IDC predicts that the total shipments of 2018AR/VR will reach 12.4 million units, and will increase to 68.9 million units in 2022.

IDC predicts in the latest data report that although global VR/AR head-to-head shipments are not ideal in 2017, IDC believes that in 2018, AR/VR heads will be issued due to the emergence of new vendors, new applications and new business models. The volume will reach 12.4 million units, and will increase to 68.9 million units in 2022, with a compound annual growth rate of 52.5%.

IDC predicts that the total shipments of 2018AR/VR will reach 12.4 million units, and will increase to 68.9 million units in 2022.

IDC's latest forecast was released after Hybrid Reality 2017, and IDC expects hybrid real-world technology to improve due to hardware, software and price changes. After experiencing a weakness in MR technology in 2017, IDC expects future MR hardware, software and pricing to improve.

IDC expects VR all-in-one to be based on the 2018 AR/VR market due to the development of Facebook's Oculus Go, Lenovo's Mirage Solo and similar VR-integrated machines (including all screen, CPU and GPU hardware required for VR and AR experiences). 14.1% grew to nearly half of the market in 2022.

Under the leadership of new devices such as HTC Vive Pro, the share of the split VR headset in the AR/VR market is expected to fall slightly from 44.3% in 2018 to 41.2% in 2022, but these figures mask a major change. IDC expects the split VR head to drop from 43.3% to 23.3%, while the split AR headline sales will increase from 1% to nearly 18%.

Jitesh Ubrani, senior research analyst at IDC, said: "As top content providers enter the AR and VR space, content and distribution have matured. In addition, in terms of hardware, a range of vendors are experimenting with new financing options and different revenue models. To ensure that the display and related hardware and software are easier for consumers and businesses to use."

Tom Mainelli, vice president of projects for the equipment and AR/VR research department, said: "Although VR suffered some setbacks in 2017, companies such as Google and Facebook are still working hard to improve the popularity of technology. At the same time, Lenovo The success of a consumer AR product shows that consumers have begun to understand augmented reality and the experience it can provide, which bodes well in the long run.

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