On January 18, the VR+ Eco Innovation Conference hosted by Yijian was held in Beijing. Li Hui, chief commercial architect of Huawei and promoter of Huawei iLab VR Joint Lab, delivered a keynote speech and talked about some views on the development of VR industry.
Li Hui, sponsor of Huawei iLab VR Joint Lab
Li Hui said that VR presents a brand-new challenge to the network. Huawei's main business is in the network, and the network construction can guarantee high-quality experience.
He pointed out that the new requirements for VR on the network include: large bandwidth, low latency, and on-demand networks. Broadband can guarantee a closer distance, a higher resolution of the panoramic picture, low delay can adapt to human needs, and on-demand network to ensure that the network is open on demand.
Huawei enters VR industry through network and experience
At the same time, the network development also faces a series of bottlenecks. Li Hui said that these bottlenecks include ubiquitous WIFI networks, E2E network SLAs, and network openness capabilities.
The problems existing in the ubiquitous WIFI network mainly include head-to-speak and hosts bulk point-to-point transmission. The home WIFI coverage is poor, and concurrent enterprise WIFI throughput is insufficient. The problem of E2E network SLA is mainly due to insufficient E2E bandwidth and high packet loss rate. The challenge facing the openness of the network lies in the acceleration of on-demand speed, elastic contraction capacity, and so on.
According to the latest report released by Huawei iLab, the capacity of VR/AR market will reach 800 million terminals by 2025, and the content will increase rapidly.
VR bubble fades
However, Li Hui pointed out that because a large number of Chinese manufacturers have rushed into the VR industry earlier and the bubble has faded, it is not optimistic. This is the most obvious current status of the VR industry.
The main facts of this status quo include VR hardware is not just needed, the user is just to satisfy curiosity; heavy users are not used for more than 30 minutes; more than half of the video content is less than 4 minutes; offline experience stores do not return customers; some industries begin Faced with layoffs, closures, etc.
At present, the VR experience also faces numerous problems. Li Hui pointed out that it is not easy to love VR, the hardware is too expensive, the content is small and the quality of the picture is poor, lack of interaction and some other issues have yet to be resolved.
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