As the industry chain matures, how far is today’s VR content from Metaverse?

Publisher:创意火舞Latest update time:2021-06-17 Source: eefocusKeywords:AR  HTC Reading articles on mobile phones Scan QR code
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At the same time, the platform has gradually introduced a large number of VR film and television content. There are a large number of film and television works in VIVEPORT, including the latest "The Line", "Arden's Wake", "Gollumi's Eyes", "Elume" and other excellent interactive animation works, as well as "Still Strong VR", "Circadian Rhythm" and other realistic works with educational significance.

 

Image source: UploadVR

 

At this stage, the VR film and television content industry chain is mature under the leadership of leading companies, the content supply side is booming, and the platform has strong support, allowing the supply and demand relationship of VR film and television content to gradually form a virtuous circle.

 

In general, the current domestic content platforms, led by VIVEPORT, have been developing steadily, with good device experience and strong support for developers, and the development of various categories is balanced. At the same time, in terms of attracting C-end consumers, the platform has also "shown its magic". VIVEPORT not only launched an unlimited membership service with moderate prices and free access to all platform content, but also launched various preferential policies during e-commerce shopping festivals such as 618 to encourage users to try diverse content.

 

How far is the VR industry from Metaverse?

As mentioned above, a true Metaverse requires interconnected content, which is why Roblox is called the "first stock" of Metaverse. In Roblox, players only need one application to have a rich experience, covering everything from astronomy and geography to eating, drinking, defecating and urinating. It can be said that at this stage, in Roblox, every experience is interconnected.

 

Similarly, in China, software products from companies such as Tencent and Alibaba cover all aspects of human life, including payment, travel, shopping, entertainment, health and even environmental protection. In other words, giants such as Tencent and Alibaba are gradually approaching Metaverse at the virtual level.

 

Looking back at VR content, it is gradually developing in the direction of diverse categories and abundant quantities. Based on this, where is the gap between us and the ideal "oasis"-like Metaverse?

 

First, maturity. Although platforms led by VIVEPORT cover almost all types of virtual experiences, in addition to popular VR games, movies, and social experiences, other content still needs to be enriched. From an industry perspective, the industry is still in its early stages of development; at the same time, in terms of users, the number of VR users is still far from the threshold of 10 million users mentioned by Zuckerberg.

 

The pace of content production and development is slow, and the VR industry is still in its early stages of development and the number of users. It will take long-term polishing to realize Metaverse.

 

Secondly, the degree of connection. VR Tuo Gyro has visited many VR developers, and when talking about the difficulties they face, "adaptation" is an eternal topic that cannot be avoided. Some games or content that focus on PCs need an all-in-one platform. The complex adaptation will greatly affect the enthusiasm of developers, and this threshold will also affect the "interconnection" required by Metaverse.

 

However, according to VR Tuo’s observation, most manufacturers and content platforms have begun to pay attention to adaptation issues, actively put forward response strategies, encourage and support developers, and help developers adapt devices, and the level of interconnection and interoperability continues to deepen.

 

In addition, there are fewer contents in non-popular fields such as art mentioned above, but industry leaders such as HTC VIVE have long paid attention to this issue and have continuously increased their investment in this field. At the recent HTC VIVE New Product Experience Conference and Developer Customer Conference, you can see various literary and artistic works produced and invested by HTC VIVE, such as the first feature film "Seven Miracles" produced by VIVE Studios, and "Sick Rose", a work jointly produced by HTC VIVE ORIGINALS and Rotating Rhino Original Design Studio.

 

One fact that cannot be ignored is that we are still a long way from the real Metaverse. But what is worth looking forward to is that we can see that whether it is the difficult 2020 in the past or 2021 when manufacturers such as HTC VIVE and PICO are making efforts, more and more people are facing and paying attention to the problems encountered in the development of VR content, paying attention to the industrial chain, laying out the ecology, and using strength to shorten the distance between us and the future.

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Keywords:AR  HTC Reference address:As the industry chain matures, how far is today’s VR content from Metaverse?

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