Home » China’s Consumer VR Shipment to Reach Nearly 7 Million Units in 2026, According to IDC

China’s Consumer VR Shipment to Reach Nearly 7 Million Units in 2026, According to IDC

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According to a recent IDC forecast, consumer standalone VR shipments in China in the first half of 2022 grew 166.2% year-over-year. The VR landscape has seen an increase in players compared to previous years, with many startups and traditional vendors not involved in the space launching or planning to launch new VR products to test the waters.

The recent releases of Pico 4 and Quest Pro have reignited the topic of the virtual reality (VR) hardware market. Looking back at the past few months of 2022, following the explosive explosion of the metaverse concept and the gradual improvement of the industrial chain, various new VR products have been continuously launched in China. Most of the new VR products are standalone headsets, many of which use Pancake lenses for the consumer market, and with the growing VR content ecosystem dominated by gaming and fitness, there is a growing demand for VR products. Shipments are increasing.

IDC has identified five key improvements for VR products:

1. Fresnel lenses are gradually being replaced by pancake lenses, improving both the visual experience and wearing comfort.

Traditional 6dof VR standalone headsets often come with Fresnel lenses, which have a large screen door effect and thicken the front of the headset. The stand-alone headset launched in the second half of this year is equipped with Pancake lenses that reduce the weight of the headset by more than 100g and have stronger optical resolution, significantly improving graphics for gaming use cases. reduces dizziness and allows players to play longer.

2. Fitness use cases integrated with features such as education, motion-sensing games, and social networking are gradually becoming independent.

Fitness use cases are shaping up to be one of the biggest highlights of new VR offerings in 2022. In addition to motion-sensing games that require large amounts of exercise, well-known uploader courses, multi-person social sports, calorie data, and other fitness records have gradually made fitness youth his case independent. Become.

3. VR accessories and peripherals are on the rise

In addition to regular headsets and controllers, new VR products for 2022 from major vendors include more personalized accessories such as breathable sponges, leg trackers and lenses for myopia. These accessories also extend to gaming use cases to create more creative experiences and help players solve the inexperience caused by parameter mismatch.

4. Vendors are increasing their marketing investments and educational marketing efforts are starting to pay off

Since the end of last year, there has been a significant increase in the number of ads served by major video and social networking platforms. Celebrity spokespersons and offline advertising have enabled more consumers to understand his VR products, which were previously positioned as niche products, driving the growth of the consumer market.

5. More content partners to reach more geographies

Content partners of new entrants include not only major game companies, but also domestic and foreign well-known video production companies, fitness stars, and movie stars.

Based on the product highlights above, IDC identifies four key findings.

1. Developer programs show vendors continually increasing their investment in content development

Vendors are now taking different approaches to developing content, such as centrally sourcing content and games and making them available to consumers for free, or giving developers cash incentives.

2. Cameras will play a more important role in VR devices in the future

Judging by the new color cameras in new VR products, cameras will play an important role in making steering wheel positioning, eye tracking and facial recognition more accurate in VR products.

3. Gesture interaction applications are on the rise as input methods are a key factor driving the limits of VR devices

The current new product is equipped with a rhythm game that supports gesture interaction. In the future, more interactive input methods will help enrich VR device use cases.

4. Going forward, vendors will target both high-end and mass products

Unlike previous companies that relied on one type of standalone VR product, in the future vendors will develop multiple product lines for people with different consumer powers and needs, meeting the needs of commercial and high-end players. will be better met.

Claire Zhao, Senior Analyst at IDC China, believes the new product has expanded the existing VR user group and significantly increased the number of users. In addition to hardware upgrades, new games, her trending VR video content, and her case of fitness use are all important factors in making consumers her early adopters. Vendors must invest heavily in content development to increase user retention, extend usage time for existing users, and increase shipments with public admiration.

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