12 months in the world of technology. ARVRtech follows closely the latest technology advances in AR and VR space to provide state-of-the-art solutions to the clients.