Samsung kills Sony to become the VR boss mobile VR is the mainstream of the future?

Since the acquisition of Oculus VR by Facebook, it has set off a new wave of VR development around the world. Zuckerberg also predicts that VR will become the next generation of general-purpose computing devices. However, the development of VR is not always smooth, especially the host-side helmet VR equipment.

For example, among the three major VR helmet manufacturers, Oculus had to close the US general experience store due to sluggish sales, and later the Oculus founder left because of technical plagiarism. While HTC Vive is recognized as the best VR in the world, its sales are flat. The PS VR with many PS4 users is not as predictable in terms of sales.

Samsung kills Sony to become the VR boss Mobile VR is the mainstream of the future?

According to the first global VR/AR (Augmented Reality) helmet shipment report released by market research firm IDC on Thursday, global VR/AR helmet shipments continued to soar in the first quarter, reaching 2.3 million units. Since many new products will be available in the second half of this year, IDC expects full-year VR/AR helmet shipments to increase by three digits.

But most of these devices are mobile VR devices. The report shows that Samsung Gear VR is the most popular, it is one of the relatively cheap VR helmets. Samsung's first quarter Gear VR shipments reached 490,000, with a market share of 21.5%, ranking first.

In second place is Sony PS VR, which shipped 429,000 units with a market share of 18.8%. As for HTC and Oculus, VR sales are relatively small.

Samsung kills Sony to become the VR boss Mobile VR is the mainstream of the future?

In other words, Samsung has surpassed Sony to become the leader in the VR field. In the future, mobile VR may be the mainstream trend.

First of all, mobile VR portability is far from the host VR helmet.

Currently, VR helmet devices must rely on PCs or game consoles. Once they leave these computing devices, they are not allowed to run. This is why VR helmet devices must be restricted to use in certain scenarios, such as in specific rooms.

Although PC manufacturers are developing a new generation of portable VR mainframes, the purpose is to increase the portability of VR helmets, but these hosts are still cumbersome, no one will carry the host is simply to use VR. Moreover, whether it is a PC or a game console, the VR helmet must be connected to these devices through cables, and the presence of a large number of cables also affects the user experience.

Samsung kills Sony to become the VR boss Mobile VR is the mainstream of the future?

On the other hand, mobile VR devices do not have the above disadvantages. They only have one VR glasses box. When you put your smartphone into it, you can experience VR anytime, anywhere.

Under the premise of VR ecological imperfection, whether it is VR glasses box or VR helmet, most of them are used for playing games or watching movies. In this respect, VR helmets have advantages, especially in games.

However, the Qualcomm Snapdragon 835 processor has already begun to be used in PCs. It can be seen that the gap between computers and mobile phones is gradually narrowing in terms of computing power.

Second is the cost, mobile VR is lower cost than VR helmet, VR glasses box is basically below 1000 yuan, and even cheaper. The cost of VR helmet equipment is between 2000 and 6000. The cost of purchasing a VR helmet device can buy multiple mobile VR devices.

Samsung kills Sony to become the VR boss Mobile VR is the mainstream of the future?

Not only that, if users want to experience the VR helmet perfectly, they also need to buy a powerful PC or PS4 console. Even the lowest cost PS VR, the whole set of users still need to spend nearly 6000 yuan, the money can be purchased to Samsung Gaer VR And S8 smartphone.

In addition, in order to reduce the cost of mobile VR, Qualcomm and Google and other vendors have entered the field of mobile VR, which will introduce VR integrated machine, built-in screen, processor and other hardware, with independent computing capabilities, in order to reduce the price of mobile VR.

Finally, the future of smart devices must have mobility and independence.

From the PC era into the era of mobile Internet, it has been proved that the future is the world of mobile devices.

Samsung kills Sony to become the VR boss Mobile VR is the mainstream of the future?

At the same time as VR is developing, Microsoft has launched a hybrid reality device, HoloLens, which not only has independent computing power, but also superimposes virtual information on top of reality, and is also portable. The device has been popular since its launch, and most companies have already applied it to their work.

Not only that, but Google and Apple have expressed interest in such devices because they are mobile devices with independent computing power.

The mobile VR or VR all-in-one machine is also a device with independent computing capabilities. In the future development, it must be better than the PC or game console VR. On the one hand, the latter does not have independent computing power, and the other On the one hand, there is no portability.

USB 3.0 Interfaces Section

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USB3.0 is a USB specification, which was initiated by Intel and other companies. The maximum transmission bandwidth of USB3.0 is as high as 5.0gbps (500MB / s).
While maintaining compatibility with USB2.0, USB3.0 also provides enhancements: significantly increased bandwidth (up to 5Gbps full duplex); better power management; 
more power; faster device identification; and higher data processing efficiency.  
The reason why USB 3.0 has the performance of "speeding" is entirely due to the improvement of technology.
Compared with USB 2.0 interface, USB 3.0 adds more physical buses in parallel mode.
You can pick up a USB Cable and look at the interface.
On the basis of the original 4-wire structure (power supply, ground wire, 2 pieces of data), USB 3.0 adds 4 lines for receiving and transmitting signals.
So there are eight lines in the cable and on the interface.
It is the additional 4 (2 pairs) of lines that provide the bandwidth required for "superspeed USB" to achieve "over speed".
Obviously, two (1 pair) lines on USB 2.0 are not enough.
In addition, in the signal transmission method, the host control mode is still used, but the asynchronous transmission is changed.

USB 3.0 makes use of two-way data transmission mode instead of half duplex mode in USB 2.0 era. In short, data only needs to flow in one direction, which simplifies the time consumption caused by waiting.

In fact, USB 3.0 does not take any rarely heard of advanced technology, but theoretically increases the bandwidth by 10 times. As a result, it is more friendly and friendly. Once superspeed USB products come out, more people can easily accept and make better customized products. 

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