Global Virtual Reality Chipset Market 2022-2030

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    GLOBAL VIRTUAL REALITY CHIPSET MARKET

     

    INTRODUCTION

    With images and things that seem real, a virtual reality (VR) environment gives the user the impression that they are completely engrossed in their surroundings. A virtual reality headset, helmet, or other equipment is used to view this environment.

    Virtual Reality Chipset Market, Virtual Reality Chipset Market Size, Virtual Reality Chipset Market Trends, Virtual Reality Chipset Market Forecast, Virtual Reality Chipset Market Risks, Virtual Reality Chipset Market Report, Virtual Reality Chipset Market Share

     

    GLOBAL VIRTUAL REALITY CHIPSET MARKET SIZE AND FORECAST

    The Global Virtual reality chipset market accounted for $XX Billion in 2021 and is anticipated to reach $XX Billion by 2030, registering a CAGR of XX% from 2022 to 2030.

     

     

    RECENT PRODUCT DEVELOPMENT AND MARKET DYNAMICS

    Together, Meta and Qualcomm will create unique chipsets for virtual reality products. The Quest products are a line of virtual reality headsets by Meta. Qualcomm’s Snapdragon XR2 chipset is now used in the Meta Quest 2 headset.

     

    As early as next year, Apple intends to deliver its expensive Mixed Reality gadget containing cutting-edge processors, displays, sensors, and animated character features. The real and virtual worlds are combined in mixed reality.

     

    Sony unveiled its future VR headset for the PlayStation 5. The PSVR 2 requires a PS5, which already restricts the number of individuals who can use it.

     

    The hand-tracking function was included by Oculus in its standalone Oculus Quest virtual reality headset. The update to Facebook’s Quest v12 software will include the capability.

     

    A major consumer gaming VR platform provider previously awarded a big design win to Spectra7 Microsystems Inc., which has now started production on it. The cutting-edge DreamWeVR chipset from Spectra7, consisting of three chips, will be used in the tethered interface between the game platform and the virtual reality head mount display.

     

    The popularity of VR apps is growing. The VRChat boasted more than 10,000 daily peak concurrent users, while Astro Bot Rescue Mission had more over 58,000 watch hours on STEAM as of the publication of this article. The first virtual reality (VR) game to sell over a million copies was Beat Saber, while Google Earth and Bigscreen VR gained popularity as non-game VR applications.

     

    At the time of writing, Facebook has the most paid-for VR apps, while HTC is the sole VR provider of an app store subscription service. Google has not developed as rapidly. On Oculus Go, Facebook has more than 1,000 apps available, and the HTC Viveport Infinity has more than 600 VR games and apps. Google, in contrast, offers about 250 Daydream apps.

     

    Lessons from a catastrophic event may provide some suggestions for how businesses should manage in the future. One obvious takeaway is that Intel, a business with a wide chip portfolio, fared significantly better than a number of other companies that had a strong concentration on the memory market.

     

    The large suppliers who put a lot of emphasis on the memory market fared the worst during covid19. These included Samsung Electronics, SK Hynix, and Micron, each of which reported revenue declines. 

     

    NEW PRODUCT LAUNCH

    Qualcomm just made an announcement at the Snapdragon Summit that, in my opinion, will be crucial for the development of augmented reality. The business has introduced the Snapdragon AR2 Gen1 chip, which will power the following iteration of thin augmented reality glasses.

     

    The new processor that Qualcomm created exclusively for augmented reality goggles is called AR2 Gen1. Hugo Swart emphasised that creating AR glasses presents extremely specific difficulties that are distinct from those encountered when creating VR or hybrid MR/VR headsets (like the Quest Pro). The first is power consumption: you must use very little power and release very little of it as heat.

     

    The form factor must also be quite compact if we want augmented reality glasses to resemble regular sunglasses. A number of new CPUs from MediaTek have been introduced for a range of gadgets, including Chromebooks and smart TVs. The Taiwan-based chipmaker also unveiled its first-ever chipset for standalone virtual reality (VR) headsets along with these SoCs. The next Sony PlayStation VR2 will be driven by the new chip.

     

    COMPANY PROFILE

     

     

    THIS REPORT WILL ANSWER FOLLOWING QUESTIONS

    1. What is the average cost per Global Virtual reality chipset market right now and how will it change in the next 5-6 years?
    2. Average cost to set up a Global Virtual reality chipset market in the US, Europe and China?
    3. How many Global Virtual reality chipset markets are manufactured per annum globally? Who are the sub-component suppliers in different regions?
    4. What is happening in the overall public, globally?
    5. Cost breakup of a Global Virtual reality chipset market and key vendor selection criteria
    6. Where is the Global Virtual reality chipset market  manufactured? What is the average margin per equipment?
    7. Market share of Global Virtual reality chipset market manufacturers and their upcoming products
    8. The most important planned Global Virtual reality chipset market in next 2 years
    9. Details on network of major Global Virtual reality chipset market and pricing plans
    10. Cost advantage for OEMs who manufacture Global Virtual reality chipset market in-house
    11. 5 key predictions for next 5 years in Global Virtual reality chipset market
    12. Average B-2-B Global Virtual reality chipset market price in all segments
    13. Latest trends in Global Virtual reality chipset market, by every market segment
    14. The market size (both volume and value) of Global Virtual reality chipset market in 2022-2030 and every year in between?
    15. Global production breakup of Global Virtual reality chipset market, by suppliers and their OEM relationship

     

    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, 2022-2030
    18 Market Segmentation, Dynamics and Forecast by Product Type, 2022-2030
    19 Market Segmentation, Dynamics and Forecast by Application, 2022-2030
    20 Market Segmentation, Dynamics and Forecast by End use, 2022-2030
    21 Product installation rate by OEM, 2022
    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, 2022
    29 Company Profiles
    30 Unmet needs and opportunity for new suppliers
    31 Conclusion
    32 Appendix

     

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