How many hurdles does the domestic VR have to be in line with the international standards?

Never known, and now sought after, virtual reality technology seems to have embarked on the fast lane of civilization overnight. Why is VR winning the capital market with such rapid momentum? This is also due to Facebook's $2 billion acquisition of VR leader Oculus in 2014, which has focused the attention of global investors.

Looking at the spurs of VR abroad, domestic capital and entrepreneurs can turn a blind eye. The huge market potential attracted, making VR once a pig on the wind. Although capital favor is a good thing, but excessive attention has made many companies have a mentality of playing votes, just want to use VR as a gimmick to speculate, rather than real technology research and development. If China wants to be in line with international standards and even exceeds foreign countries to a certain extent, what problems must be overcome?

Most manufacturers follow the test of water, lack of technical background

According to the VR Daily, there are more than 90 domestic optical VR hardware equipment development companies. And with the VR momentum becoming more and more hot, many domestic mobile phone manufacturers have also rushed to the beach layout and released their own glasses boxes. Such a hasty rush, it will inevitably not cause people to worry, this is to follow the wind test, or really intend to proceed Do you work hard?

The first element involved in the layout of the manufacturer is nothing more than a product. When it comes to this product, we have to think of patents, especially hardware. The patent can be said to be the biggest pit, about intellectual property related issues, if you If you can't get out of this pit, your product will be second-rate or cottage products, which is difficult to stand in the market.

At present, most of the domestic products are such a situation, no technical patents, and even said that Zhang Guan Li Dai, directly copying other people's product models, to put on their own labels. Take the domestic

For the more popular HTC, Vive has its own supporters all over the world, from the hardware itself to the user's point of view. However, from the patent of the product itself, it seems that there is not much relationship with HTC.

As we all know, Vive is a VR virtual reality helmet product jointly developed by HTC and Valve. You may think that the patent of hardware technology should belong to HTC. It is not known that the controller positioning system Lighthouse uses the patent of Valve. In his own name, to do his own thing, can only say that HTC's approach is not brilliant. It can avoid people's eyes and ears, and can get rid of the suspicion of the cottage, overseas sales, and can easily evade the related patent litigation risks.

And other domestic hardware, there is no such forward-looking. First of all, in terms of product vision, it is limited to one acre of land in the domestic market. Then, in terms of technology, there is no breakthrough in progress like VIVE. Appearance and technology are basically an extension of Google Cardboard. There is no breakthrough. And now most of the manufacturers released the heads, are the vassals of mobile phones, most of them are in order to achieve the purpose of eye-catching, rather than really want to rely on VR head to make money.

Content experience, playability is not high, viscosity is small

We all know that VR content is at the heart of increasing user stickiness and user appeal. With the strong attention of domestic capital, domestic VR has also ushered in the spring of development in the past two years.

However, the multifaceted nature of the hardware has not brought hope to domestic VR content. The attention of capital has not given a potent agent to the content that is still in its infancy. In terms of quantity, it is an indisputable fact that it is impossible to compete with it because it is late in the country. After two years of development, domestic content has also shown a good trend. According to the “2016-2021 China Virtual Reality (VR) Industry Development Forecast and Investment Strategic Planning Analysis Report” published by the Prospective Industry Research Institute, there are currently about 3,500 VR content products in China, including 800 VR game titles and 2700. VR film and television works.

There is not necessarily quality in quantity. In terms of user experience and playability, there are gaps at home and abroad. Take the most common games for example. As the forerunner of the VR content industry and the leader who is most likely to enter the mass market, the game does not seem to play a very good role as a key to improving the viscosity of users.

The top ten virtual reality games that were selected on the Internet were also from foreign countries. The first-ranked "EVE: Valkyrie" is now available, and the market has responded well. Although there are several VR games listed in China, more are VR gimmicks to create a kind of "pseudo-virtual" to deceive players, and can not give users a truly immersive experience, so the situation, domestic VR content again Why increase user viscosity?

The popularity of VR equipment is low, and the overall lack of people's foundation

According to the China VR User Behavior Research Report, the number of shallow users who have contacted or experienced virtual reality devices in the past year is about 17 million, and the number of users who have purchased various VR devices is about 960,000. As VR penetrates into the mainstream consumer market, VR and consumers are getting closer and closer, but there is still a long way to go.

Today's VR industry is similar to the development of the mobile phone industry that year. The initial stage of the industry was chaotic, and there was no standard at all. Since the launch of the two systems of Android and Apple, the spring of smartphones has been ushered in. Where is the spring of VR hardware products?

From the macro environment, the domestic VR hardware industry has shown a good competitive situation, multi-party layout, full participation, but subdivided into individual, the whole order is somewhat chaotic, no standard. At present, most of the manufacturers only match one-third of the domestic market, and they are rushing to launch their own VR heads. But in a strict sense, many are a kind of "pseudo-virtual" existence, without any technicality, let alone market competitiveness. The only thing that can win is the price/performance ratio of the product.

However, the price/performance ratio is not a panacea. Although the low price can attract the attention of users, there will be problems of insufficient professionalism. The quality of the hardware itself is the key. At present, the price of VR equipment in the market is uneven, and the quality is also uneven. Although the high-priced hardware head display can give a good user experience, but in terms of price, it is difficult to enter ordinary people. The low-cost hardware head display is more able to cater to the user's consumption mentality, but it is greatly reduced in terms of experience. In order to achieve universalization of products, only the combination of the two is the way out.


Although the development history of VR is similar to that of the mobile phone industry, it is not a single device like a mobile phone. To have a perfect experience, a complete set of equipment clusters is needed. The maturity of the market needs to accumulate, and the entry of the VR market is also a threshold. The author believes that this stage is not a good time for VR to make money, but it is a necessary stage for enterprises to carry out technology accumulation. If VR products can't be truly recognized by users, relying on excessive marketing hype will not have good results. At present, the global VR industry is still in the initial stage, and the actual level is not much different. If China wants to compete with foreign countries, and even say that it is more than foreign countries, it is extremely urgent to improve product quality and enhance user experience.

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