
- Get in Touch with Us
Last Updated: Apr 25, 2025 | Study Period:
Unlike VR, which is entirely virtual, AR leverages a real-world environment. While VR users are under the system's supervision, AR users have some influence over their presence in the actual world.
AR can be accessed with a smartphone, whereas VR needs a headgear device. In contrast to virtual reality, augmented reality (AR) improves both the actual and virtual worlds.
By putting data in a visual context and bringing it to life, augmented reality (AR) offers an ideal tool for data presentation. VR will eventually advance visualization by giving users immersive experiences while they examine and debate data and prototypes.
An augmented reality display, sometimes known as a "AR" display, is a transparent display that shows people information while still allowing them to see the outside world.
The technology allows users to take in digital information while remaining completely cognizant of their immediate surroundings. Pose tracking and 3D near-eye displays are used in virtual reality (VR) to provide users an immersive sense of a virtual world.
The Global AR and VR Display Driver market accounted for $XX Billion in 2023 and is anticipated to reach $XX Billion by 2030, registering a CAGR of XX% from 2024 to 2030.
The leading provider of human interface solutions, Synaptics Incorporated, has launched the AR and VR Display Driver availability of samples of its new ClearView R63455 display driver IC (DDIC), which offers next-generation virtual reality head-mounted displays (HMDs) a dual-display 2K resolution that is a first for the industry.
Additionally, Synaptics' brand-new VXR7200 VR Bridge solution offers full VESA DP1.4 bandwidth support over tethered USB Type-C connections for high-speed DisplayPort connectivity necessary for the best possible HMD user experience.
Together, these solutions provide the essential high-performance visual support for augmented, mixed, and virtual reality head-mounted displays (HMDs) used for a variety of purposes, such as video games, movies, advertising, medical use, and more.
Sl no | Topic |
1 | Market Segmentation |
2 | Scope of the report |
3 | Abbreviations |
4 | Research Methodology |
5 | Executive Summary |
6 | Introduction |
7 | Insights from Industry stakeholders |
8 | Cost breakdown of Product by sub-components and average profit margin |
9 | Disruptive innovation in the Industry |
10 | Technology trends in the Industry |
11 | Consumer trends in the industry |
12 | Recent Production Milestones |
13 | Component Manufacturing in US, EU and China |
14 | COVID-19 impact on overall market |
15 | COVID-19 impact on Production of components |
16 | COVID-19 impact on Point of sale |
17 | Market Segmentation, Dynamics and Forecast by Geography, 2024-2030 |
18 | Market Segmentation, Dynamics and Forecast by Product Type, 2024-2030 |
19 | Market Segmentation, Dynamics and Forecast by Application, 2024-2030 |
20 | Market Segmentation, Dynamics and Forecast by End use, 2024-2030 |
21 | Product installation rate by OEM, 2023 |
22 | Incline/Decline in Average B-2-B selling price in past 5 years |
23 | Competition from substitute products |
24 | Gross margin and average profitability of suppliers |
25 | New product development in past 12 months |
26 | M&A in past 12 months |
27 | Growth strategy of leading players |
28 | Market share of vendors, 2023 |
29 | Company Profiles |
30 | Unmet needs and opportunity for new suppliers |
31 | Conclusion |
32 | Appendix |