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Last Updated: Apr 25, 2025 | Study Period: 2024-2030
A virtual reality headset (or VR headset) is a head-mounted device that presents the wearer with virtual reality. VR headsets are most commonly associated with VR video games, although they are also utilized in other applications such as simulations and trainers.
VR headsets often incorporate a stereoscopic display (with different pictures for each eye), stereo sound, and sensors such as accelerometers and gyroscopes for tracking the user's head attitude in order to match the orientation of the virtual camera with the user's eye locations in the real world.
Some VR headsets include eye-tracking sensors as well as gaming controls. The VR glasses employ head-tracking technology, which alters the field of vision when the user rotates their head. The technology isn't flawless, since there is some lag if the head moves too quickly. Nonetheless, it provides an immersive experience.
VR series Lithium ion standard smart batteries provide the most up-to-date impedance tracking SMBus and SBS compliance fuel gauges, an LED visual status of charge indicator, a durable housing design, a connection interface, and sliding rails for convenient device insertion.
All batteries are standardly approved for UN38.3 , IEC62133, and UL2054, indicating that they are ready to be built into devices with little effort and cost. Some VR headsets additionally include eye-tracking sensors and game controllers.
The VR glasses employ head-tracking technology, which alters the field of vision when the wearer rotates their head. The technology may not be flawless, since there may be delay if the head moves too quickly. It does, however, provide an immersive experience.
The Global VR Device Battery 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.
Holoride, an Audi-backed firm, is preparing to bring its in-car virtual reality entertainment system to market.The business presented a gadget the size of a smart speaker that can be put into any vehicle to make it VR ready. The innovation is a watershed moment for a corporation that has relied on collaborations with automakers to develop.
Holoride's in-car VR technology is currently only accessible in specific Audi model year (and newer) automobiles. This new product would significantly broaden its market reach.The retrofit pack weighs less than a pound and attaches to a vehicle's windscreen using a suction cup. A lithium-ion battery powers the hardware.
The retrofit hardware, HTC VIVE Flow headset, a one-year membership to the Holoride platform, and a safety strap are all included in the package. The Holoride refit can also be purchased separately.
Holoride retrofit operates in the same way as current technology. Bluetooth is used to connect the device to a VR headset. Holoride's software collects and analyzes vehicle movement and location data. To prevent motion sickness, the virtual reality material syncs with the motions of the vehicle in real time.
In addition, the business announced an upgrade to its VR catalog, which includes instructional applications like Einstein Brain Trainer as well as titles like Cloud breakers: Leaving Haven and the creative enterprise Superconductor.
Holoride has announced that customers will soon get access to a new game from the ARVORE studio. A bespoke web browser and an Android mirroring function for smartphone screens round out the package.
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 the US, EU and China |
14 | COVID-19 impact on overall market |
15 | COVID-19 impact on Production of components |
16 | COVID-19 impact on the 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 the past 5 years |
23 | Competition from substitute products |
24 | Gross margin and average profitability of suppliers |
25 | New product development in the past 12 months |
26 | M&A in the past 12 months |
27 | Growth strategy of leading players |
28 | Market share of vendors, 2023 |
29 | Company Profiles |
30 | Unmet needs and opportunities for new suppliers |
31 | Conclusion |
32 | Appendix |