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Qualcomm Announces the Snapdragon 7+ Gen 3, Featuring Exceptional On-Device AI Capabilities

Qualcomm Technologies, Inc., unveiled today the Snapdragon 7+ Gen 3 Mobile Platform, bringing on-device generative AI into the Snapdragon 7 series. The Mobile Platform supports a wide range of AI models including large language models (LLMs) such as Baichuan-7B, Llama 2, and Gemini Nano. Fueling extraordinary entertainment capabilities, Snapdragon 7+ Gen 3 also brings new select Snapdragon Elite Gaming features to the 7-series including Game Post Processing Accelerator and Adreno Frame Motion Engine 2, enhancing game effects and upscaling gaming content for desktop-level visuals. Plus, this platform brings top-notch photography features with our industry-leading 18-bit cognitive ISP.

"Today, we embark on the latest expansion in the 7-series to create new levels of entertainment for consumers - integrating next-generation technologies for richer experiences," said Chris Patrick, senior vice president and general manager of mobile handsets, Qualcomm Technologies, Inc. "Snapdragon 7+ Gen 3 is packed with support for incredible on-device generative AI features and provides incredible performance and power efficiency, while bringing Wi-Fi 7 to the Snapdragon 7 Series for the first time."

Samsung Anticipates 2027-2028 Entry into Micro OLED AR/VR Market

Choi Joo-sun, CEO of Samsung Display, spoke to journalists post-conclusion of a March 6 lecture at the Korea Advanced Institute of Science and Technology (KAIST). A Chosun Daily Business reporter pulled some quotes regarding Samsung's outlook for new generation micro OLED technologies. Choi and his colleagues are likely taking their time on this development front—Sony Semiconductor Solutions (SSS) has already mass-produced OLED Microdisplay products. The Japanese technology giant is the main supplier of display panels for Apple's Vision Pro mixed reality headset—a recent iFixit teardown revealed a possible custom-designed unit. Leaked "Bill of Materials" figures indicate an eye-watering total cost of $456 for a pair of SSS 4K panels—Apple is reportedly engaged in negotiations with SeeYa and BOE regarding the supply of cheaper alternatives.

The Samsung Display boss is monitoring current industry trends, but his team is not rushing out competing solutions: "The market potential of micro OLED, which is used in augmented reality (AR) and virtual reality (VR), is significant, but I believe the market will begin in earnest around 2027-2028...there are many technical aspects to overcome and cost considerations." Choi believes that Samsung is better off with plenty of preparation time, before an anticipated bloom in the micro OLED market—in his opinion, domination can be achieved with careful investment in research and development (R&D) efforts. He stated: "During the remaining 2 to 3 years, we will deploy manpower to ensure that Samsung Display does not fall behind in the micro OLED market and introduce solutions that are competitive compared to competitors...The acquisition of Imagine, an American display company, is also part of this effort."

Avegant announces breakthrough Spotlight display technology for Augmented Reality

Avegant announces Spotlight display technology - the world's first adaptive LED illumination architecture for LCoS. By dynamically illuminating regions of a LCoS microdisplay, Avegant has enabled the benefits of APL (average pixel level) to achieve illumination power savings up to 90% while simultaneously improving contrast by over 10x. Spotlight display technology is integrated alongside Avegant's existing products, retaining the advantages of very small, mature light engines that deliver efficient, full color high-resolution, polarized output. Avegant is collaborating with Applied Materials, Inc. and Lumileds on advanced technologies for Augmented Reality.

"Building on the success of the AG-30L2, we are delighted to announce our new Spotlight display technology. This will usher in a new level of performance for LCoS light engines, enabling efficiency advantages of APL and higher contrast, while maintaining the manufacturability, small-size, and full color high resolution displays that we have come to know from LCoS." says Ed Tang, CEO and Founder of Avegant. "We're excited to be working alongside amazing partners to enable a new level of system performance for the ecosystem."

Meta Anticipating Apple Vision Pro Launch - AR/VR Could Become Mainstream

Apple's Vision Pro mixed reality headset is due to launch on February 2—many rival companies in the AR/VR market space will be taking notes once the slickly designed device (with a $3499 starting price) reaches customers. The Wall Street Journal claims that the executive team at Meta is hopeful that Apple's headset carves out a larger space within a niche segment. The latter's "more experimental" products sometimes have surprising reach, although it may take a second (i.e cheaper) iteration of the Vision Pro to reach a mainstream audience. Meta is reported to have invested around $50 billion into its Quest hardware and software development push—industry experts reckon that this product line generates only ~1% of the social media giant's total revenue.

Insider sources suggest that CEO Mark Zuckerberg and his leadership team are keen to see their big money "gamble" finally pay off—Apple's next release could boost global interest in mixed reality headsets. The Wall Street Journal states that Meta staffers "see the Quest and its software ecosystem emerging as a primary alternative to Apple in the space, filling the role played by Google's Android in smartphones." They hope that the Quest's relatively reasonable cost-of-entry will look a lot more attractive when compared to the premium Vision Pro. The report also shines a light on Meta's alleged push to focus more on mixed reality applications, since taking "inspiration" from Apple's WWDC23 presentation: "In addition, some developers are simplifying their apps and favor Apple's design that allows wearers to use their eyes and fingers to control or manipulate what they see. Meta's Quest primarily relies on the use of controllers for games or applications, although it can work with finger gestures."

AMD Reshapes Automotive Industry with Advanced AI Engines and Elevated In-Vehicle Experiences at CES 2024

Today, AMD announced it will showcase automotive innovation at CES 2024 and expand its portfolio with the introduction of two new devices, the Versal AI Edge XA adaptive SoC and Ryzen Embedded V2000A Series processor. The devices underscore AMD automotive technology leadership and are designed to serve key automotive focus segments including infotainment, advanced driver safety and autonomous driving. Working alongside a growing automotive partner ecosystem, AMD will demonstrate at CES 2024 the broad range of capabilities and applications for these new devices in automotive solutions available today and in the future.

Versal AI Edge XA adaptive SoCs add an advanced AI Engine, enabling the devices to be further optimized for numerous next-generation advanced automotive systems and applications including: forward cameras, in-cabin monitoring, LiDAR, 4D radar, surround-view, automated parking and autonomous driving. Versal AI Edge XA adaptive SoCs are also the first AMD 7 nm device to be auto-qualified, bringing hardened IP and added security to automotive applications where safety is paramount.

Qualcomm Launches Its Next Generation XR and AR Platforms, Enabling Immersive Experiences and Slimmer Devices

Qualcomm Technologies, Inc. today announced two new spatial computing platforms - Snapdragon XR2 Gen 2 and Snapdragon AR1 Gen 1 - that will enable the next generation of mixed reality (MR), virtual reality (VR) devices and smart glasses. Snapdragon XR2 Gen 2 Platform: The platform brings premium MR and VR technology into a single chip architecture to unlock next level immersive experiences in thinner and more comfortable headsets, that don't require an external battery pack.

Engineered to deliver a lag free experience with breathtaking visuals and fully immersive sound, the platform allows users to blend virtual content with their physical surroundings and transition seamlessly between MR and VR experiences.

Intel Launches Wi-Fi 7 Chipsets Before the Official Standard Release

Intel today updated its ARK listings with two new networking chipsets: Wi-Fi 7 BE200 and Wi-Fi 7 BE202. The company unveiled IEEE 802.11be (Wi-Fi 7) specification-based chipsets despite the standard still needing final ratification. The Wi-Fi 7 standard promises data rates as high as 40 Gbit/s, with Intel's BE200 chipset using 2x2 TX/RX streams with 2.4 GHz, 5 GHz, and 6 GHz bands. However, as demonstrated by the adapter's maximum speed of 5 Gbit/s, real-world implementations might not initially reach the theoretical maximum speed. Various motherboards, like the upcoming Gigabyte Aorus Z790 Master X, are already planning to integrate this technology, showing that the industry is getting ready for a Wi-Fi 7 world.

What makes Wi-Fi 7 especially interesting is its raw speed and underlying technology designed to improve efficiency and capacity. Features like Multi-User Multiple-Input Multiple-Output (MU-MIMO) and Orthogonal Frequency-Division Multiple Access (OFDMA), which were introduced in Wi-Fi 6 and 6E, are mandatory in Wi-Fi 7. These technologies aim to optimize the overall performance of wireless networks, making them more suitable for bandwidth-intensive tasks like AR and VR. While full certification for Wi-Fi 7 is not expected until 2024, with widespread adoption to follow, the technology looks poised to become a significant aspect of our wireless future.

Apple Unveils iPhone 15 Pro and iPhone 15 Pro Max with USB-C Connectivity

Apple today debuted iPhone 15 Pro and iPhone 15 Pro Max, designed with aerospace-grade titanium that's strong yet lightweight to deliver Apple's lightest Pro models ever. The new design also features contoured edges and a customizable Action button, allowing users to personalize their iPhone experience. Powerful camera upgrades enable the equivalent of seven pro lenses with incredible image quality, including a more advanced 48MP Main camera system that now supports the new super-high-resolution 24MP default, the next generation of portraits with Focus and Depth Control, improvements to Night mode and Smart HDR, and an all-new 5x Telephoto camera exclusively on iPhone 15 Pro Max. A17 Pro unlocks next-level gaming experiences and pro performance. The new USB‑C connector is supercharged with USB 3 speeds—up to 20x faster than USB 2—and together with new video formats, enables powerful pro workflows that were not possible before. And with the addition of Roadside Assistance via satellite, the iPhone 15 Pro lineup builds on Apple's innovative satellite infrastructure to connect users to help if they have car trouble while off the grid.

iPhone 15 Pro and iPhone 15 Pro Max will be available in four stunning new finishes, including black titanium, white titanium, blue titanium, and natural titanium. Pre-orders begin Friday, September 15, with availability beginning Friday, September 22.

Sony Semiconductor to Release Large-Size, High-Definition 1.3-type 4K OLED Microdisplay for VR/AR Headsets

Sony Semiconductor Solutions Corporation (SSS) announced the upcoming release of the ECX344A, a large-size, high-definition 1.3-type OLED Microdisplay with 4K resolution which will allow for greater photo-realistic VR and AR experiences.

The new OLED Microdisplay is mainly intended for virtual reality (VR) and augmented reality (AR) head-mounted display applications. It delivers 4K resolution with a 1.3-type large-size display by employing miniaturization processes that SSS has achieved while developing camera electronic viewfinders (EVFs), as well as its own pixel drive circuits. A new high-speed driver circuit is included in the microdisplay to enable a high frame rate even at 4K resolution, allowing for smooth image quality with an enhanced sense of reality. Moreover, SSS's original pixel structure makes it possible to achieve both a wide color gamut and high luminance performance.

Meta Cancels Quest Pro 2 Development, Quest 3 to Take Over

Meta has invested heavily in Augmented Reality (AR) devices, such as its Quest and Quest Pro devices. However, it seems like the company has received mixed feedback from the community on its AR headsets, most notably on the higher end. Meta's Quest Pro device was launched on October 25, 2022. According to The Information, Quest Pro will be manufactured as long as the supplies last at manufacturing facilities, and Meta will not order any new material for it. Additionally, Quest Pro 2, the second-generation Quest Pro, will not be released as the company has canceled its development. This is not to be confused with the regular Quest, which is still in active development.

Meta's upcoming Quest 3 will even beat the Quest Pro with its specifications, targeting lower price points and a wider audience. Quest 3 will feature a higher resolution, depth sensor, and two 4MP cameras instead of the one on Quest Pro. Logically, Quest 3 is the obvious upgrade and will cost less than $1000, unlike Quest Pro, which debuted with a $1500 price tag.

Apple Reported to be Reducing Factory Output of Vision Pro AR Headset

The Financial Times believes that Apple is running into major production issues related to its Vision Pro mixed reality headset—insider sources claim that the mega-sized multinational technology company is adjusting internal sales goals for the $3499 AR/VR "spatial computer." Leadership had set an ambitious internal target of 1 million units sold in 2024, but the complexity of the system's design has apparently caused major setbacks for manufacturing partners. Apple is reported to have signed up with Luxshare, a Chinese contract manufacturer, to assemble Vision Pro headsets—insiders within both organizations reckon that only 400,000 units will be ready for sale throughout 2024. This number seems to be fairly optimistic given that Trendforce predicted that a mere 200,000 would be shipped next year.

FT gathered information from two other sources placed within the Chinese supply chain—they claim that Apple and Luxshare could encounter major component shortages in 2024, resulting in a production shortfall—with an estimated 130,000 to 150,000 finalized units. The article points out that the most complex (and costly) aspect of the headset lies in its micro-OLED display setup, that also includes outward facing lenses. TSMC and Sony are reported to be the suppliers of these parts (as featured on the prototypes), but Apple is allegedly not satisfied with low production numbers, and not enough batches are "free of defects." A cheaper version of the Vision Pro is apparently now on the backburner, since Apple is unlikely to recoup—factoring in R&D expenses—within the first year of the intial product's launch.

Swave Photonics Secures €10M Seed Funding Round to Develop Holographic Augmented Reality

Swave Photonics, the forerunner in the implementation of true holography for augmented reality, today announced the successful closure of its seed round expansion. This additional investment of €3M catapults Swave's total funds raised to €10M.

Reinvestment from present investors imec.xpand, a venture capital fund centered around nanotechnology innovation, Flanders Future Techfund (FFTF), a Belgian/Flemish public investment fund, and QBIC, a Belgian inter-university venture capital fund, underscores investor trust in Swave's technology. Joining these investors are new US-based investors Acequia Capital, a leading venture investment firm based in Seattle, WA, and Luminate NY, the world's only optics, photonics, and imaging accelerator, which is based in Rochester, NY. Their participation, even amidst a challenging fundraising landscape, amplifies the significance and potential of Swave's groundbreaking holographic and photonics solutions. This seed round positions Swave well to execute on its augmented reality roadmap and engage future customers, partners and investors interested in driving true holography for spatial computing.

Head of Xbox Studios Not Interested in AR/VR, Considers Cloud Gaming a Small Market

Matt Booty - the Head of Microsoft Studios - has been doing a lot of press lately, following the recent Xbox Games Showcase. Previous headlines focused on his declaration that first party development for Xbox One had ceased. The Hollywood Reporter has now cornered him on the subject of a possible Xbox augmented/virtual reality headset, although the interview did begin with a discussion about the company's Starfield IP being a good candidate for a movie or TV series adaptation. Booty swiftly shifted the focus onto current projects: "I don't have anything to share around there on Starfield, but I love your point that the worlds that we create in games, the characters that we create … people build entire digital hobbies around and invest hundreds of hours in (them), so it's cool to see linear media, as we call it, recognize that. We have our Halo TV series with Paramount; we have season one and we're shooting season two now. We've got the Minecraft movie coming up with Jason Momoa. We just recently announced that we've got the Gears of War franchise with Netflix."

Arch rival Sony is already two generations deep into gaming AR/VR headsets, and Microsoft has not produced an answer to PlayStation VR. Things have also gone quiet on the business-focused HoloLens product front. Phil Spencer did hint that the Xbox One X console was powerful enough to run a VR headset, but that was many years ago and he has since stated that leadership is not interested in exploring that market. Booty's response to the Hollywood Reporter's query also repeats his colleague's view: "I think for us, it's just a bit of wait until there's an audience there. We're very fortunate that we have got these big IPs that have turned into ongoing franchises with big communities. We have 10 games that have achieved over 10 million players life-to-date, which is a pretty big accomplishment, but that's the kind of scale that we need to see success for the game and it's just, it's not quite there yet with AR, VR." He claimed that their traditional model has "150 million active players across first-party (titles) every month," with cloud gaming contributing very little to that population: "For us, to be clear, it is a very, very small market. I'm not even sure you would call it a market yet, in fact." This tidbit is very intriguing given the big marketing push behind Xbox Cloud Gaming, and certain regulators deeming Microsoft's proposed acquisition of Activision Blizzard a threat to competition within that market.

Apple Vision Pro Estimated to Ship 200,000 Units in 2024, Concerns around Price and Battery Life Linger

TrendForce reports that the recently unveiled Apple Vision Pro at this year's WWDC is poised to revolutionize the AR/VR market with its sleek design and high-performance capabilities. However, the complexity behind its production and its limited production capacity present significant challenges, leading to a projected initial release in the US during 1H24. Furthermore, considering factors such as pricing and the absence of certain essential features, TrendForce anticipates a modest shipment volume of approximately 200,000 units for Apple Vision Pro in 2024. The market's response will heavily depend on the subsequent introduction of consumer-oriented Apple Vision models and the ability of Apple to offer enticing everyday functionalities that will drive the rapid growth of the AR market as a whole.

TrendForce also notes that the Apple Vision Pro boasts cutting-edge hardware specifications and innovative design. However, a substantial price tag of US$3,499 and the requirement for an external power source to operate for a mere two hours pose challenges to consumer adoption. Currently, the Apple Vision Pro lacks sufficient applications for mainstream users, making it more attractive to developers and enterprise customers who can capitalize on its innovative features to create diverse applications. Consequently, the higher price point of the product is justified.

NVIDIA & VMware Collaborate on Enterprise-Grade XR Streaming

NVIDIA and VMware are helping professionals elevate extended reality (XR) by streaming from the cloud with Workspace ONE XR Hub, which includes an integration of NVIDIA CloudXR. Now available, Workspace ONE XR Hub enhances the user experience for VR headsets through advanced authentication and customization options. Combined with the cutting-edge streaming capabilities of CloudXR, Workspace ONE XR Hub enables more professionals, design teams and developers to quickly and securely access complex immersive environments using all-in-one headsets.

Many organizations across industries use XR technologies to boost productivity and enhance creativity. However, teams often come across challenges when it comes to integrating XR into their workflows. That's why NVIDIA and VMware are working together to make it easier for enterprises to adopt augmented reality (AR) and virtual reality (VR). Whether it's running immersive training sessions or conducting virtual design reviews, professionals can achieve the highest fidelity experience with greater mobility through Workspace ONE XR Hub and CloudXR.

VR/AR Shipments Expected to Drop to 7.45 Million in 2023, with Rapid Rebound Projected by 2025

TrendForce forecasts a global downturn in AR and VR device shipments for 2023, predicting a shipment total of roughly 7.45 million units—an 18.2% YoY decrease. VR devices are expected to shoulder the majority of this decline, with projected shipments hovering around 6.67 million units. This dip is primarily attributed to weaker-than-expected sales of newly released high-end devices. Consequently, manufacturers are likely to pivot their sales strategies, shifting their focus to more cost-effective offerings. Conversely, shipments of AR devices are expected to remain stable, with projected shipments exceeding 780,000 units. While Apple's latest offerings could stimulate some demand, the high price tags attached to these units continue to pose a significant barrier to broader market growth.

Two key factors emerge when examining the impending decline in shipments in the VR sector. Firstly, brands may have been overly optimistic regarding the sales of their top-tier products. Despite these premium devices offering enhanced features courtesy of advanced hardware and software, consumers are showing reluctance to shoulder the associated higher costs. Instead, they seem to be gravitating towards more budget-friendly models this year. Secondly, the shortage of appealing, new, cost-effective models in the market is exacerbating the downturn. Meta Quest 2 continues to maintain its status as this year's market-leading VR product as the release of Meta Quest 3 has been pushed back to 2024.

Meet Spacetop: The World's First Augmented Reality Laptop

Today, after nearly three years of development, Sightful unveiled Spacetop : the World's First Augmented Reality (AR) Laptop. Created by a team of more than 60 spatial computing experts, including veterans from Apple, Microsoft, and Magic Leap, Spacetop represents the next generation in personal computing and the first application of Augmented Reality that seamlessly fits into users' daily lives. With customized hardware and a proprietary spatial environment, Spacetop leverages AR to remove the physical constraints of standard laptops. The result is a first-of-its-kind product that allows users to carry with them a massive, private, virtual workspace designed and customized by the user to be their most creative self, no matter where they are—all in a familiar laptop form factor.

"Two worlds sit at a crossroads: Laptops are the centerpiece of our daily working lives, but the technology has not evolved with the modern, work from anywhere, privacy matters, 'road warrior' mentality. Meanwhile, Augmented Reality is full of potential and promise, but is yet to find its daily use case," said Tamir Berliner, CEO and co-founder of Sightful. "We are at the perfect moment for a significant paradigm shift in a device we all know and love, and Spacetop Early Access is the first step in that journey."

Porotech Unveils the World's First Monolithic Full Color MicroLED Displays for AR/VR

Porotech, a global leader in microLED and Gallium Nitride (GaN) semiconductor technology, announces the world's first single-panel, full-color microdisplay suitable for augmented reality (AR) applications. The microdisplay is based on Porotech's groundbreaking Dynamic Pixel Tuning (DPT) technology, where DPT microLED pixels can emit any visible color when driven with a specific current density. Porotech will be unveiling the 0.26-inch monolithic full-color microdisplay, along with an AR development platform, during the SID Display Week in Los Angeles from 21-26 May 2023.

Having already demonstrated how a DPT pixel can create a full range of visible colors, Porotech is now unveiling the new innovative active-matrix 0.26-inch microLED display offering 1280x720 resolution, which utilizes a proprietary driving method developed by Porotech that rapidly displays red, green and blue light to enable a full-color RGB display and richly saturated colors.

Apple's Mixed Reality Headset Faces Another Delay, Predicted to not Debut at WWDC 2023

Apple's yet to be announced hybrid VR/AR headset is facing another setback and industry insiders are reckoning that the first iteration of the device will not be unveiled at the WWDC 2023 keynote - starting June 5. An industry analyst has been posting their theories via social media, and based on insider information believes that Apple is delaying production of the hybrid headset to late 2023. Ming-Chi Kuo's proposes this situation: "Apple isn't very optimistic about the AR/MR headset announcement recreating the astounding "iPhone moment," the mass production schedule for assembly has been pushed back by another 1-2 months to mid-to-late 3Q23. The delay also adds uncertainty to whether the new device will appear at WWDC 2023, as the market widely expects. Furthermore, due to the delay in mass production for assembly, the shipment forecast this year is only 200,000 to 300,000 units, lower than the market consensus of 500,000 units or more."

Internal hands-on sessions at Apple HQ have apparently brought to light major user issues with the mixed reality headset, and that feedback has caused a loss in confidence in launching the product in a "ready enough" state, especially in time for summer. Kuo concludes his theory: "The main concerns for Apple not being very optimistic regarding the market feedback to the AR/MR headset announcement include the economic downturn, compromises on some hardware specifications for mass production (such as weight), the readiness of the ecosystem and applications, a high selling price (USD 3,000-4,000 or even higher)."

Rokid Unveils Rokid Max AR Glasses With Premium MAX-Theater Experience

Rokid, China's leading augmented reality company, today announces its next-generation AR glasses - Rokid Max, which are only 75 g lightweight and compact, but offer an excellent MAX-theater experience. Equivalent to a 215-inch large screen viewed from 6 meters away, the glasses offer users the optimal viewing experience as if sitting in the best position in a movie theater. Consumers can now pre-order the new glasses from Rokid's Official Website for $439.

The craving for cinematic big-screen experience has long grown beyond the bounds of theater-going - people now want to have it at home, on the go, and in the office, anytime and anywhere. And when it comes to gaming, people expect a high level of immersion - something that phone and computer screens fall short on. This is where AR glasses come in as a new choice.

Slower Growth for AR/VR Headset Shipments in 2023 but Strong Growth Forecast Through 2027, According to IDC

On the heels of a weaker than expected 2022, International Data Corporation (IDC) has lowered its forecast for augmented and virtual reality (AR/VR) headsets in 2023. Global shipments are now expected to reach 10.1 million units this year, according to the International Data Corporation (IDC) Worldwide Quarterly Augmented and Virtual Reality Headset Tracker. Despite the revised outlook, total AR/VR headset shipments are expected to grow 14% in 2023 and accelerate over the 2023-2027 forecast period with a five-year compound annual growth rate (CAGR) of 32.6%.

Apple CEO Approved Fast Track of Mixed Reality Headset, Ignored Design Team's Preferred Schedule

Apple CEO Tim Cook has reportedly set an ambitious end of the year launch window for the company's mixed reality headset. Operations Chief Jeff Williams has also pushed in favor of a late 2023 debut of the much delayed VR/AR hybrid product. According to anonymous insider sources who have divulged juicy details to the Financial Times, the decision to launch in 2023 has caused an internal clash with the Apple Design team at its Cupertino, California headquarters.

The Apple Park design team has called for additional development time, this would push the headset's launch back by several years. Insiders claim that the design team would prefer to have more time to refine the product's aesthetics and functionality, with emphasis on creating a sleek and more lightweight visor. Doubts about the efficacy of the headset's proposed internal technology were also expressed, the designers would prefer to delay until Augmented Reality development reaches a satisfying level of maturity.

Global Shipments of VR Devices Should Reach 10.35 Million Units in 2023, Says TrendForce

TrendForce estimates that global shipments of VR devices will come to around 8.58 million units for 2022, showing a YoY drop of 5.3%. There are three notable factors behind the decline. First, the ongoing high inflation has been suppressing the consumer demand for end products this year. Second, VR brands have either opted to not release a new product this year or pushed back the schedule for releasing a new product. Lastly, the demand for Meta's Quest devices has been dampened by a significant pricing adjustment. As for 2023, TrendForce forecasts that global shipments of VR devices will bounce back to a total of 10.35 million units and show a YoY growth of 20.6%. New products including the Sony PS VR2 and the Meta Quest 3 are scheduled for release next year, so they are expected to be a significant demand driver.

Meta has been the most aggressive in committing resources into the VR/AR market. However, the effect of its attempt to offer hardware at a low price has been quite disproportionate to its massive investments in related technologies. Due to mounting cost pressure, Meta has adjusted its pricing strategy for Quest devices. The Meta Quest 2, in particular, is now priced at US$1,499, which is more than three times its previous price. On account of this price hike and its relatively short battery life, the Quest Pro will unlikely follow the footsteps of the Quest 2 with respect to maintaining a strong shipment growth momentum. TrendForce estimates that that shipments of the Quest Pro will reach just to the level of 250,000 units for 2022. Meta will have to wait until next year, when the Quest 3 hit the market, to again see a notable positive growth in its shipments of VR devices. TrendForce currently forecasts that Meta's shipments for 2023 will total around 7.25 million units.

DPVR E4 Announced with November Launch, Aims to Dominating the Consumer Market for Tethered PC VR Headsets

DPVR, a leading provider of virtual reality (VR) devices, has today announced the launch of its newest PC VR gaming headset with the introduction of the 'DPVR E4,' which is aimed at dominating the consumer market for tethered PC VR headsets. In a different category altogether from standalone VR headsets such as the Meta Quest 2 and Pico 4 devices, the DPVR E4 provides PC VR gamers with a tethered alternative that offers a wider field of view (FoV), in a more compact and lighter form factor, as well as offering a more affordable solution compared to high-price tag devices such as the VIVE Pro 2.

DPVR has been making VR headsets for seven years. Prior to E4's launch, the company's efforts were primarily directed towards the B2B market, with a specialized focus on the education and medical industries. Over the last decade, DPVR has completed three successful funding rounds, which the company has used for its research and development efforts into furthering its VR hardware and software offerings. This latest announcement from DPVR marks the company's first step into the consumer VR headset market.

Qualcomm Launches Snapdragon AR2 Designed to Revolutionize AR Glasses

During Snapdragon Summit 2022, Qualcomm Technologies, Inc. revealed the Snapdragon AR2 Gen 1 Platform, which delivers groundbreaking AR technology that will unlock a new generation of sleek, highly capable glasses. The Company built Snapdragon AR2 from the ground up to revolutionize the headworn glass form factor and usher in a new era of spatial computing experiences for the real-world/metaverse mix.

Purpose-built for AR: To help create the thinnest possible, high-performance AR glass, we have built a multi-chip distributed processing architecture combined with customized IP blocks. The main processor occupies a 40% smaller PCB area on glass and the overall platform delivers 2.5x better AI performance while consuming 50% less power to help achieve AR glasses that consume <1 W power. This enables rich AR experiences on glasses that can be comfortably worn for extended periods of time and meet the demands of both consumers and enterprise use cases.
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