I have been in the VR industry for a year and a half. Before that, I was working in the 3D rendering industry. Due to various reasons, I officially entered the VR industry through Oculus. When I first came into contact with it, I thought it was a gold mine everywhere, just like Internet+, there would be various VR+, but when I got into it, I found that it was not as simple as I imagined. Not only was there no gold everywhere, but there were mountains and wilderness. I also had to think about how to survive in this industry first, and then how to expand and how to dig this gold mine.
The current pitfalls of the VR industry ***, the technology is not mature. For example, most people optimistically believe that VR is a substitute for mobile phones. However, based on the current manufacturing level, the thickness and inconvenience of the helmet are very bad compared to mobile phones. At the same time, there are still many problems with the current helmet. For example, 1. Dizziness. When wearing a helmet and following the moving pictures, most people will feel dizzy. I usually can't stand it after 10 minutes, especially in games like roller coasters, the dizziness is even stronger. 2. Clarity. Currently, the resolution of most devices is between 1K and 2K. At the same time, since the picture is divided into two parts, the overall viewing experience is still not as good as expected. 3. It depends on the refresh rate of the device. We will talk about the refresh rate later. It roughly means the refresh rate of the screen. In addition, there are various other issues, such as interaction. Companies like Microsoft, which have accumulated a lot of interactive technology, are still just getting started in terms of the overall expected experience. It is very difficult to achieve such precision in motion capture and tracking. In the simplest terms, I can do a lot of things to make it work incorrectly, such as bending my fingers inwards, so that it cannot recognize and track. In short, tracking technology is not an easy problem to solve and break through. Second, there are two ways to update technology. One is linear, that is, iterative. For example, if I make one a day, I will make one hundred in a hundred days. This speed is predictable and controllable. But there is another kind of technology that is difficult, that is, breakthrough technology. Breakthrough technology requires completely different ideas. In modern and fashionable terms, it is from 0 to 1. Although this is also a little breakthrough, it cannot be viewed at the speed of from 1 to 100. Third, due to technical limitations, VR has certain limitations in its applicable scenarios. It cannot be used in any scenario as conveniently as a mobile phone. It can only be used at home after purchase. At the same time, the length of use time varies from person to person. It is difficult for ordinary people to use VR equipment for a long time. This further limits the audience and market size of the product. Fourth, the standards are not perfect. For example, the computer standard is to have a screen, keyboard, mouse, host, speakers, etc. However, we found that even for the three major camps of VR equipment, there is no unified standard hardware equipment. They are very different, and there is no standardized solution recognized by everyone. This creates a chaotic situation. Fifth, there are many giants. Although the concept of VR market has just entered the public's field of vision, some giants have already begun to invest in VR-related teams and companies. Giants such as Google and Facebook have successively entered the field of artificial intelligence and virtual reality. Just like the AlphaGo vs. Lee Sedol some time ago, as long as a field has huge potential, it will attract great interest from giants. Sixth, the great changes continue, just like the rapid popularization of mobile Internet and the entry of smart phones into ordinary people's homes, is it simply because the screen of the mobile phone has become larger and can be touched? It is definitely not just this reason. The changes in the overall environment and the technological updates in the field of communications have led to breakthroughs that are more suitable for the mobile field, such as information fragmentation, mobile office, etc. These changes in the business logic behind these changes. However, the current VR devices are still not ready to enter the mass consumer field, because the logic behind the overall business is not yet established. In other words, the current VR devices are still at the display device level, and technological breakthroughs are needed in interaction to become a true usage platform.
Let’s talk about how to survive in this industry. Clear goals. In the process of entrepreneurship, you must focus on your goals and be clear about what you want to gain in the process, otherwise it is easy to get lost in the whole torrent. At the same time, you should pay attention to group cooperation to seek win-win results and establish a development system strategy that suits you. At the same time, I think there are four things that must be grasped First, stable cash flow. A stable cash flow is necessary to maintain the normal operation of the company, and it is possible to grow bigger and stronger by raising a certain amount of funds. Although it sounds low and seems to have nothing to do with VR, we must understand that only by maintaining sufficient cash flow can we survive in the market competition. With subsequent financing, we can further increase more attempts, have more possibilities to enter more fields, and have greater room for development. Second, exposure. At present, due to the emerging development of the VR industry, people are not familiar with the company teams. In this case, whoever has higher exposure and more popular products will gain more market share and recognition in the future development. These are very important for the company's future financing development. Third, technology accumulation. In the VR industry, which has such high requirements for technology, unlike those O2O companies, the entry threshold is so low that investors can be won with a BP. Therefore, the accumulation of technology, especially the establishment of technical personnel, plays a key role in quickly gaining market share in a specific field. It is also the bottom line for survival. Fourth, user relations. The operation and education of users are crucial for any industry. The early establishment of customer relations is crucial to the official market explosion. When users want to buy products and services in this industry, they will think of you first. Only in this way can you avoid being left behind. |
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