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	<title>Headsets Archives - Tech Trends</title>
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		<title>Could Sony’s Next Headset Finally Crack the VR Gaming Market?</title>
		<link>https://techtrends.tech/tech-trends/could-sonys-next-headset-finally-crack-the-gaming-market-for-vr/</link>
		
		<dc:creator><![CDATA[Alice]]></dc:creator>
		<pubDate>Sun, 31 Mar 2019 18:44:41 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Tech Trends]]></category>
		<category><![CDATA[VR Tech]]></category>
		<category><![CDATA[Augmented Reality]]></category>
		<category><![CDATA[Gadgets]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[Headsets]]></category>
		<category><![CDATA[HMD]]></category>
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		<guid isPermaLink="false">https://techtrends.tech/?p=13570</guid>

					<description><![CDATA[<p>If anybody can do it, it’s probably Sony. Ever since the Playstation was first launched – if, like myself, you’re &#8230; <a class="kt-excerpt-readmore" href="https://techtrends.tech/tech-trends/could-sonys-next-headset-finally-crack-the-gaming-market-for-vr/" aria-label="Could Sony’s Next Headset Finally Crack the VR Gaming Market?">Read More</a></p>
<p>The post <a href="https://techtrends.tech/tech-trends/could-sonys-next-headset-finally-crack-the-gaming-market-for-vr/">Could Sony’s Next Headset Finally Crack the VR Gaming Market?</a> appeared first on <a href="https://techtrends.tech">Tech Trends</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><strong><em>If anybody can do it, it’s probably Sony.</em></strong></p>
<p>Ever since the Playstation was first launched – if, like myself, you’re old enough to remember it, you may pause a moment here to consider your own age and mortality – Sony has been in the business of reinventing gaming. They often followed the Steve Jobs mantra of pushing through a vision that showed consumers what it is that they wanted, rather than waiting for people to start asking for it.</p>
<hr /><p><em>Ever since the Playstation was first launched, Sony has been in the business of reinventing gaming.</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D13570&#038;text=Ever%20since%20the%20Playstation%20was%20first%20launched%2C%20Sony%20has%20been%20in%20the%20business%20of%20reinventing%20gaming.&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>The same seems to be the case with VR. In spite of all the investment from companies such as Oculus, the PSVR is the only hardware that has come even close to tapping that elusive jackpot of mass consumer adoption. They sold over 3 million headsets so far, and although they did have to drop its price to $200 in order to achieve those numbers, it does show that there is an appetite in the gaming community for immersive technology that manages to hit the sweet spot.</p>
<hr /><p><em>Fast-paced, graphics-rich longer games require fast GPU and no lag, otherwise you’ll just get a lot of queasy and frustrated gamers</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D13570&#038;text=Fast-paced%2C%20graphics-rich%20longer%20games%20require%20fast%20GPU%20and%20no%20lag%2C%20otherwise%20you%E2%80%99ll%20just%20get%20a%20lot%20of%20queasy%20and%20frustrated%20gamers&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>And with most headsets on the market now veering away from cabled tethering, that future sweet spot is increasingly looking wireless. Sony seems to think so too, if a <a href="https://www.j-platpat.inpit.go.jp/web/PU/JPA_H31041394/TKBS_GM302_Detailed.action">newly uncovered patent</a> is anything to go by.</p>
<p>Although these things are always caveated by the fact that companies file hundreds of patents on a routine basis that never make et to prototype stage – much less a fully-fledged commercial product – this particular one is noteworthy in the level of detail it offers, going into extensive detail about solutions it has explored in attempting to remove the bulky cable that connects the current version of the PSVR to the console.</p>
<hr /><p><em>In spite of all the investment from companies such as Oculus, the PSVR is the only hardware that has come even close to tapping that elusive jackpot of mass consumer adoption</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D13570&#038;text=In%20spite%20of%20all%20the%20investment%20from%20companies%20such%20as%20Oculus%2C%20the%20PSVR%20is%20the%20only%20hardware%20that%20has%20come%20even%20close%20to%20tapping%20that%20elusive%20jackpot%20of%20mass%20consumer%20adoption&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p><img fetchpriority="high" decoding="async" class="aligncenter size-full wp-image-13572" src="https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Playstation-VR-new-Patent-Wireless-2.jpg" alt="" width="768" height="476" srcset="https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Playstation-VR-new-Patent-Wireless-2.jpg 768w, https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Playstation-VR-new-Patent-Wireless-2-150x93.jpg 150w, https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Playstation-VR-new-Patent-Wireless-2-80x50.jpg 80w" sizes="(max-width: 768px) 100vw, 768px" /></p>
<hr /><p><em>The patent suggests that the setup would include a breakout box to detect the position of the user in relation to the machine so it could adjust Wi-Fi signals accordingly</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D13570&#038;text=The%20patent%20suggests%20that%20the%20setup%20would%20include%20a%20breakout%20box%20to%20detect%20the%20position%20of%20the%20user%20in%20relation%20to%20the%20machine%20so%20it%20could%20adjust%20Wi-Fi%20signals%20accordingly&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>So, to be clear, we’re still talking about a tethered headset, because the processing power would still reside within the Playstation unit rather than the HMD, but the connection between the two would be wireless.</p>
<p>Easier said than done… This isn’t your regular video streaming of course. We’re talking about enormous amounts of data being refreshed at insane rates. And any glitch would be literally in the user’s face. It’s a tricky balance to strike, to say the least, as compromising on performance is not something you can get away with for the sort of content PSVR is peddling. Fast-paced, graphics-rich longer games require fast GPU and no lag, otherwise you’ll just get a lot of queasy and frustrated gamers.</p>
<p>As Jeremy Horwitz explains in this <a href="https://venturebeat.com/2019/03/18/sony-vr-patent-points-to-a-pricier-but-wireless-psvr2/">Venturebeat article, </a></p>
<blockquote><p>“On paper, the 60GHz signal should have the bandwidth, latency, and reliability to work by itself, but in real-world use of VR headsets, 60GHz signals are more easily obstructed by objects and more directionally dependent than lower-bandwidth 5GHz signals. In the patent, Sony pairs 60GHz WiGig with 5GHz Wi-Fi to guarantee its headset will always get a signal, shifting from higher to lower frequencies (and bandwidth) based on where the user is moving in the room.”</p></blockquote>
<p><img decoding="async" class="aligncenter size-full wp-image-13571" src="https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Playstation-VR-new-Patent-Wireless-3.jpg" alt="Tech Trends Playstation VR new Patent Wireless" width="711" height="1024" srcset="https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Playstation-VR-new-Patent-Wireless-3.jpg 711w, https://techtrends.tech/wp-content/uploads/2019/03/Tech-Trends-Playstation-VR-new-Patent-Wireless-3-104x150.jpg 104w" sizes="(max-width: 711px) 100vw, 711px" /></p>
<p>The patent suggests that the setup would include a breakout box to detect the position of the user in relation to the machine so it could adjust Wi-Fi signals accordingly. Whatever solution they settle upon in the end, however, Sony definitely isn’t ready to give up on consumer VR, and to be honest, I wouldn’t bet against them being first to the post in getting there.</p>
<p><em><strong>Tech Trends’  </strong></em><a href="https://techtrends.tech/vr-consultancy/"><em><strong>Virtual Reality Consultancy services</strong></em></a><em><strong> offers support for companies looking to enhance brand strategy with immersive technologies such as Virtual, Augmented and Mixed Reality</strong></em></p>
<blockquote><p><em>Alice Bonasio is a <a href="https://techtrends.tech/vr-consultancy/">VR and Digital Transformation Consultant</a> and Tech Trends’ Editor in Chief. She also regularly writes for Fast Company, Ars Technica, Quartz, Wired and others. You can follow <a href="https://twitter.com/alicebonasio">@alicebonasio</a> on Twitter, <a href="https://www.linkedin.com/in/alicebonasio/">connect with her on LinkedIn</a> or <a href="https://inside.com/vrar">subscribe to her Inside VR/AR Newletter</a> for all the latest curated immersive news.   </em></p></blockquote>
<p>&nbsp;</p>
<p>The post <a href="https://techtrends.tech/tech-trends/could-sonys-next-headset-finally-crack-the-gaming-market-for-vr/">Could Sony’s Next Headset Finally Crack the VR Gaming Market?</a> appeared first on <a href="https://techtrends.tech">Tech Trends</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">13570</post-id>	</item>
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		<title>Report: VR Device Market Outlook</title>
		<link>https://techtrends.tech/tech-trends/report-vr-device-market/</link>
		
		<dc:creator><![CDATA[Alice]]></dc:creator>
		<pubDate>Tue, 04 Dec 2018 02:52:10 +0000</pubDate>
				<category><![CDATA[Tech Trends]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[AR]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[Forecast]]></category>
		<category><![CDATA[Headsets]]></category>
		<category><![CDATA[HMD]]></category>
		<category><![CDATA[HoloLens]]></category>
		<category><![CDATA[HTC Vive]]></category>
		<category><![CDATA[Immersive Technology]]></category>
		<category><![CDATA[Mixed Reality]]></category>
		<category><![CDATA[MR]]></category>
		<category><![CDATA[Oculus]]></category>
		<category><![CDATA[Oculus Go]]></category>
		<category><![CDATA[Report]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[Smartglasses]]></category>
		<category><![CDATA[Tech]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[VR]]></category>
		<category><![CDATA[VR Consultancy]]></category>
		<category><![CDATA[VR Market]]></category>
		<category><![CDATA[XR]]></category>
		<guid isPermaLink="false">https://techtrends.tech/?p=12200</guid>

					<description><![CDATA[<p>Forecast for immersive technologies like Augmented and Virtual Reality remains positive, but there has been some decline. The latest forecast &#8230; <a class="kt-excerpt-readmore" href="https://techtrends.tech/tech-trends/report-vr-device-market/" aria-label="Report: VR Device Market Outlook">Read More</a></p>
<p>The post <a href="https://techtrends.tech/tech-trends/report-vr-device-market/">Report: VR Device Market Outlook</a> appeared first on <a href="https://techtrends.tech">Tech Trends</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><strong><em>Forecast for immersive technologies like Augmented and Virtual Reality remains positive, but there has been some decline. </em></strong></p>
<p>The latest forecast from technology analyst firm <a href="http://www.ccsinsight.com">CCS Insight</a> highlights some of the challenges facing makers of head-worn virtual and augmented reality devices. Despite early enthusiasm and a continued expectation of significant long-term potential for the technology, there is much work yet to be done on improving user experience, developing software platforms and &#8211; above all – making attractive content for those platforms available to consumers.</p>
<blockquote><p>&#8220;We continue to believe that content is the key to unlocking adoption of VR. Although some games companies and adult content creators have embraced VR technology, much more needs to happen to persuade consumers that VR devices are a must-have item,&#8221; says Ben Wood, CCS Insight&#8217;s chief of research.</p></blockquote>
<p>This sober yet positive message is the main conclusion of the company&#8217;s recently published global market report for VR and AR devices. In it, the research firm forecasts 8 million virtual reality (VR) and augmented reality (AR) headsets and glasses will be sold in 2018, down from 10 million in 2017, but growing to 14 million in 2019 and eventually to 52 million in 2022.</p>
<hr /><p><em>Smartphone VR headsets sales have collapsed, but standalone devices like the Oculus Go hold great promise</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D12200&#038;text=Smartphone%20VR%20headsets%20sales%20have%20collapsed%2C%20but%20standalone%20devices%20like%20the%20Oculus%20Go%20hold%20great%20promise&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>The market for VR has gone through several phases, according to Wood. &#8220;The first wave of consumers used basic cardboard viewers, which helped them understand the potential of the media, but the limited experience meant most people quickly lost interest. We don&#8217;t even include such devices in our forecast anymore&#8221;. He continues, &#8220;Attention then turned to smartphone-based devices such as the Samsung Gear VR and the Zeiss One Plus VR. These have played an important role in raising the awareness of the technology over the past three years, but interest in these devices has now waned&#8221;.</p>
<p>Accordingly, the firm’s forecast shows a dramatic drop in sales of smartphone VR devices, from nearly 8 million units in 2017 to fewer than 3 million this year. This decline has occurred despite heavy price cuts and extensive promotions over the past 12 months.</p>
<blockquote><p>&#8220;We believe the device market has now shifted away from the early wave of cheaper, less-functional cardboard and plastic smartphone VR viewers. We expect the next wave of adoption to come from dedicated devices that offer a more compelling, wire-free experience,&#8221; Wood concludes.</p></blockquote>
<p>CCS Insight believes the advent of standalone VR headsets &#8211; which overcome the awkwardness of being attached to a PC, smartphone or games console &#8211; will help to reinvigorate this product category both for consumers and businesses. Its forecast shows demand in that category growing over 16 times between 2018 and 2022, when 29 million standalone VR headsets are expected to be sold.</p>
<hr /><p><em>CCS Insight expects the market will return to growth in 2019, reaching 14 million devices</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D12200&#038;text=CCS%20Insight%20expects%20the%20market%20will%20return%20to%20growth%20in%202019%2C%20reaching%2014%20million%20devices&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>The company believes devices such as Facebook&#8217;s Oculus Go and Oculus Quest, which are being offered at retail prices of $200 and $400 respectively, are good examples of the future of VR. Wood also notes that the Chinese market is looking particularly promising and Facebook&#8217;s partnership with Xiaomi has helped those headsets make a strong start there.</p>
<p>There is still, however, a role to be played in this market by tethered devices like the Sony PlayStation VR, HTC Vive or Oculus Rift, as currently they still offer a higher quality experience than standalone devices are able to deliver. Accordingly, CCS Insight forecasts that 5 million tethered VR headsets will be sold in 2019, growing to 18 million in 2022.</p>
<hr /><p><em>52 million VR and AR devices will be sold in 2022 with a market value of $8.5 billion</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D12200&#038;text=52%20million%20VR%20and%20AR%20devices%20will%20be%20sold%20in%202022%20with%20a%20market%20value%20of%20%248.5%20billion&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>Sony, which CCS Insight considers as the most successful manufacturer of tethered VR headsets to date, looks set to continue with its strategy of offering its VR headset as an accessory to the large number of PlayStation owners as these devices are best suited to meet the needs of the most dedicated gamers, who want a best-in-class experience.</p>
<p>The report also assesses the market for AR smart glasses, which have so far seen significantly slower adoption compared to VR. The main use for AR devices continues to be in business operations such as <a href="https://techtrends.tech/tech-trends/retailers-exploring-new-vr-and-ar-concepts-to-drive-sales-in-2019/">customer service</a>, <a href="https://techtrends.tech/tech-trends/mixed-reality-making-e-commerce-efficient/">logistics,</a> <a href="https://techtrends.tech/tech-trends/mixed-reality-lending-a-helping-hand/">remote servicing</a>, <a href="https://techtrends.tech/tech-trends/building-spaceships-with-mixed-reality/">design</a> and other related applications, and interest remains high in those categories. Although businesses have taken a cautious approach to AR devices, initially focusing on pilot deployments, but CCS Insight believes there are signals of growth as the chart below demonstrates.</p>
<hr /><p><em>The company believes devices such as Facebook&#039;s Oculus Go and Oculus Quest, which are being offered at retail prices of $200 and $400 respectively, are good examples of the future of VR</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D12200&#038;text=The%20company%20believes%20devices%20such%20as%20Facebook%27s%20Oculus%20Go%20and%20Oculus%20Quest%2C%20which%20are%20being%20offered%20at%20retail%20prices%20of%20%24200%20and%20%24400%20respectively%2C%20are%20good%20examples%20of%20the%20future%20of%20VR&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p><img decoding="async" class="aligncenter size-full wp-image-12201" src="https://techtrends.tech/wp-content/uploads/2018/12/Tech-Trends-Report-Augmented-Virtual-Reality-HMD-Smartglasses-Market-forecast-Immersive-Technologies-CCS-Insight.jpg" alt="Tech Trends Report Augmented Virtual Reality HMD Smartglasses Market forecast Immersive Technologies" width="732" height="379" srcset="https://techtrends.tech/wp-content/uploads/2018/12/Tech-Trends-Report-Augmented-Virtual-Reality-HMD-Smartglasses-Market-forecast-Immersive-Technologies-CCS-Insight.jpg 732w, https://techtrends.tech/wp-content/uploads/2018/12/Tech-Trends-Report-Augmented-Virtual-Reality-HMD-Smartglasses-Market-forecast-Immersive-Technologies-CCS-Insight-150x78.jpg 150w" sizes="(max-width: 732px) 100vw, 732px" /></p>
<blockquote><p>&#8220;We are seeing a rising number of companies committing to deployments of tens or hundreds of augmented reality glasses as they start to see the clear benefits of head-worn technology in the workplace,&#8221; explains Wood, although he cautions that this market growth will take time, with cumulative global sales not expected to top 1 million units before 2021.</p></blockquote>
<p>When thinking about AR glasses for consumers, Wood notes that these devices continue to be &#8220;more common in science fiction than in real life&#8221; with little evidence of a product with mass-market appeal any time soon. Nevertheless, CCS Insight&#8217;s long-range forecast does include a scenario of accelerated adoption if a major consumer brand like Apple decides to enter the market.</p>
<p>Yet in Tech Trends’ humble view, with <a href="https://techtrends.tech/tech-trends/leaping-into-the-ar-magicverse/">Magic Leap</a> finally entering the arena this year and a new version of the <a href="https://techtrends.tech/tech-trends/packaging-the-future/">HoloLens</a> expected to be unveiled by Microsoft next year, it could be that this tipping point might arrive even sooner, and perhaps even driven (perish the thought!) by players other than Apple. Watch this space…</p>
<hr /><p><em>We are seeing a rising number of companies committing to deployments of tens or hundreds of augmented reality glasses as they start to see the clear benefits of head-worn technology in the workplace</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D12200&#038;text=We%20are%20seeing%20a%20rising%20number%20of%20companies%20committing%20to%20deployments%20of%20tens%20or%20hundreds%20of%20augmented%20reality%20glasses%20as%20they%20start%20to%20see%20the%20clear%20benefits%20of%20head-worn%20technology%20in%20the%20workplace&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-12202" src="https://techtrends.tech/wp-content/uploads/2018/12/Tech-Trends-Report-Augmented-Virtual-Reality-HMD-Smartglasses-Market-forecast-Immersive-Technologies-Consultancy-Research-1200x827.jpg" alt="Tech Trends Report Augmented Virtual Reality HMD Smartglasses Market forecast Immersive Technologies" width="1140" height="786" /></p>
<p><em><strong>For companies looking to get into Immersive technologies our </strong></em><a href="http://alicebonasio.com/vr-consultancy/"><em><strong>Consultancy service</strong></em></a><em><strong> offers support in strategic leveraging VR/AR/MR/XR<br />
</strong></em></p>
<blockquote><p><em>Alice Bonasio is a </em><a href="https://techtrends.tech/vr-consultancy/"><em>VR Consultant</em></a><em> and Tech Trends’ Editor in Chief. She also regularly writes for Fast Company, Ars Technica, Quartz, Wired and others. </em><a href="https://www.linkedin.com/in/alicebonasio/"><em>Connect with her on LinkedIn</em></a> <em>and follow </em><a href="https://twitter.com/alicebonasio"><em>@alicebonasio</em></a><em> on Twitter.</em></p></blockquote>
<p>The post <a href="https://techtrends.tech/tech-trends/report-vr-device-market/">Report: VR Device Market Outlook</a> appeared first on <a href="https://techtrends.tech">Tech Trends</a>.</p>
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