Original article Nweon VR 2018-10-30 08:53:39
Article related quotes and references: reflectivevr.com
(Reflections.com, October 30, 2018) On October 12, the Global VR/AR and Pan-Entertainment Industry Trends Forum of the 2018 Xiaobanwai Technology Conference, jointly organized by IDG and Reflections.com, successfully concluded at the Intercontinental Poly Hotel in Guangzhou. Ten guests from the fields of hardware, games, live broadcasting, social, and analyzing agencies were on hand to discuss in depth the development trends and challenges of VR/AR in the pan-
The forum was hosted by Mr. Lin Yunfan, CEO of Guangzhou Digital Entertainment Technology, and other attending guests were: Ms. Wang Jie, CEO of 3Glasses, Mr. Zhang Ming, Product Director of Pico Software, Mr. Liang Feng, CTO of WilCloud, Mr. Sun Li, CEO of Shadowtron, Mr. Cheng Xuan'ang, CEO of Shanchu Technology, Ms. Yue Li, Analyst of Greenlight Insight, Mr. Liu Weihua, Founder of Vertecx, Mr. Chen Qiaoming, Game Producer of Multiverse, and Mr. Zhao Yiyang, CEO of Vertecx. Mr. Liu Weihua, Mr. Chen Qiaoming, game producer of Multiverse, and Mr. Zhao Yiyang, CEO of Vertecx. Below are some of the highlights and comments from each of the guests.
1. Wang Jie: more than 70% of the user base is in the age group of 5-15 years old
As we all know, the VR industry as a whole from 2014 to now this period of time, everyone is talking about how to live, from 3Glasses can be taken as a small wind vane, at least this year, 3Glasses began to make a profit, and the profitability of the magnitude of the substantial increase, which can also be seen in 2018, including the next three years of the direction of development of this industry, I think people in the industry should be I think people in the industry should all empathize.
Guangzhou is a gathering place for many offline VR entertainment manufacturers. In our offline experience point to play more is our children, 3Glasses from 2014 began to cooperate with the game manufacturers in Panyu, to promote the offline field. The whole big data look down, the user layer offline, whether it is China or overseas, more than 70% of the user base is in the age of 5-15 years old, the post-millennial era. They are the first generation of mobile Internet aborigines created by the deeply digitalized environment, and the users in the category of VR/AR are probably now aged 5-15, and they are the aborigines of our era.
We can find a commonality, whether it is from the real world technology barriers, to the extension of technology, or to the distribution of population, we can see that in the next 5-10 years, whether it is traditional advertising, or entertainment, or the carrier that people can reach, digital entertainment technology is an inevitable development trend.
2. Ming Zhang: 8K video is a big trend
Retina screen has an industry-recognized standard, retina screen is to achieve 60PPD, that is, each of your field of view to have 60 pixels (horizontal), when the talent can not distinguish this pixel, 60PPD what is the concept? We take the iPhone4 as an example, because the iPhone4 is an earlier retina screen concept, iPhone4 is 640 pixels, when you put an iPhone4 in a position of about 40 centimeters away from you, your field of view is 10 degrees, divided down to 1 degree on the 64 pixels, this is to achieve the retina screen. In our VR, now the mainstream VR all-in-one machine is basically 100 degrees of field of view, according to the above standard of 60PPD, is 60×100, that is, an eye to reach 6000 pixels to be able to reach the retina screen, monocular 6K, binocular is 12K.
But there is a point worth speculating, that is, the so-called retina resolution is not really need 60PPD. we have done tests, or take the iPhone 4 as an example, the iPhone 4 placed in the 40 cm position, yes, you can not distinguish its pixels, but in fact, put their own cell phones in 20 cm, in fact, the average person's naked eye is also very difficult to distinguish the screen! The number of pixels covered by its field of view within 10 degrees is only about 300, which means it is only 30PPD.
So according to the concept of 30PPD, as long as the binocular 6K is a very practical retina screen concept. For example, 2K when everyone generally complained about the window effect, to 4K, the window has basically not seen, to 6K, most people have not seen the pixel particles, to 12K I think it is an extreme retina screen concept, may be 12K the resolution of this solution needs to be similar to the point-of-view rendering or the point-of-view screen this kind of solution to solve the problem, but that may be relatively far away.
When it comes to 4K video, everyone thinks of ultra-high-definition resolution, but in VR, 4K 360-degree VR video is completely inadequate. We can do a very simple calculation, our VR video into the VR to see is to be placed in a 360-degree range, every moment in accordance with the 100-degree field of view, for example, when you look forward you can only see about a quarter of the video content, 4K that is, you can only see about 1K or so of the pixels, and just now we said, for example, 3K screen, such as the small monster, monocular is 1.5K resolution, watching a 4K 360-degree video on the Little Monster's 3K screen is equivalent to watching a 1K resolution video on a 1.5K monitor, and no matter how high the bit rate of the 1K resolution video is, it's still not clear. So that means if you want HD on a 4K screen, you need at least 7K or 8K video. So 8K video is actually a big trend.
Pico side at the end of this year and early next year we will launch a 4K resolution, of course, there are some headset manufacturers on the market already have 4K resolution, in fact, that 4K resolution is actually 4K× 1K resolution, our 4K is 4K× 2K, this 4K is basically the industry's higher level.
3. Liang Feng: VR live streaming faces bandwidth, real-time codec challenges
VR did not develop very well in 2017, but in 2018, with the input of 5G and operators, the industry is slowly improving, if we expect the industry to explode, I believe there must be four aspects that can be achieved: the first is the killer application, whether it is a video or a game, there must be an application; secondly, we have to have a foundation for this application Second, we need to have a basic technical facilities for this application to give us a better application to bring the user experience, this infrastructure is mainly network transmission; Third, in fact, just now Mr. Zhang mentioned a very good concept, he expects that by the end of 2020 the sales of all-in-one machine should account for more than half of the I think the reason why the phone is bigger than the PC market, in fact, the important thing is that it is a mobile, than the fixed Internet industry to be very big, VR if you want to reach an outbreak, must also be a good idea to make a good use of the Internet. Want to reach an outbreak, must also have a movable feature; end one is the price.
What kind of bandwidth do we need? We need 8K 80M, so relatively speaking, not a very good experience is usually 80M, of course, this thing has something to do with the content, for example, simple scenes will be lower bit rate, very complex scenes will be higher bit rate, the impact of the bit rate is not only the resolution, there is also the frame rate, for example, now watch the video is 25 frames or 30 frames, if you want to provide a better VR-level experience, it should be 60 frames or even 120 frames, and it's not just the resolution, but also the frame rate, for example, now watch the video is 25 frames or 30 frames. If you want to provide a better VR-grade experience, you should be able to reach 60 fps or even 120 fps, which will increase the bitrate extremely high. Although the home bandwidth may reach 100M, and even 500M in some areas, the actual experience of most users is still at the level of 20M, and if you use wifi mobile internet at home, it may even be less than 10M because of the relationship of the family room.
In addition to the downstream bandwidth, in our viewing of video also involves a real-time decoding, our current chip, whether it is Qualcomm's 820, 835, 845, its decoding capabilities and can not meet the decoding requirements of 8K. Now the level is basically 4K 60 fps level, to achieve 8K entry-level experience, it should reach 8K30 fps decoding level.
Live in addition to facing the previous two issues, there are upstream bandwidth, if this has to do anchor or live application counterparts more experience, because our home bandwidth is a lot of 100 megabits into the home, but the upstream bandwidth may be less than 10M, the real stability of the available upstream bandwidth is usually one-tenth of the bandwidth of the downstream, of course there is a peer-to-peer network, but the cost of this peer-to-peer network is very high.
In addition to upstream bandwidth, there is a real-time encoding, now all the graphics cards in the real-time 8K encoding will appear to be incompetent, the actual situation, the compilation of 4K 30 frames is possible, the compilation of 6K is usually in the 20 frames below the professional live broadcasts, the challenge is even greater, including the server graphics card can only be done to do 4K 30 frames, and there is no way to achieve 8K 30 frames.
4. Sun Li: The next generation of display technologies are all silicon-based displays
To achieve the ordinary glasses this small glasses, to break through the technical threshold is still very much, I also simply divided it out of the following kinds, mainly for the pain points of the current XR products. The first is the display effect; the second is interactivity; the third is the positioning system; and then the volume, which is related to the chip and battery technology.
The first piece of the more core is the display technology, everyone said a few K resolution are basically exploring the technology of LED and OLED, basically a large screen, in the future, we really hope that the smart glasses to do as small as the picture, can not use LED, OLED technology. Basically the next generation of display technology are silicon-based display, can be the original so-called 8K resolution from the cell phone so the size of the screen all the way down to only a chip so big, probably only a small fingernail cover so big, this process will take several years to realize.
The second piece, the optical display. Now the use of magnifying glass to magnify the image projected to the glasses, which are more traditional optics, if you want to make the mirror of the glasses smaller, lighter and thinner, the use of geometric optics certainly can not be done, the future must be diffractive optics to do. Like Microsoft they use the waveguide diffraction optics to do, although it looks thinner, but the FOV can only do 40 degrees or 50 degrees in size, so there is a sense of immersion 100 degrees of experience and more complete perspective coverage are still a certain distance.
The third piece of interactivity, if mixed reality or XR is to become a true next-generation computing platform, its interactivity must be simpler than the current smartphone. We see the virtual object directly able to touch it, the shape of my hand and the physical relationship is a direct physical role, such an interaction and the corresponding generation of a set of interactive operating system can make the experience easier. Existing are used in no more than two ways, one is the command gesture, there is a handle, the handle is also divided into three degrees of freedom and six degrees of freedom.
Positioning system, the main just said how to take the existing positioning technology, I call it the stand-alone positioning technology to the cloud, to share the world we see to other people.
And then after and some basic research related, like the chip technology, when can we do 5 nm, when the battery can have a big breakthrough, this to be longer, but only these technologies are breakthroughs, can really do like ordinary glasses so lightweight, before this I called the intermediate state, not to say that the intermediate state is useless, but that this intermediate state may be more no way to directly to the hands of each consumer, more in the industry, and more in the industry. It is not that the intermediate state is not useful, but that this intermediate state may not be able to directly to each consumer's hand, more in the industry to use.
5. Xuan-Ang Cheng: User Retention Grows 100% After New Devices Emerge
My topic today is “Immersive entertainment and socialization based on common experience”. This kind of immersive entertainment and social applications in my opinion what is the difference between it and ordinary applications? It should mainly have such a few characteristics, first of all, after entering such an application, the user should be able to feel that we are in the same scene or the same space, let's say when I go home, after wearing AR/VR glasses, I sit on my own sofa, I need to feel that I am the same as the people around me and the same virtual environment, it may be the same game room, or it may be the meeting place, secondly, I need to feel the same virtual environment as those around me, may be the same game room, may be the meeting place. Secondly, I need to feel that I am face-to-face with the people around me, and that I can have real-time interactions with them, and that I can have deeper interactions with them, and this series of features builds on the fact that entertainment and social apps like this one are creating and sharing an immersive shared experience.
What exactly is such a shared experience? Or why do you want to emphasize that? I'd like to use the example of VR Werewolf Killing that we've done in the past to further elaborate, VR Werewolf Killing is a multiplayer social application based on the mobile VR platform, and its model is very simple, it's a board game, the user, when he puts on the headset, sees his companions around him sitting with him, similar to the feeling of playing a board game offline, and they speak in sequence according to the rules of the board game, including the process of playing the game. The process of the game. Such a comprehensive sense of presence, natural and efficient features together, we think that playing werewolf killing in VR is not just playing werewolf killing this thing, but let us users sit together to share the experience of playing werewolf killing, this experience is immersive entertainment and social next may want to dig deeper or continue to promote a direction.
Here I share our own small data, the above chart is the data of Wolfsbane in a certain period of time last year, it was not released in the all-in-one machine at that time, mainly running on the carton platform, the following is the data after the release of Xiaomi's all-in-one machine in June of this year, in the case of the same additions, after the emergence of the new device, our user retention from the past less than 10% in a week, and now improved to 18% or even more than 20%, two weeks, three weeks later retention is also rising, our werewolf killing of the old user's online time is always more than 30 minutes, high time even to 50 minutes, the higher time in the 70 minutes, when the hardware is doing better and better, our application also has more space to exert or can bring a better experience to the user.
6. Yueli: In five years there will be more than 25,000 offline experience stores worldwide
Three keys to leading the future of immersive entertainment.
The first key is the immersive product experience. First of all, only if the product experience is good, we can continue to talk about the content and other virtual images, 4K headset sales on the market has doubled in the past four months. Earlier this year, in a report published by us and ImageView.com, we predicted that China's VR headset consumption will change in the next five years, the proportion of commercial headsets will be more than 20%, the proportion of all-in-one PCs will increase by more than 5%, and all other categories will decline.
The second key factor, offline content and experience, there are two kinds of VR use scenarios, one is at home, and the other is the offline experience store, at home just now we have said a lot, in general at home is a relatively simple application, VR offline experience store is a more immersive experience for everyone to experience a kind of use scenarios.
This is a prediction we made, we think that five years later the global offline experience store will exceed 25,000, the right side of the figure is just in September about the offline experience store report a figure, we think that in 2023, including China, emerging Asian markets, the proportion of the number of offline experience store will be the world's 28%, that is, the world's larger proportion of a region, will be more than the North America 7%. However, from our own survey or ask a lot of people or, many people say that the monthly customer flow of offline experience stores will not be very large, about 45% of the experience stores said that their monthly customer flow is less than 300 people, if by region, the Asia-Pacific region experience stores are larger, the Asia-Pacific region of 1,000-3,000 people monthly customer flow and more than 10,000 people monthly customer flow of the proportion is larger.
I think there is a lot of room for development of VR offline experience stores in second and third tier cities with large space experience. Rent is cheaper in second and third-tier cities, and large space experience requires more space than normal VR experience stores. With the emergence of more and more large space solution companies in China, this cost will also be reduced, so I personally think that China's second and third-tier cities have a lot of room for development.
Third, what many people have just mentioned is the importance of virtual images. Social interaction and personalization are key factors in determining content, and our survey shows that very many young people want to have interaction in VR, they need to self-actualize their personalized avatars, and they also need more convenient VR headsets.
7. Chen Qiaoming: Exploration, feedback and prototyping need to be emphasized when developing VR games
Today many guests talked about some insights or know-how in the process of VR game design, especially about interaction, I am mainly responsible for game design and VR project management in my company, so there are actually three points that I would like to share in our design process.
First of all, the first point, the design of VR game is more like exploring, it's not a design project that has a lot of things to refer to, if you don't spend a lot of time exploring in the R&D stage and the concept stage, you can't make a good design out of it, there are a lot of practitioners such as those who have the traditional game design field who would move the previous set of interaction experience over when doing the VR interaction, and that's very That's very bad. When I talk to our designers, the point we emphasize is the WYSIWYG interaction concept.
Secondly, everyone who makes products knows very well that you have to iterate frequently when making products, and listen to users' opinions, VR user group is a very special group, first of all, they are very deep, and secondly, at this stage, many of them are developers, so we've had a few beta tests, and domestic and foreign players have given us a lot of feedback, and they may write a long page of analysis, which has a lot of value. There's a lot of value in that. So I hope that we ourselves and more people doing VR content can pay more attention to this piece, many companies are in the QA stage and feedback collection stage is done very well.
Thirdly, when we do mobile mechanism, that is the mobile mechanism of VR, we probably did more than 20 prototypes, we should put more energy on the design stage, many developers are more on the technical stage, immediately go to realize something, how to bring it to the market, if you do a lot of prototypes in the design stage, you don't need to make that game how exquisite. vr nowadays. If your gameplay is done well, it is possible to take over the market, and your weight can be put more towards the design phase a little bit more in terms of your investment in the development project.
8. Zhao Yiyang: Providing an itch for users to present themselves better
User feedback in the early conceptualization of the product is just needed, we first made a relatively basic VR chat room, users can choose different rooms, different topics to communicate, at the same time, we also made a voice recognition function, it is equivalent to you can casually talk about some information or items you need inside the VR space, it will be presented in front of you, and we took such a DEMO to the exhibition, want to Get more user feedback.
Comprehensively speaking, we all know that socialization is a necessity, but in fact it is also a more complex necessity, now many social tools to solve the problem of communication, which is actually a pain point, but there are also many social platforms is to provide a cool point, when you are praised by the user you will feel so good, and our product is actually to provide an itch, is a desire in your heart to want to achieve the one yourself, we will Provide such a space platform, so that users can go to better show themselves, to show their true side, while providing the necessary means of interaction, interactive features or personalized settings.
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