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Last Updated: Apr 25, 2025 | Study Period: 2022-2030
An effective cooling system is required for electronic components, especially computer CPUs and GPUs, to prevent overheating. One such cooling method that has gained popularity over the past ten years is a vapor chamber.
A liquid is circulated inside a tight container to create vapor in a vapor chamber. At the heated end of the chamber, the liquid first evaporates while absorbing heat from the surroundings.
It then moves to the chamber's chilly end, where it condenses once more into a liquid. The procedure keeps repeating, keeping the laptop's internal parts cold and preventing overheating.
The Global Virtual Reality Console Vapor Chamber 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.
At CES (Consumer Electronics Show), Flex displayed a virtual reality vapor chamber exhibit in the Venetian Ballroom. Together with Vapor IO, the provider of Sketch-to-Scale solutions created a data center room complete with racks and a cylindrical enclosure system for IT equipment.
For the purpose of customizing the data center plan and extending it into virtual reality, they used Powertrak 3D Product Configurator and VR Configurator. It arranges six computer racks in a circle.
To cool the equipment, a fan circulates air through the racks while drawing air from the surrounding space. The hot air is ejected from the chamber's top and directed toward the HVAC.
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 |