How the VRAR Business is Growing?
The early VRAR boom of the mid-2000s is considered a major turning point in consumer computing. The flood of cheap, low-quality, high-resolution, portable displays ushered in a new era in user experiences. Keep an eye to vr on chatterbate, as adult chat/camming sites with virtual reality capabilities are becoming more and more prevalent. Today, over 100 million social VRAR headsets have been sold worldwide and the industry is the fastest growing industry in the world. By 2021, market research firms are projecting virtual and augmented reality will represent an all-time-high $300 billion USD. 2017 was also a breakout year for the VRAR market in the U.S., and revenue growth was almost 35% over 2016. In 2018, VRAR is expected to grow at a CAGR of 16.9%. That is insane. The popularity of Facebook’s Oculus Rift was the biggest driver of VRAR growth. The Rift delivered an astounding one million users on day one, selling out the HTC Vive within three hours of being announced. It led to a tremendous upswing in consumer interest. Of all the industry leaders, Facebook and Facebook-owned Oculus showed a first mover advantage, scooping up over a third of the global market. Other companies included Sony, Valve, and HTC. The success of Facebook’s Facebook-owned Oculus Rift came to be known as the Oculus Rift. While HTC Vive had also sold in the thousands on day one, Oculus’ overwhelming success started a chain reaction. By the end of 2016, the VR market was worth $340 million USD, compared to only $110 million in 2015. During this year, Facebook established Facebook Spaces to showcase VR applications, including vr strip chat technologies. This set the stage for Oculus’ purchase of Facebook’s Oculus Rift.
The Challenge Ahead: Learning From Failure
It was said that Facebook wasn’t a place where startups go to fail. Yet, two and a half years after Facebook’s Oculus Rift was released, Rift sales were trending downward. It was clear that VR was not hitting the market as fast as many had hoped but that immediately changed when vr cam girls applications hit the market. The challenge facing Facebook at the time was a matter of a lot of competing interests in VRAR. On the one hand, Facebook recognized a market that it was unlikely to win, with Twitter and YouTube beating it to market. On the other, there were those in the VR industry who argued that higher quality hardware would ultimately replace poor software. It was a tricky situation. Facebook would be all in on the hardware, supporting hardware vendors, but be behind on software. That would lead to the company being held back in the market and slower than its competitors to expand. Despite this, in the year following the Oculus Rift’s release, Facebook sold over 11 million units. That proved the value of the hardware, that it could generate far more sales than Facebook alone ever dreamed.
How the Rift Connected to Oculus’ Future?
By the end of 2016, the Rift’s popularity was obvious to Facebook. It was also apparent to Microsoft. Microsoft’s HoloLens and Oculus Rift were two of the platforms built to achieve the same goal.