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According to analysts in 2016 a virtual reality device market will reach $ 5.1 billion, and the number of user devices, virtual reality will reach 38.9 million. This will allow virtual reality to become one of the key technologies in the video game industry.
According to analysts SuperData Research, sales of virtual reality helmets, accessories and software in Europe this year will be $ 1.9 billion in North America - $ 1.5 billion in Asia - $ 1.1 billion, and in other regions - $ 0.6 billion. According to analysts, in 2015 the market VR-equipment amounted to only $ 660 million. It is expected that in 2017 this market will reach $ 8.9 billion, and in 2018 - $ 12.3 billion.
Initially, consumers will prefer low-VR-devices, like Samsung Gear VR, or even Google Cardboard, analysts predict. But over time, the balance will shift in favor of more expensive devices, such as Oculus Rift and PlayStation VR, and that will provide a significant growth market.
However, this forecast may prove to be very optimistic, because for the successful development of the market of virtual reality devices, they need content, ie games, applications, movies, etc.
Also, the spread of head-mounted display limits that for their comfortable use users need a really powerful PC, the price of which is not small. At a minimum, requires a PC on the processor Intel Core i5-4590, the graphics card Radeon R9 290 or GeForce GTX 970, and 8 GB of RAM.
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