Today 12:30 • Finanzen100
The virtual reality has a very real problem. While several technology giants are preparing a sensational presentation of their first VR glasses this year, have a few people over the hardware to support Oculus Rift of Facebook Inc. and other 3D systems fully.
Only 13 million computers this year have the necessary graphics performance to run smoothly VR, estimated Nvidia Corp., the world’s largest maker of graphics chips for computers. Make such ultra-high-performance computers, according to the market researcher Gartner less than one percent of the 1.43 billion computers that are likely to be used 2016th
VR goggles provide an immersive, three-dimensional space, in which the carrier explore a virtual environment and can interact directly with it. The 3D systems are likely to be the star of this year’s electronics show CES in Las Vegas are starting on January 6th. More than 40 exhibitors will be there to present their VR products – these are 77 percent more than last year
The Taiwanese electronics manufacturer HTC Corp. , likely to present at CES a new version of his VR goggles Vive before the device hits the stores in April. Facebook, meanwhile, is on track, his first VR product for sale as scheduled until the end of March to the consumer, tweeted Oculus- co-founder Palmer Luckey on December 22.
“The technology in my opinion, has considerable potential, but we must also be realistic, how strong it will be adopted in the short term,” wrote analyst Piers Harding-Rolls from market researcher IHS in an e-mail. “The hype is quite understandable in view of the investments that make some large technology companies in VR. However, the VR goggles come with a number of specific challenges to the market.”
By the end of 2016 are likely, according to IHS estimated seven million VR goggles in use. The trade association Consumer Technology Association, which organizes the CES trade show, expects the sale of 1.2 million models in 2016. That would indeed six times more than last year, with a total turnover of 540 million dollars. But the sum pales next to the $ 2 billion that Facebook in 2014 paid for Oculus VR.
pulls the potential of VR technology people under its spell and leaves with those who take part in the recent demonstrations, a deep impression. In a virtual ascent of Mount Everest the 3D glasses overcomes example a deep chasm on a narrow ladder and has to as careful as he really stood on the edge of a precipice. In another program you stand on the deck of a sunken ship and to bend down to dodge the fin of a passing floating blue whale.
The to make it appear real Virtual also, is extremely computationally intensive. Most computers have problems to meet the requirements of VR. Facebook recommends that buyers of Oculus Rift a computer with high-performance graphics card Nvidia GeForce 970 or AMD Radeon 290. Each will cost at least 300 dollars, almost as much as the game consoles Xbox One or PlayStation 4. The graphics card is indeed the most expensive hurdle, but Oculus Rift need also other bells and whistles such as an Intel processor of i5 class, more than 8 gigabytes of memory and two USB 3.0 interfaces.
There is a very good reason why VR as a computing power needs: with less one can be really bad. Early VR prototypes ensured in the subjects for motion sickness. This was caused by a slightly delayed response of the image display on the movements of the subject. A normal computer game runs at 30 frames per second. To provide but the liquid and natural movements that convince our brains of the authenticity of the images, must VR 90 frames per second on two video projections play (one for each eye). At the moment it is a laptop for $ 1,500 advance.
Facebook has Gamers as a target group in their sights, the further for gaming equipment without sometimes shell out a lot of money to play the hottest PC innovations. In a conference call in November said Facebook CEO Mark Zuckerberg, it will take time to develop VR dynamics. “There are already some very good content,” he said. “But as long as there are not millions of such devices on the market, I will not assume that this will be a big industry, in the 2016 a huge sum will be invested.” HTC did not rule on the request for an opinion.
Vive indeed require powerful computers, but that does not apply to all the VR devices. The VR-glasses from Sony Corp. works, for example, via the PlayStation 4. Samsung Electronics and Google produce models that are compatible with smartphones. Such versions are rudimentary, according to the analysts Harding-Rolls and risked deterring people from the technology. “It takes a lot of work until there is a mass product that comes on the early games User addition to a broader interest,” he said.
Nvidia hopes that VR tailwind for a difficult computer market. The company expects that the number of VR-enabled computers will rise to 100 million by 2020th This in turn could contribute to a revival of sales of graphics chips. “Immersive VR requires seven times the graphics processing power of traditional 3D applications and – games,” said Jason Paul, Managing Director of VR division of Nvidia. “To provide VR is a complex challenge.”
Analysts calculate a no substantial thrust of VR for the computer market. Market research firm IDC predicts 2016 lower PC sales. It would be the fifth consecutive year of decline in deliveries.
Bloomberg News / syg