We’re far from a mature virtual reality (VR) and augmented reality (AR) market, but the buzz is certainly growing in these early stages. Between July 2015 and July 2016, VR and AR startups received over $2 billion in VC funding—and the growth is only expected to continue.
Full write up: https://by.dialexa.com/the-current-state-of-augmented-reality-virtual-reality-hardware
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The Current State of VR and AR Hardware
1. The Current State of VR and AR
Hardware
by Dialexa
https://by.dialexa.com/the-current-state-of-augmented-reality-virtual-reality-hardware
2. Dialexa
We are on a mission to make every
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We work with organizations to define and
execute digital transformation strategies to
improve business operations and customer
experiences. Our services include:
• Multi-Year Technology Roadmap
• Platform Engineering
• User Experience Design
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• Hardware Prototyping /IoT
3. We’re far from a mature
virtual reality (VR) and
augmented reality (AR)
market, but the buzz is
certainly growing in
these early stages.
Between July 2015 and
July 2016, VR and AR
startups received over
$2 billion in VC funding
—and the growth is only
expected to continue.
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4. While there are plenty of potential use
cases for VR and AR technology, the reality
is that virtual/augmented reality applications
require more maturity at the hardware level
to truly take off. The VR/AR hardware
landscape started to take shape in the first
half of 2016. Let’s look at what we can
expect in the second half of the year.
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5. A BRIEF OVERVIEW OF VR/AR
HARDWARE
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6. There are a few
hardware leaders
that have emerged
in the early stages
of the VR/AR
market. Here’s a
simplified overview
of how the VR
hardware leaders
stack up against
one another:
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7. As far as augmented
reality goes, there are
really just two players to
watch—Microsoft HoloLens
and Magic Leap. While
Magic Leap has garnered a
lot of excitement (thanks to
its incredible demo videos),
the mysterious technology
does not yet have public
specifications. However,
here are the technical
details for HoloLens:
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8. • Display: 2 HD 16:9 light
engines with 2.3 million
total light points
holographic resolution
• Processor: Custom
Microsoft Hologrpahic
Processing Unit HPU 1.0
• RAM: 2GB
• Storage: 64GB
• Connectivity: 802.11ac
WiFi, Bluetooth 4.1 LE,
MicroUSB 2.0
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9. All of these comparisons and
specifications tell you where we stand
with VR/AR hardware now. But what can
we expect as we get through the second
half of 2016?
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10. To read more you can find the full article at
https://by.dialexa.com/the-current-state-of-augmented-
reality-virtual-reality-hardware
11. EXPECTATIONS AND
ANALYSIS OF THE VR
HARDWARE MARKET
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12. While the Samsung Gear VR exists in a middle class of the
VR hardware market, it’s Samsung Galaxy platform approach
hasn’t yet matched the offerings from Oculus and HTC.
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13. From a sales perspective,
the HTC Vive is fast-
approaching the 100,000-
unit mark. This is an
impressive achievement
in the young VR market,
but rumors indicate that
Facebook’s backing of
Oculus Rift has resulted
in greater sales (though
there hasn’t been a public
confirmation).
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14. One reason for the HTC
Vive’s sales success is
its technical superiority.
With support for a 15’x15’
room scale experience
and its own gesture
controllers, HTC Vive
currently offers a unique
user experience.
However, this might not
be the case for long.
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15. In the second half of 2016, Oculus Rift was
expected to include room scaling (for rooms
around 8’x7’) and far superior gesture
controllers—ones that can sense specific
gestures via infrared dots. This kind of gesture
recognition can enhance many use cases, such
as including hand motions in VR social apps.
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16. The innovation in the VR hardware
market is also driving sales and
innovation in the console gaming
industry. VR is creating new
customers and extending console
platform product life and increasing
sales. At this year’s E3, Microsoft
unveiled a new iteration of its Xbox
One—the Xbox One S. This is a
significant change in the console
gaming industry which has
traditionally upgraded platforms
alongside hardware (think Xbox
360 to Xbox One). It is widely
believed that this incremental
upgrade gives Xbox One S the
ability to support VR gaming.
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17. The question now becomes
whether Microsoft will choose to
include an HTC Vive or the Oculus
Rift in future Xbox One S sales—a
choice that will have a massive
impact on the VR hardware
market. While rumors have swirled
around each option, Oculus has a
significant advantage because of
the existing partnership between
Microsoft and the VR hardware
company. By the time Black Friday
2016 rolls around, we’ll likely have
our answer.
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18. Sony’s PS4 has announced it’s
own VR iteration of its PS4
platform will be available by
October 13th at a price of $399
(not including the sony camera or
motion controllers). This will be
a very accessible price point for
the many owners of Sony’s
console. Early specs are for
slightly lower resolution and field
of view than the Rift or the Vive.
This is the tradeoff that Sony is
making to beat Microsoft to the
market. As the Xbox One and
PS4 push virtual reality gaming
and applications, the market will
mature at a rapid pace.
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19. AR & VR are here to stay, but do you know what
they mean to your business and technology
transformation needs?
Download or free eBook:
11 Tasty VR/AR Recipes
20. EXPECTATIONS AND ANALYSIS FOR THE
AUGMENTED REALITY HARDWARE
MARKET
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21. Consumer gaming is
accelerating the VR
hardware market, but
augmented reality
seems to be growing in
the enterprise space at
the moment. Microsoft
is already offering
HoloLens in pre-order
versions in the hopes
that it can beat Magic
Leap to mind share in
the enterprise
community.
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22. However, Magic Leap is
closing massive rounds of
funding, the latest of
which valued the
company at $4.5 billion.
This kind of valuation puts
a lot of pressure on Magic
Leap, so it’s unlikely we’ll
see the company come
out of stealth mode by the
end of 2016.
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23. The Magic Leap delay
gives HoloLens a
significant advantage,
but the reality is
that 2016 was not the
year of augmented
reality. As VR
continues to mature,
we’ll see AR lag behind
slightly and start
maturing this time next
year and beyond.
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24. DON’T LET YOUR
COMPANY MISS OUT
ON VIRTUAL/
AUGMENTED REALITY
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25. We’re probably 18 months to 3 years away from seeing millions
of people using virtual reality—and potentially even further from
seeing augmented reality gain traction in the enterprise space.
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26. However, keeping
up with the latest
hardware
releases and
updates will give
you a better idea
of the kind of use
cases you can
start taking
advantage of in
the coming years.
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