2016VRAR开发者创新调查报告_11页-2mb
报告摘要
VR/AR Innovation Report Summary (August 2016)
Core Content
This report is the first VR/AR Innovation Report by the Virtual Reality Developers Conference (VRDC), based on a survey of over 500 professionals in the VR/AR game and experience development industry. It provides insights into current trends, developer preferences, and challenges within the field.
Main Findings
1. Preferred VR/AR Platforms
- HTC Vive is the most popular platform, with 48.6% of developers currently working on it.
- Oculus Rift follows closely with 43.2%.
- Samsung Gear VR is also widely used, with 33.8%.
- Google Cardboard is the most affordable option, with 29.2% of developers using it.
- Google Daydream, PlayStation VR, and Microsoft HoloLens are also in use, but with lower percentages.
- Google Tango is the least popular, with only 7.3%.
- 24.1% of developers are not currently working on any VR/AR platform.
Looking ahead, developers are showing continued interest in HTC Vive (34.6%), Oculus Rift (23.4%), and Google Cardboard (14.0%) for their next projects.
2. Platform Exclusivity
- Only 21.9% of developers plan to make their next project exclusive to a single VR/AR platform.
- The majority (78.1%) believe in non-exclusive development, which may indicate uncertainty or a desire for broader market reach.
3. Funding Sources
- 49.7% of developers fund their projects from personal funds.
- 33.4% rely on company's existing funds.
- Other funding sources include clients (16.7%), angel investors (13.3%), venture capital (10.6%), external publishers (4.7%), crowdfunding (3.6%), alpha funding (2.3%), and other (7.8%).
4. Long-Term Sustainability of VR/AR
- 95.5% of developers believe VR or AR is a long-term sustainable market.
- A small percentage (4.5%) are skeptical about the industry's future.
5. Challenges to Mass-Market Adoption
- The biggest hurdles cited by developers are:
- Nausea and motion sickness due to latency and poor locomotion mechanics.
- High price of entry, with VR headsets and PCs costing over $2,000.
- Lack of killer apps that can drive mass adoption.
- AR is seen as more viable for mass-market adoption than VR due to its phone-based nature, as demonstrated by Pokémon Go.
6. Technical and Design Challenges
- Locomotion and nausea are the most commonly mentioned technical and design problems.
- Markerless tracking and real-time compositing are significant challenges in AR.
- Developers emphasize the need for improved hardware and software to support more immersive and user-friendly experiences.
7. Innovative VR/AR Examples
- Budget Cuts is highlighted for its teleportation movement mechanic.
- Tilt Brush is praised as a pioneering VR experience that allows 3D painting.
- Pokémon Go is noted for its AR innovation and real-world interaction.
- Microsoft HoloLens is seen as a promising platform for AR applications, including architectural design, virtual walkthroughs, and educational tools.
Key Takeaways
- HTC Vive and Oculus Rift dominate current development efforts.
- Google Cardboard is popular due to its low cost and accessibility.
- Nausea, high costs, and lack of killer apps are the primary barriers to VR/AR adoption.
- Self-funding is the most common source of development money.
- AR is perceived as more mature and ready for mass-market adoption than VR.
- Innovation in both VR and AR is widespread, with many creative applications being explored.
Conclusion
The VR/AR industry is rapidly growing, with a strong interest in both platforms and a belief in their long-term viability. However, significant challenges remain in terms of user comfort, cost, and content utility. The report underscores the importance of technical improvements and killer app development for mainstream adoption and highlights the role of developer conferences in fostering innovation and collaboration.
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