2018年-数据局_中国信通院联合华为在MWC2018发布三本虚拟现实白皮书_28页_12mb
报告摘要
VR Video Summary
Core Content
This document provides an in-depth analysis of the VR video market, focusing on network requirements, industry trends, business models, and opportunities for operators. It outlines the evolution and current state of VR video delivery, the technologies involved, and how different players in the industry are leveraging VR to enhance their offerings.
Main Viewpoints
- VR Video is a key use case for operators, who are already running video services and have the infrastructure to support VR growth.
- VR video requires significant bandwidth and network performance, especially as headset resolutions increase.
- Industry trends show growing traction, with VR being adopted in sports, social media, and live streaming.
- Standards and technologies are evolving to improve VR video delivery, including better compression and new projection formats.
- Operators have a unique opportunity to improve the VR experience and create new revenue streams through their network and distribution capabilities.
Key Information
2.1 VR Use Cases
- VR is used in various applications, including video, gaming, education, and enterprise.
- VR video is the most widespread use case, with a broad market reach.
- Operators, OTT providers, and social platforms are all investing in VR video services.
2.2 What is VR Video?
- VR video includes 360°, 180°, and volumetric video.
- 360° video is the most common, offering a spherical view with limited interactivity.
- Volumetric video allows for full 3D immersion and interaction, but requires higher bandwidth.
2.3 VR Video: From Creation to Delivery
- The process involves 360 video acquisition, stitching, editing, encoding, and delivery via CDN.
- High-resolution VR video requires higher bandwidth, and current Wi-Fi and mobile networks may not be sufficient.
- Viewport-dependent delivery can reduce bandwidth usage by transmitting only the relevant part of the video in high quality.
2.4 Image Quality and Bandwidth Requirements
- The table below outlines the bandwidth requirements for different VR video resolutions:
| Image Quality | Resolution seen by user, per eye | FPS | Bandwidth | Wireless Network | Mobile Network* |
|---|---|---|---|---|---|
| Basic smartphone VR | 320x180 | 30fps | 6 Mbps | Wi-Fi | LTE |
| 4K VR | 1200 x 1080 | 90fps | 50 Mbps | 802.11ax, WiGig | LTE-A Pro |
| 8K VR | 1920 x 1920 | 90fps | 120-200 Mbps | 802.11ax, WiGig | 5G |
| 12K VR (4K TV equivalent) | 3840 x 2160 | 120fps | 0.6-1.4 Gbps | 802.11ax, WiGig | 5G |
- Current Wi-Fi and mobile networks may not support high-end VR video, which is why many headsets are still tethered.
2.5 Standards
- H.265 (HEVC) improves compression, allowing for better delivery of VR video.
- OMAF (Omnidirectional MediA Format) is being developed to standardize worldview-dependent VR video delivery.
- Other standards include spatial audio and interactive models within virtual worlds.
- Companies like iQiYi and LetinVR emphasize the need for viewpoint-dependent standards to improve user experience and reduce bandwidth.
Industry Trends: Service Traction
3.1 VR Cinema Apps
- Apps like Orange Cinema Series, Netflix, Hulu, and iQiYi offer VR cinema experiences.
- Huawei's VR cinema app, in partnership with IMAX, provides a richer content offering.
- These apps allow users to experience conventional 2D or 3D video in a virtual cinema environment.
3.2 Sports
- VR sports coverage is growing rapidly, with major events like the Olympics, Superbowl, and Champion's League being broadcast in VR.
- Fox Sports has been a leader in VR sports, expanding its coverage and features over the past two years.
- Eurosport and NBC are experimenting with different business models, including paid and free access.
3.3 Social & Live Streaming
- Facebook 360 and YouTube have been early adopters of VR video, with significant user engagement.
- YouTube hosts over 850,000 360 videos, with popular content in sports, music, and factual categories.
- Facebook 360 has over 25 million 360 photos shared, and launched live streaming in 2017.
- Vimeo introduced 360 video in 2017, focusing on professional content and offering educational resources.
3.4 Game Streaming & eSports
- Game streaming and eSports are also driving VR adoption.
- LetinVR has successfully delivered VR live broadcasts for major events, reaching millions of viewers.
3.5 Other
- Halcyon is a case study in interactive VR video, highlighting the potential for more immersive experiences.
Opportunities for Operators
7.1 Overcoming Bottlenecks
- Operators can help improve VR video delivery by addressing hardware, network, and content bottlenecks.
- Network upgrades are essential to support high-resolution VR video.
- Content delivery optimization, such as viewport-dependent encoding, can reduce bandwidth usage and improve user experience.
7.2 Business Models for Operators
- Operators can increase ARPU by integrating VR into their existing video services.
- Cloud-based solutions allow for more flexible and scalable VR delivery.
- B2B models offer opportunities to provide VR services to enterprises, such as training and education.
Key Takeaways
- VR video is gaining traction across various sectors, including sports, entertainment, and social media.
- Network performance is a critical factor in delivering a good VR experience.
- Standards development is ongoing, with H.265 and OMAF leading the way.
- Operators have a strategic advantage in improving VR delivery and creating new business opportunities.
- The future of VR video includes volumetric video and interactive experiences, which will require even greater network capabilities.
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