2016年VRAR开发者创新调查报告(英文版)_9页_1mb
报告摘要
VR/AR Innovation Report Summary (August 2016)
Core Content
This report presents insights from a survey of over 500 VR/AR professionals, highlighting trends, challenges, and opportunities in the virtual and augmented reality industry. The data was collected and analyzed by the UBM Game Network, which organizes the Virtual Reality Developers Conference (VRDC) and Game Developers Conference (GDC).
Main Platforms and Developer Interest
The survey revealed strong interest in the following VR/AR platforms:
- HTC Vive: 34.6% of developers planned to use this platform for their next project.
- Oculus Rift: 23.4% of developers planned to use this platform.
- Google Cardboard: 14.0% of developers showed interest in this inexpensive option.
- Samsung Gear VR: 10.3%
- Microsoft HoloLens: 6.5%
- PlayStation VR: 3.7%
- Google Daydream: 3.7%
- Google Tango: 3.7%
It's notable that Google Cardboard gained more interest than Samsung Gear VR, suggesting a growing appeal for cost-effective solutions. However, many developers skipped the question, indicating uncertainty about future platform choices.
Platform Exclusivity
When asked if their next title would be exclusive to a single VR/AR platform:
- Yes: 21.9%
- No: 78.1%
The majority of developers (78.1%) indicated they would not pursue exclusivity, suggesting a preference for cross-platform development. This could reflect a strategic decision to maximize reach rather than limit it to a single platform.
Funding Sources
The primary sources of funding for VR/AR projects were:
- Personal Funds: 49.7%
- Company's Existing Funds: 33.4%
- Clients: 16.7%
- Angel Investors: 13.3%
- Venture Capital: 10.6%
- External Publishers: 4.7%
- Crowdfunding: 3.6%
- Alpha Funding (e.g., Steam Early Access): 2.3%
- Other: 7.8%
This highlights that a significant portion of VR/AR development is self-funded, with less reliance on external investors or publishers.
Long-Term Market Sustainability
- Yes: 95.5%
- No: 4.5%
The overwhelming majority of developers (95.5%) believe VR/AR is a long-term sustainable market, although a small percentage remain skeptical about its future viability.
Main Challenges to Mass-Market Adoption
The biggest hurdles identified by developers include:
- Nausea and Motion Sickness: A recurring concern, with many citing the need for improved latency and tracking to reduce discomfort.
- Price of Entry: High costs for VR headsets and compatible hardware, such as the $2,000+ price tag for Oculus Rift or HTC Vive.
- Lack of Killer Apps: The absence of compelling applications that drive mass adoption, especially outside of gaming.
Developers emphasized the need for VR/AR to transition from novelty to utility, suggesting that without meaningful use cases, consumer interest may remain limited.
Key Technical and Design Challenges
- Locomotion: Simulating movement in VR without causing motion sickness remains a significant design challenge.
- Nausea: This is often linked to latency and tracking issues.
- Markerless Tracking and Real-Time Compositing: These are major challenges for AR development, particularly for integrating digital content into the real world seamlessly.
Innovative Examples
Some of the most innovative VR/AR applications mentioned by developers include:
- VR Games:
- Budget Cuts for its teleportation movement mechanic.
- VR Experiences:
- Tilt Brush, a 3D painting app that allows creative expression in virtual space.
- AR Games:
- Pokémon Go for its real-world integration and social interaction features.
- AR Applications:
- Microsoft HoloLens for its potential in fields like architecture, healthcare, and education.
- Google Tango for its real-world mapping capabilities, though it remains less popular.
Conclusion
The report underscores the enthusiasm and commitment of VR/AR developers to the industry's long-term potential, despite current challenges. It also highlights the need for better hardware affordability, improved user experience, and the development of compelling applications that justify the cost and effort of adopting VR/AR technology. The upcoming VRDC conference in November 2016 is expected to provide further insights and opportunities for developers to showcase their work.
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