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Global annual shipments of VR/AR will be 11.1 million units in 2021, and it is expected to reach 20 million units in 2022

author:I love the audio network

Article Introduction:

-Global annual shipments of VR/AR in 2021 are 11.1 million units;

-The top five global VR headset shipments in Q1 in 2021 are Oculus, DPVR, Sony, Pico, HTC;

-Home economy drive, hardware evolution, and giant guidance are the reasons for the restart of VR heat;

-The Company expects to ship 20 million VR products in 2022 and about 29 million units by 2023.

-At present, the VR market pattern is divided into three major vendor camps of Internet, hardware and professional VR, and the share of the Internet camp exceeds 80+%;

-The direction of equipment hardware upgrade will continue to be upgraded and iterated around the three directions of comfort, immersion and interactivity.

With the advent of the 5G era, the consumer electronics market has been able to accelerate its development. The first consumer electronics market to break out is TWS headphones, while AR/VR, smart glasses and other markets are also gradually emerging. So far, although there are already many companies entering the market or are embarking on layout, the AR/VR and smart glasses markets are still in the fermentation stage, and a certain amount of firepower is still needed from the market explosion.

Looking back at the development process of AR/VR and smart glasses markets, it is found that the AR/VR and smart glasses markets are in an embarrassing situation of being repeatedly speculated, and after several overheated and overcooled processes, when will the AR/VR and smart glasses markets break out? This article will explore with you.

I love audio network to ar / VR, smart glasses market for a long time tracking, and in-depth research found that the VR / AR market has not exploded, because the technology to solve the pain points of AR / VR, smart glasses products is still fermenting. Vertigo, delay, poor mobility, low resolution, refresh rate, lack of quality content, use of the scene is not rich enough, expensive and other issues have yet to be solved, the objective existence of these problems, so that consumers' desire to buy is low. However, AR/VR and smart glasses products can bring users a new and interesting scientific and technological experience, so it can be predicted that after these problems are solved, it will be the time when the AR/VR and smart glasses markets will explode.

Through the collation and analysis of market data on AR/VR and smart glasses in recent years, I love audio network found that the AR/VR and smart glasses markets have entered a track of steady growth.

First, the global 2016-2021 VR/AR annual shipments

Global VR/AR Annual Shipments 2016-2021:

Global annual shipments of VR/AR will be 11.1 million units in 2021, and it is expected to reach 20 million units in 2022

Global VR Shipments:

In 2016, global VR shipments were: 1.8 million units;

In 2017, global VR shipments were: 3.75 million units;

In 2018, global VR shipments were: 3.5 million units;

In 2019, global VR shipments were: 3.9 million units;

In 2020, global VR shipments were: 6.4 million units;

In 2021, global VR shipments will be 11.1 million units.

Global AR Shipments:

In 2016, global AR shipments were: 200,000 units;

In 2017, global AR shipments were: 450,000 units;

In 2018, global AR shipments were: 260,000 units;

In 2019, global AR shipments were: 300,000 units;

In 2020, global AR shipments will be: 400,000 units;

In 2021, global AR shipments will be 570,000 units.

According to the statistics of global authoritative data agencies, the global VR/AR market size will be about 90 billion yuan in 2020, of which the VR market size is 62 billion yuan and the AR market size is 28 billion yuan. The Chinese Academy of Information and Communications Technology predicts that the global virtual (augmented) reality industry will grow at an average annual rate of about 54% in 2020-2024, of which VR will grow by about 45% and AR will grow by about 66%, and the market size of the two will be close to 240 billion yuan in 2024.

Second, the proportion of global VR headset Q1 brand shipments in 2021

Global VR headset 2021 Q1 brand shipments accounted for:

Global annual shipments of VR/AR will be 11.1 million units in 2021, and it is expected to reach 20 million units in 2022

The first place in the global VR headset 2021 Q1 brand shipments: Oculus, accounting for 75%;

The second place in the global VR headset 2021 Q1 brand shipments: DPVR, accounting for 6%;

Global VR headset 2021 Q1 brand shipments ranked third: Sony, accounting for 5%;

The fourth place in global VR headset shipments in Q1 in 2021: Pico, accounting for 4%

Global VR headset 2021 Q1 brand shipments ranked fifth: HTC, Valve, accounting for 2%

Global VR headsets accounted for 6% of other brands in Q1 2021.

Third, the reason for the VR heat restart

Different from the VR boom in 2016, the formation of this VR heat is more logical and the development is more rational. Because the VR market in 2016 is not yet mature, mainstream VR products have high unit prices, few application functions, and user experience needs to be improved. In 2020, Oculus and other giants launched cost-effective VR products to further attract potential players into the VR camp, and the emergence of VR equipment explosive games and richer application content has promoted the popularity of VR devices, and a new round of VR boom has begun in 2021.

For the recurrence of VR popularity, it can be summarized as three major reasons such as home economic drive, hardware evolution, and giant guidance.

Under the influence of the epidemic, consumers spend more time at home, VR devices can provide rich entertainment and entertainment projects, reasonable prices also reduce the threshold for potential consumers to try; the current mainstream VR device parameters have been able to meet the basic experience requirements, such as Oculus Quest2 with better performance sold at a lower price, further promoting the sales of VR equipment; since 2020, major VR manufacturers have actively laid out ecological construction and content support plans, by the beginning of 2022, The vr ecosystem construction has begun to bear fruit, and giant manufacturers have led the development of the market.

Fourth, VR equipment market sales trends

Since the release of Oculus Quest2, global VR terminal sales have achieved rapid growth. In the short term, it is expected that giants such as META, Sony, and Apple will accelerate hardware iteration, and the content ecology will continue to improve, driving the rapid growth of VR device shipments.

Global annual shipments of VR/AR will be 11.1 million units in 2021, and it is expected to reach 20 million units in 2022

Public data shows that in 2021, VR equipment shipments will exceed the order of ten million for the first time, and in the short term, giant manufacturers will continue to iterate on new products. Meta in 2021 officially announced that it will be listed in 2022 next-generation VR headset, is expected to continue to upgrade in optical display, MR function, handle controller positioning tracking, etc., its VR products are expected to ship 15 million units in 2022, an increase of nearly 70% year-on-year. Sony may launch a new generation of VR products in 2022, the main upgrade direction is the display effect and immersion, and it is expected that its VR product shipments will reach 1 million units in 2022. Apple is expected to launch its first MR product in 2022, and is expected to ship 1.5 million to 3 million units in 2022.

Therefore, it can be predicted that the shipment volume of VR products can reach 20 million units in 2022, the shipment volume will reach about 29 million units by 2023, and the shipment volume is expected to reach 50 million+ units in 2025.

From the medium term, it is expected that by 2025, the strong stickiness and high-frequency application scenarios represented by games, videos, live broadcasts, and vehicles will be the key factors in the volume of VR terminals, at which time, it is expected to achieve an alternative to 20% + of game consoles, with a stronger sense of presence and immersion, the widest video audience, the largest space, and the on-board experience can reach a subversive level.

In the long run, with the maturity of technology and the improvement of network infrastructure, VR is expected to break the circle in more B/C core areas in addition to entertainment scenarios such as games and videos, so in the long-term dimension, VR demand is expected to be applied on a large scale in social, office, education, fitness, engineering, medical and other B/C terminals, these scenarios compared to entertainment scenes, the market space is larger, the audience is wider.

Fifth, the current situation of the VR industry manufacturer pattern

At present, the VR market vendor pattern is mainly divided into three camps: Internet manufacturers, hardware manufacturers, and professional VR vendors, of which the Internet camp shares more than 80+%.

Global annual shipments of VR/AR will be 11.1 million units in 2021, and it is expected to reach 20 million units in 2022

The representative manufacturers of the Internet camp are Oculus, Pico, Valve, etc.; the representative manufacturers of the hardware camp are Sony, HTC, Huawei, Apple (potential players), etc.; the representative manufacturers of the professional VR camp are DPVR, arpara, 3Glasses, etc.

Oculus is the leader of the global VR market, has formed a closed loop of technology and content, in the product iteration, Oculus steadily optimizes new products, and forms a virtuous circle with the consumer market. Pico is a leading domestic VR manufacturer, currently has two major product lines ByteDance is expected to empower it in many ways; Sony backs on PS, has a large number of mature audiences, has innate advantages in content provision, and use, reduces the experience threshold; Apple, as an international consumer electronics giant, has accumulated very rich and advanced software and hardware technology, its ecology is complete, the product pursuit is the ultimate, if it becomes a VR player, it will have a strong competitiveness; and Huawei's VR products are mainly lightweight and thin, The advantages are that the layout is earlier, the technology accumulation is leading, and the brand recognition is high.

In addition to the above VR manufacturers, I Love Audio Network has previously summarized some domestic manufacturers active in the VR market, namely OPPO, NOLO, Inmo Movies, iQIYI iQiyi, MI Xiaomi, Shadow Creator, Skyworth Skyworth, UGP, etc.

Global annual shipments of VR/AR will be 11.1 million units in 2021, and it is expected to reach 20 million units in 2022

Through the summary of VR manufacturers, it is found that there are dozens of brands in the VR/AR and smart glasses markets, most of which are VR equipment. As far as the current market situation is concerned, vr/AR and smart glasses have not yet appeared in the field of leading products such as Apple AirPods, and the quality of products on the market is also uneven, and the user experience is relatively different. It is believed that in 2022, with the continuous entry of many brands and the continuous iterative update of products, there will be a product that will achieve a qualitative leap from the accumulation of quantitative changes, become a cross-era smart glasses product, and drive the rise of the smart glasses market.

Sixth, VR headset hardware upgrade trend

From the perspective of product application scenarios, games, movies, fitness, education, etc. are the core application scenarios of current VR products, and the requirements for immersion and comfort will become higher and higher; from the perspective of hardware, immersion and comfort are the two most important core pain points of current VR products. Therefore, the hardware upgrade direction of VR equipment will be carried out around the user's pain points, and it will continue to upgrade and iterate in the three directions of comfort, immersion and interactivity to optimize the user product experience.

Technical systems that affect the comfort and immersion of VR devices include optical systems, display systems, audio systems, interactive systems, computing systems, connection systems, battery systems, structural parts, etc., because it is expected that the future upgrade direction of VR equipment will be carried out in these systems.

I love audio network summaries

2021 can be said to be the spring of the VR/AR and smart glasses markets, and product sales have increased significantly in this year, mainly due to the good performance of the Oculus Quest 2 being recognized by consumers. In addition, in 2021, there are many global heavyweight giant manufacturers entering the VR/AR and smart glasses camp, bringing advanced technologies and algorithms, including ByteDance's acquisition of Pico, Huawei's launch of HUAWEI VR Glass 6DoF game set, and smart audio glasses company Rookie Aiju Intelligence to obtain tens of millions of yuan in financing for the research and development of smart glasses.

Giant manufacturers entered the game, product performance has been improved, sales have increased, obviously, VR / AR, the development of smart glasses market has pressed the accelerator button.

VR/AR, smart glasses equipment products since 2016 has been a small market segment, mainly with high specifications, high prices of products to serve the enterprise market segment, with the product application scenarios and content of the rich, VR / AR market will radiate to a broader field than ever. It can be predicted that in 2022, the VR/AR and smart glasses markets will achieve substantial growth, which will be the year to break the record number of new product releases, when there will be products such as the Oculus Quest series, Sony PlayStation VR2 and the high-profile Apple smart glasses.

At present, players in the VR/AR and smart glasses camp include Apple, Huawei, Oculus, Sony, Goertek, etc., these giant manufacturers have the world's top audio technology, and it is only a matter of time before the market flourishes.