VR leader: Who is the winner in the virtual reality era?

This is the future of Oculus, the world's most famous virtual reality company.

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The virtual reality (VR) trend has started. At present, there are five giants in this field: Sony, HTC, Samsung, Google and Oculus VR. Since 2016, each family will launch new products one after another, and it is impossible to locate who is the largest. However, this company is the most important deployment of Facebook into virtual reality. This company, which started from crowdfunding, made Facebook pay $2 billion for it because it caught on the big trend.

Xu Dongyu, one of the founders, promoted the cooperation between Oculus VR and Samsung, and let Samsung adopt its technology. After leaving in 2015, Xu Dongyu founded a virtual reality game company, VoleR CreaTIve, and first came to Taiwan on January 28th for the Taipei International Video Game Show.

The following is his exclusive interview with this magazine. He said that in this new battlefield, who is most likely to be the next winner?

Business Weekly asked (hereafter referred to as Q): HTC's Vive, Oculus VR and Sony's PS VR, who do you think is more advantageous in the virtual reality market?

Sony has been the biggest winner in 20 years

A: Looking at the three manufacturers, I think Sony has a big chance. It is difficult for people to evaluate the value of VR now, but Sony now has 36 million PS4 players worldwide. In 2016, they estimate that they will sell 15 million units. If you live in 10% of virtual reality enthusiasts, then there are 5 million people. This is not a small number.

Sony has a very good relationship with content developers. They have been doing this for 20 years. Like the 2016 International Consumer Electronics Show, they announced at least 100 VR game developments.

For consumers, hardware is not important. They want to know what games they can play. The final content is king. I think everyone will trust the PS brand because they know what Sony is doing in the game industry.

In addition, I am not sure if Sony will do this, but they can sell devices at a lower price because they can get back from the software sales, and when they sell a PS4 game, they can draw from it, so I think they can subsidize the low price of hardware from this part.

This is something that Oculus VR can't do. It's mainly compatible with computers. On the computer you can get games from many different pipes. The only way to make money from it is your own app store. That's why the price of the Oculus VR is hard to adjust, and Sony can make more profits from software sales.

Q: What do you think of HTC's HTC Vive?

A: I feel very good. I tried it once. The experience it wants to create is different from Oculus VR.

Oculus VR is a sitting experience, because in the virtual reality world, you can't know what's going on outside, right? You have to sit and be safe. If you are free to move around, you might hit the wall and break things. Therefore, the Oculus VR has a lens at the top.

But the HTC Vive sensor can sense the movement of the wearer. You can know the size of the environment you are currently in. You can walk around indoors. I think Vive wants to do a mobile experience. Now they are still outside. With a camera, you can see yourself and won't hit anything.

Q: Who do you think has a better chance of winning?

A: It's hard to say, it's a bit like taking Android (Android) than Apple (system). If HTC’s price band is good and has good leadership, I believe there will be more and more content developers will support it.

The VR market is maturing after two years

Q: How much time do you think will be in place for the consumer market and these manufacturers?

A: About two years, 2018 should be a good time. Because the second generation of products will come out, people will begin to understand the user experience of VR. Today's content creators need a little time to make mistakes.

Q: There are many challenges when virtual reality is popular. Which challenge do you think is the biggest?

A: Content. In the world of VR, viewers can master the camera 100%, not the director. The 2D narrative method does not apply, you need to reinvent the true narrative.

You have to think about how to create good content under these conditions. If you (the user) look back (after wearing a virtual helmet), what should I do if I see the photographer? I can also see the lighting engineer, this is not reasonable, right?

The skills and methods we use to make movies now need to be reinvented. This is the biggest problem at the content end. This is not a technical issue or a price issue, but a user experience.

Finally, you will pay $599 (editor: Oculus VRRift consumer version pricing) to buy that experience, you will feel the value back, but now you can not evaluate this value, because you have never tried.

Taiwan’s starting point is the same as in the world.

Q: How can Taiwan seize this wave of virtual reality business opportunities?

A: The virtual reality experience is very new. There is no king of content now. There is no such thing as a rookie or an old bird.

I said this to all filmmakers. If you have fifteen years of experience and two years of experience as a film director, in virtual reality, the starting point of the two is the same, because they don’t understand, how to make it. An attractive virtual reality experience, so for Taiwanese companies, this is a good time to jump and explore and discover what can be done.

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