[Inventory] After reading these 17 events to understand the VR/AR industry in 2017 | VR Network Original

In 2016, often referred to as the "VR Year," the industry experienced its fair share of highs and lows. By 2017, however, the VR/AR sector had matured significantly, with more innovation, collaboration, and real-world applications emerging. The year brought a wave of progress, as major players worked tirelessly to bring VR into the mainstream. Many of the challenges that once hindered adoption—such as high costs and limited content—were gradually being addressed. As a result, VR/AR began to integrate more deeply with traditional industries and find its place in everyday life. With the new year, the VR Net team (WeChat public account: VR Platform) took a look back at the top 17 events that defined the VR/AR industry in 2017. From groundbreaking product launches to strategic shifts by tech giants, the year was packed with developments that shaped the future of immersive technology. One of the most anticipated events of the year was the unveiling of Magic Leap One, the company’s first consumer product. Despite past controversies and delays, Magic Leap managed to capture attention with its innovative approach to AR. The developer version was expected to launch in 2018, and VR editors were eager to test it alongside readers. Meanwhile, the big three PC VR headsets—HTC Vive, Oculus Rift, and PlayStation VR—lowered their prices in 2017, making these high-end devices more accessible to a broader audience. Although hardware remained largely unchanged, the price cuts helped reduce the barrier to entry and encouraged more users to try VR. Microsoft also made waves with its Mixed Reality (MR) headsets, partnering with leading PC manufacturers like Lenovo, HP, Dell, and Asus. These devices offered a more seamless experience compared to traditional VR headsets, thanks to inside-out tracking and compatibility with SteamVR. The potential for a rich ecosystem of MR content was promising. Apple entered the AR space more seriously with the release of ARKit, a powerful development platform that quickly gained traction among developers. With iOS 11, ARKit became available on millions of devices, signaling Apple’s commitment to the future of augmented reality. Google, on the other hand, shifted focus from Tango to ARCore, signaling a move towards more accessible AR experiences. However, due to Android fragmentation, the reach of ARCore remained limited compared to Apple's ecosystem. Intel’s Project Alloy, which aimed to create a “fused reality” headset, faced challenges in finding hardware partners. Despite initial excitement, the project was eventually abandoned, highlighting the difficulties of bringing ambitious AR concepts to market. Domestic PC VR manufacturers continued to innovate in 2017, launching new products that competed directly with established brands. These devices often featured improved ergonomics and performance, appealing to both consumers and businesses. The VR market saw significant growth, especially in standalone VR headsets. Devices like the HTC Vive Focus, Oculus Go, and Pico Neo CV offered a more convenient and immersive experience without the need for a PC or smartphone. This trend signaled a shift in consumer preferences toward more accessible and mobile-friendly solutions. Mobile VR glasses, while still popular in 2015 and 2016, saw a decline in 2017. Only a few companies, such as Google and Samsung, continued to invest in this space, while many others exited the market. Microsoft’s HoloLens finally launched in mainland China, marking an important milestone for mixed reality. Though expensive, its availability in local stores made it more accessible to Chinese developers and enthusiasts. Qualcomm introduced the Snapdragon 835 and later the 845 mobile platforms, designed to power next-generation VR and AR experiences. These chips supported six-degree-of-freedom tracking and improved performance, setting a new standard for mobile VR. Apple also showed growing interest in VR, with iMac Pro supporting HTC Vive and introducing VR-ready graphics cards. This signaled a shift in Apple’s approach, as the company began to embrace VR and AR more fully. Palmer Luckey, the founder of Oculus, left the company in 2017 after controversy surrounding his political views. He later founded Anduril, focusing on military VR/AR solutions, though no products have been released yet. Facebook launched its first VR social application, Facebook Spaces, at F8 2017. While the concept was promising, VR social platforms still face challenges in user engagement and content creation. Finally, 2017 saw the release of several high-quality 3A VR titles, including "Rage 4 VR" and "Doom VFR." These games demonstrated the potential of VR gaming and attracted a growing audience. Pokémon GO, one of the most successful AR games, saw a decline in active users in 2017, prompting the need for fresh ideas and innovations in the AR space. In a historic moment, four Chinese VR films were nominated for the Venice Film Festival, marking the first time Chinese VR works entered an international film competition. This opened new doors for VR in the entertainment industry. As 2018 approaches, the VR/AR industry is poised for even greater integration into daily life. With continued investment from major tech companies and increasing consumer adoption, the future looks bright for immersive technologies. VR Net (WeChat public account: VR Platform) will continue to provide insightful coverage, analysis, and resources for the VR/AR community throughout 2018. Stay tuned for more updates!

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