Where will VR go in 2017?

VR is hailed as the next wave of computing, but VR still needs several iterations before it becomes a popular product like mobile devices, in terms of current industry progress. In other words, VR supporters and advocates will continue to promote this fledgling VR market. Although some high-end VR helmets have been delayed for several months this year, VR is a great start. In 2017, VR will take the lead in the previous period and present it to consumers in a more mature image. So how will the VR industry develop in 2017?

Here are some predictions:

360 panoramic content explosion

We have seen the emergence of many 360 panoramas covering both technical and non-technical activities. Although most of these are driven by technology companies, we also see some video content from individuals. With the arrival of cheap 360 cameras, stand-alone accessories and smartphones, 360 panoramic video will become a new self-timer. Just as few people will care about the pixel quality of the front camera at first, people will not be too obsessed with the low quality 360 panoramic photos and videos at the beginning, as long as they can be cheap. Some smartphones and social networking sites such as Facebook and Youtube already support 360-degree video content, and the number of such sites will increase in the coming months.

Where will VR go in 2017?

The game will become dominant

Let's face it! Only when VR becomes as common as a smartphone, people connect VR to games. This is also good, because games are usually very good at driving advances in technology, especially when the game involves high frame rate graphics. The vr technology released today is just the tip of the iceberg. Consider their technical demo if you wish. It's not surprising that a large number of PFS games appear in VR games, but as long as you have a little imagination, VR games will not be limited to the type of roller coaster simulator. For example, card games are mature. Traditional RPG games such as Might & Magic are also embarking on the development of the VR version.

Mobile VR: A cheap entry VR experience

If you want to push VR to the forefront of computing, then you need vr technology to be closer to the public. Today's expensive VR helmets are nothing! The ultimate in bringing VR to the masses is our smartphone. Part of the reason for the existence of VR viewers now is due to the cheap peripherals promoted by Google Carton Glasses. Sadly, these cheap peripherals are far from the true capabilities of VR. With the popularity of the cheap Daydream platform, some accessory manufacturers are turning to VR helmets, at least for some accessories like remote control. In turn, this will make mobile VR not just a simple demo, it will improve the overall level of VR. As smartphones shrink and PCs wide, most can offer 2K or even 4k displays, and these smartphones will be able to run a powerful VR experience more than ever.

to sum up

It's not yet clear whether VR is just a lingering fashion, or whether it has long-lasting vitality – timeless technology will be embedded in our future lives. VR definitely has a lot of potential, and we barely touch the surface of VR. Although it is only a wish and a forecast, these are the problems that the VR industry needs to solve, if the vr technology wants to gain a foothold and really become the next wave of computing.

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