Hardware fire software immature cold market constraints VR content development – Sohu science and technology reporter Meng Qingjian Wang Zhifu, if only a simple head wear equipment, virtual reality, of course, is not a subversive consumer products. The market sees opportunities for games, live, travel, education, and even the medical market through a pair of lenses, but all of these need support from content development. At present, VR hardware entrepreneurship in full swing, the hardware is also the most attractive capital market eyeball, but with reference to the development trend of smart phone hardware and software market, the order of intelligent terminals will be realized in turn, hardware products, content products and data products. Daily economic news reporter through the scene experience a number of virtual reality product discovery, although 2016 was defined as the first year of VR, but the lack of high-quality VR content is still the industry lingering pain. In the initial stage of industrial development, investors’ preferences also lead to "hardware fire, content cold" situation, virtual reality product users are too few, slow market returns, but also limits the enthusiasm of content developers. Hardware is not really mature, in terms of virtual reality content supply, OCULUS hopes to imitate apple to create closed-loop hardware and content ecosystem, to bring a better experience. Most domestic startups hope to create an open ecosystem through an open developer platform, so that the scene is richer. But even the Oculus Rift CV1, which sells for $599, can experience fine VR games or content, and VR hardware and content restrict each other like chicken and eggs. At present, most of the domestic and foreign giants focus on the hardware, through the creation of hardware to gather the core fans, to seize the entrance of the VR industry, while relying on hardware and users to build their own ecological system, and single content is impossible to establish ecological. Either Oculus or VR as the head start, for the transformation of hope HTC, or A shares of the leading manufacturers of VR glasses are storm mirror, will mainly concentrate on the hardware. In addition, the various giants have launched their own VR devices, but a wide range of equipment standards vary, making the adaptation of multiple versions of the excellent content development costs are very high. After the hardware technology is mature, good content has better adaptation, the content of the virtual reality is not fire, the main reason is that there is no real mature hardware enterprises, good content generation is based on hardware product adaptation." Virtual reality startup fireworks workshop CEO Lou pool on the "daily economic news" reporter said. Lou Chi said that in fact there is not much real good hardware and ecological companies agree to do content alone is not much, because the VR content in good production platform, can delay the basic guarantee, but even if the delay is guaranteed, content producers to adapt to the new form of performance also need to continue the trial and error and learning after this, the content will be enriched. The cost is far beyond the traditional content cost is also one of the reasons restricting the lack of VR content. Galaxy Securities Research Report mentioned that, because VR emphasizes the user’s immersion, do a VR content need to do a lot of.

硬件火 软件冷 市场不成熟制约VR内容开发-搜狐科技   每经记者 孟庆建 王志福   如果只是一个简单的头戴设备,虚拟现实当然称不上是颠覆性的消费产品。市场透过一副镜片看到的既有游戏、直播、旅游、教育,甚至还有医疗市场的机会,但这些都需要内容开发的支持。   眼下,VR硬件创业热火朝天,硬件也最吸引资本市场眼球,但参照智能手机硬件、软件市场的发展趋势,智能终端变现的次序依次会是,硬件产品、内容产品和数据产品。   《每日经济新闻》记者通过现场体验多家虚拟现实产品发现,虽然2016年被定义为VR元年,但高质量VR内容的极度匮乏仍是行业挥之不去的痛。产业发展初期投资者们的偏好也导致“硬件火,内容冷”的局面,虚拟现实产品用户过少,市场回报缓慢,也在限制着内容开发者的积极性。   硬件还没有真正成熟   在虚拟现实内容供给方面,OCULUS希望模仿苹果打造闭环的硬件和内容生态系统,带来更好的体验。国内创业公司多数希望通过开放的开发者平台营造开放的生态,这样场景更丰富。   但即便是售价599美元的Oculus Rift CV1,所能体验到的精品VR游戏或者内容也少之又少,VR硬件和内容互相制约如同鸡和蛋的问题。   目前国内外巨头发力大多集中在硬件方面,通过打造硬件聚拢核心粉丝,抢占VR行业的入口,同时依托硬件和用户打造自己的生态体系,而单做内容是无法建立生态的。无论是先声夺人的Oculus,还是视VR为转型希望HTC,亦或是A股龙头VR眼镜厂商暴风魔镜,均是将主要精力放到硬件方面。   另外,目前各个巨头纷纷推出自己的VR设备,但种类繁多的设备标准不一,使得适配多版本的优秀内容开发成本很高。   “硬件技术成熟之后,好的内容才有更好的适配,虚拟现实内容不火的原因主要是,现在硬件也没有真正成熟的企业,好的内容产生也要基于硬件产品的适配。”虚拟现实创业公司焰火工坊CEO娄池对《每日经济新闻》记者表示。   娄池表示,事实上目前真正做好硬件和生态的公司并不多,赞同单独做内容的也不多,因为VR内容需要在好平台上生产,才能有基本的延迟保证,但是即便延迟有了保证,内容生产商适应新的表演形式也需要不断试错和学习,过了这个适应阶段,内容才会丰富起来。   成本远超传统内容   成本也是制约VR内容匮乏的一大原因。银河证券研报中提到,由于VR强调用户的沉浸感,做一款VR内容需要做大量的效果渲染,制作费用和时间均是传统内容数十倍。   “现在网上可以下载的很多所谓VR内容其实只是简单加了3D效果,如果要突出VR特点,需要专业设备拍摄加上强大的后期制作,成本是超乎想象的。”有行业人士接受《每日经济新闻》记者采访时表示,“目前出现的第一部VR电影《LOST》由Oculus团队打造,时长不到十分钟,但花费了1000万美元。可以想象如果真正拍成主流电影时长两小时左右,其成本恐怕都是天文数字了。”   娄池表示,“现在单纯做VR内容的团队,都不能盈利,但确实资本市场比较认可,所以开发者热情很高,但真正杀手级硬件产品没有出炉,VR使用群体基数太少,这直接导致VR内容供应商迟迟不敢大量投入,真正做VR内容并被大家认可的团队也较少。”   3Glass产品经理刘克冰对记者表示:“原创的VR游戏和影视内容,是整个VR行业的短板,在VR发展早期,一些传统大游戏厂商仍在观望,只有有一些小游戏公司能做出一些精美的游戏来,未来一旦软硬件开发成熟,虚拟现实平台发展成型,内容产业必将呈现出百花齐放的局面。”   各大巨头开始进场   从《每日经济新闻》记者调查来看,目前做VR内容的企业主要是游戏公司、视频和行业用户。虚拟现实将为游戏行业带来全新发展契机,国内游戏研发公司也成为虚拟现实内容的重要供给群体。   目前游戏巨头如腾讯、盛大游戏都选择了对海外VR厂商进行投资,方向以内容为主。而以研发为主的游戏公司如顽石、完美世界、巨人网络三家厂商切入VR市场同样选择了做内容。值得一提的,上述多家公司表示将推出VR游戏,不过很多都还只是有意向,并未着手进行研发。除了游戏产业之外,影视巨头也在对VR领域布局,比如华谊兄弟就入股暴风魔镜。   映墨科技创始人吴震对记者表示,虚拟现实行业的盈利模式将有三个阶段:第一个阶段,通过销售VR硬件产品,积累VR用户;第二个阶段,依靠自家特色内容,靠卖内容盈利;第三个阶段,利用用户行为数据,实现对接服务。内容盈利应该在硬件之后。   不过随着市场的推进,硬件厂商已经开始着手做内容。1月24日,Gear VR虚拟现实设备商的背后厂商三星宣布,日前在纽约开设了一个全新影视工作室,而这一工作室的主要工作就是负责为Gear VR虚拟现实头盔提供更多内容制作。   娄池认为,在内容方面,国内厂商核心技术还是落后海外,处在奋力追赶的阶段。目前最大的问题还是让消费者接受VR这种产品,如果消费者不使用产品,就不会理解这是个好东西,他认为VR市场的增长趋势是一个比较漂亮上扬曲线,但不会是短时间爆炸增长的市场。相关的主题文章: