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In step with an Omdia evaluation, 12.5 million shopper VR headsets have been provided in 2021, with content material materials supplies spending exceeding $2 billion.

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At Omdia, now we now have printed a mannequin new evaluation that the shopper digital actuality (VR) market will seemingly be worth $16 billion by 2026 and develop 148% in contrast with 2021.

The newest outlook comes from Omdia’s Shopper VR Headset and Content material materials supplies Earnings Forecast 2021-2026 report, an in-depth evaluation of the VR market, together with express particular person forecasts for 30 nations. By 2021, 12.5 million headsets will seemingly be provided, with spending on VR content material materials supplies anticipated to understand $2 billion.

Standalone VR has flip into the dominant system class, accounting for 83% of shopper VR headset product gross sales in 2021. This was largely pushed by the success of Meta Quest 2, which over-offered the promise of immersive VR experiences at a considerably lower worth.

In step with an Omdia report, VR headset penetration in 30 nations is projected to be solely 2.4 per 100 households by 2021. This might enhance to six.3 in 2026, highlighting the extended method to go for mass adoption of VR. Nonetheless, with 70 million, the variety of VR headsets in vigorous use is projected to surpass the Xbox console by 2026.

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Fully totally different producers really actually really feel the warmth as Meta builds a self-sustaining shopper VR ecosystem.

The Quest 2 grew to show into the fastest-selling VR headset to date, with roughly 2.4 million headsets provided inside the primary three months of its 2020 launch, and exceeded commerce expectations, with an additional 7 million devices anticipated to be provided by the tip of the 12 months. . By comparability, Sony took three years to promote 5 million PlayStation VR headsets.

There may be not a doubt that Meta’s continued funding has lifted your full VR market and entered the trail of popularization. Nevertheless, Meta’s aggressive loss-leader methodology has left the shopper VR market a poor atmosphere for lots of headset makers who’ve shifted their focus to agency VR or left the world utterly.

Nevertheless, Fb’s share of world standalone VR headset product gross sales is anticipated to say no from 59% in 2021 to 46% in 2026. On account of the hype surrounding the metaverse accelerates, completely totally different tech giants and {{{hardware}}} makers will uncover themselves pressured to enter (or re-enter). VR; Results in a big selection of competing headsets and platforms.

For advertisers and sport creators, VR promoting can’t be ignored.

Though VR content material materials supplies income is anticipated to exceed $2 billion in 2021, it nonetheless accounts for a small fraction (1.2%) of full gaming market income, to not level out the broader media and leisure market. In context, the easiest 10 main sport publishers will every generate over $2 billion in income this 12 months. By 2026, shopper spending on VR content material materials supplies will attain $7.5 billion, with video video video games accounting for 87%.

Meta’s dominance in shopper VR and its close to full reliance on promoting income implies that promoting will play an infinite function in one of the best ways forward for VR. Omdia expects the Meta to additional uncover VR promoting alternate choices in 2022 with further in depth testing and funding. As now we now have already seen this 12 months, we anticipate some backlash from early adopters, nonetheless the truth is that promoting provides content material materials supplies creators further monetization choices, additional rising the ultimate dimension of the VR content material materials supplies market.

As form elements and decisions evolve, new programs of VR headsets are rising.

To make VR headsets lighter and additional partaking, some headset producers are experimenting with shifting processing and battery necessities to smartphones. Thus far the outcomes have been disappointing, nonetheless Apple’s rumored entry into VR might legitimize a mannequin new class of ‘smartphone connectivity’ in a short time.

Omdia expects the road between digital and augmented actuality to fluctuate into more and more blurred. Starting in 2022, the first focus will seemingly be on ‘pass-through’ VR capabilities that permit prospects to view augmented variations of their real-world setting by a VR headset. Meta’s upcoming Downside Cambria headset will attribute an improved model of this know-how. Cross-through VR headsets will function the short-term hole between VR and the dazzling mainstream shopper AR glasses that even have just a few years to go.