Virtual Reality Market To Grow When Hardware & Content Cost Less

What will the tipping point be for mass adoption of virtual and augmented reality? This year’s Mobile World Congress has some clues.

The potential growth of virtual reality (VR) and augmented reality (AR) won’t be realized until there is more content available. People are not jumping to buy VR headsets and, despite the efforts of some vendors promoting them and bundling them with other devices, the sales of headsets and other VR devices has been slow.


While VR headsets hold tremendous potential, only 12 million were sold in 2016, mostly inexpensive units to use with smartphones. This year, new devices arriving from several manufacturers, and faster, cheaper, video processors, could boost VR to the masses.

To read the rest of this article, visit EETimes.


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