It is not the first time that VR technology has been used in sporting events. Last winter's NBA games were conducted live in VR. Samsung also tried to broadcast at the opening ceremony of this year's Winter Olympics. However, this is the first Olympic Games to be broadcasted using VR technology. China's Central Television Station, NBC and CBC and other TV stations abroad have launched VR special programs.
VR broadcast is ridiculed
The first combined effect of the Olympics and VR seems to be not good enough. After experiencing the VR broadcast jointly launched by Samsung and NBC, Engadget said that although it is very interesting, it looks better with TV. There are even a lot of entrepreneurs in the VR field who spoke after watching the game. It wasn't VR watching the live broadcast. Instead, it was a 360-degree video playback of the Olympic Games. "It's not a live broadcast, it's a broadcast."
One of the entrepreneurs told Sohu Technology that similar to the world-class comprehensive competition such as the Olympic Games, there are many projects that require a large number of cameras to shoot and capture as much detail and a wide range of scenes as possible. “This is even tens of thousands of The demand for hundreds of thousands of cameras is huge. "Bandwidth is also a bad injury. Before the 5G network has become popular, it needs to overcome the algorithm."
A technical person in charge of a VR company expressed different opinions on Sohu Technology: "The traditional vertigo problem has actually been solved well, and the so-called video quality and other issues plainly still the ability of algorithms and equipment, this speed is very fast ".
At the project level, although static and small venue games are easier to implement VR live broadcasting, for manufacturers, large projects have large markets and high attention, so both football and NBA may become the first sports to popularize VR. project.
The AR technology adopted by the “eight minutes†in Tokyo at the closing ceremony of the Olympic Games is a mature and ready-made technology, which brings about a limited increase in experience. The aforementioned VR entrepreneurs told Sohu Technology that most people in the circle “have no response to telling the truth at the closing ceremony†and are not “ambitious†as the outside world has rendered.
The founder of a sports game company told Sohu Technology that it is more optimistic about the VR/AR performance at the Tokyo Olympics. He believes that "on the one hand, technological evolution will speed up, on the other hand, Japan has excellent technical capabilities and infrastructure, at least in Tokyo can achieve part of the VR broadcast."
Sitting home to experience 10,000 people concert?
Referring to Japan, this country has a broad mass base in addition to higher technology in the field of virtual reality. The "Hatsune Miku" is the best proof. This virtual singer, created with VOCALOID sound synthesis software, combined with tones and lyrics, is the world's first virtual icon to use a holographic projection technology to hold a concert.
Although Hatsune is still limited to being pursued by some secondary enthusiasts, especially male students, it is a well-known star in Japan and has a very high reputation in Europe and the United States. It also served as the opening guest of Lady Gaga's North American tour. .
Prior to this, Sega also announced at the Cologne game show that it will simultaneously launch a set of VR software for Hatsune Miku: VR Future Concert when the PlayStation VR is released in October. After the PlayStation VR helmet is worn, Hatsune Miku appears in front of the user and sings and dances. At this point, the controller will become a light stick in the game. Users can switch to different perspectives to see different songs that Hatsune Mikon performs in the future.
It represents more possibilities for the entertainment industry. Live live broadcasts including live concerts will have more opportunities to integrate with VR. “In the future, it is very likely that the user will wear a dedicated VR device at home and sit in front of the TV and feel the atmosphere of watching the live concert. The person in charge of a domestic video site’s business website told Sohu Technology.
Youku Tudou and iQiyi announced their own VR plans in the first half of the year, including making VR videos, licensing their own IP to game companies to make VR games, setting up fund incubation projects, attracting content providers, supporting hardware providers, etc. Youku Home has even released a section of panoramic video.
Game is another gold mine
Compared to sports events and variety shows, games are considered to be the areas in which VR is most likely to break through. One company that has to be mentioned here is the Valve Company of the United States.
Valve owns Steam, the largest distribution platform for PC games, and has captured more than 10 million simultaneous online users. But what many people don't know is that it launched the first VR prototype as early as 2012, when Oculus Rift was still in the crowdfunding stage. But in the following years Oculus had soared because of Facebook's support. Valve's own VR hardware products disappeared because of improper strategy, leaving only Steam VR as the game distribution platform.
In view of the current fiery state of VR, Valve, who is not willing to fail, made a related attempt at its just-completed sixth DOTA 2 International Invitational (The International) TI6. The total pool of prizes exceeded 20 million U.S. dollars. The number of prizes for the Super Bowl, the largest sporting event in the United States, has caused many media attention.
At the opening ceremony of TI6, Valve spared no effort to promote its own VR business. Watching the game with VR equipment has also become one of the highlights of this competition. Valve even used AR technology during the game: Whenever a player selects a game character, it will appear in the holographic projection in front of the player's field and narration table, both the computer and the players in front of the TV can see, broadcast to watch. Users bring a lot of freshness.
As TI's largest competition in eSports, relying solely on the sale of virtual props, Valve has earned over $80 million from its users. At the same time, after-hours statistics show that only about 15% of Vive users have downloaded relevant software to watch VR live on DOTA 2 games. Valve's other ambitions have not been achieved smoothly.
Although gamers are enthusiastic and willing to pay, but want to make VR games really hot, manufacturers may need to change one thing, that is, let the players give up the mouse, use head rotation and body movement to operate the game.
For now, there are always early adopters, and the reasons for persuading more users to choose VR/AR have not yet emerged. Perhaps after four years, the market will have many new changes. "After four years of the Tokyo Olympics, VR will certainly change many industries," said the founder of the aforementioned sports game firm Sohu Technology.
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