In 2016, often referred to as the "VR Year," the industry experienced its fair share of ups and downs. However, by 2017, the VR/AR sector had gained more momentum, with deeper insights and stronger foundations. The year saw major players pushing hard to bring VR into the mainstream market. Many of the challenges that were once hot topics have since been addressed, and price adjustments made high-end devices more accessible. As a result, VR/AR began to integrate more closely with traditional industries, gradually becoming part of daily life through various devices and technologies.
Although VR/AR is not yet fully mature, 2017 gave us greater confidence in its potential. On the first day of 2018, the VR Net team (WeChat public account: VR Platform) took a look back at the top 17 events that shaped the VR/AR industry in 2017.
**Magic Leap's First Product Finally Appears**
Ranked as the top event of the year, Magic Leap’s debut was highly anticipated. Despite past controversies, the company managed to secure significant funding. In early 2018, they finally unveiled their first product, Magic Leap One. While some called it the "Walkman of AR," others compared it to a treasure or a folder—though with current technology, achieving such a level of innovation is no small feat. The developer version will be available in 2018, and we’ll be keeping an eye on it alongside our readers.
**The Three Major Headsets Cut Prices**
High prices had long been a barrier for PC-based VR headsets to reach the average consumer. In 2017, HTC Vive, Oculus Rift, and PlayStation VR all reduced their prices. Although hardware remained largely unchanged, these price cuts helped lower the entry barrier. At the time of writing, the prices are approximately: HTC Vive at 5,488 RMB, Oculus Rift (including Touch) at around 2,600 RMB, and PlayStation VR at 3,399 RMB.
**Microsoft Launches Its MR Headset**
At the end of 2017, Microsoft announced a collaboration with five PC manufacturers—Lenovo, HP, Dell, Asus, and Acer—as well as Samsung, Fujitsu, and 3Glasses. Their mixed reality headset supports SteamVR and uses inside-out tracking, eliminating the need for complex setup. This makes it more user-friendly than many PC-based VR headsets and offers competitive pricing. It’s expected that a wide range of content will soon follow.
**Apple Launches ARKit Development Platform**
During the WWDC conference, Apple introduced ARKit, a powerful augmented reality development platform. Soon after, there was a surge of interest from developers. With Apple’s massive influence and the large number of compatible devices, ARKit quickly became the largest AR platform in the world. CEO Tim Cook has also spoken about the future of AR, signaling Apple’s strong commitment to the field.
**Google Shuts Down Tango, Focuses on ARCore**
Google announced the end of support for Tango in March 2018, shifting focus to ARCore. However, like Daydream, ARCore is limited to high-end Android devices, and due to the fragmented nature of the Android ecosystem, adoption remains slow. The decision to stop Tango was partly due to its high hardware requirements and limited manufacturer support.
**Intel Can’t Give Up Project Alloy**
Intel introduced its "fused reality" headset, Project Alloy, during last year’s IDF conference. Users could see their hands in real-time and interact with virtual elements. However, due to a lack of hardware partners, the project was eventually abandoned. Intel tried to convince companies like HP or Dell to use the design, but they showed little interest. Eventually, Intel dropped its own AR glasses brand, Recon.
**Domestic PC VR Headsets Release New Products**
While HTC and Oculus didn’t release new PC VR headsets, domestic manufacturers continued to innovate. Brands like Xiaomi 8K, Big Friends E3, Ants 2S and 2C, and Hypereal Pano introduced new models. These products reflect more market awareness and better user experience, with controllers resembling those of the Vive and Rift, making them more adaptable for content creators.
**The VR Market Surges**
With the rise of standalone VR devices, both domestic and international manufacturers entered the market. These devices offer better performance, lower prices, and easier portability. In 2017, HTC released Vive Focus, Oculus launched Oculus Go and Santa Cruz, PICO introduced Pico Goblin and Pico Neo CV, and Iqiyi launched its 4K VR headset "Wonderful."
**Mobile VR Headsets Remain Cold**
After a boom in 2015 and 2016, mobile VR headsets saw a decline in 2017. Only Google and Samsung released new models, while other manufacturers stepped back. For example, vendors previously selling VRBOX products now focus on gyroscopes and charging docks.
**HoloLens Officially Sold in Mainland China**
Microsoft’s HoloLens, the only mixed reality headset available, officially entered the mainland market in May 2017. Though expensive, it’s now more accessible via Microsoft Store and Tmall. Microsoft also launched the MRPP program to encourage content development.
**Qualcomm Releases Snapdragon 835/845 Platforms**
Qualcomm launched the Snapdragon 835 in 2017, designed for next-gen VR/AR with improved performance and energy efficiency. The 845 model further enhanced the immersive experience. These chips are now used in devices like the Vive Focus and Pico Neo CV.
**Apple Begins to Embrace VR**
Although Apple hasn’t officially supported VR headsets, it announced iMac Pro support for HTC Vive and included VR-ready graphics cards in the Macbook line. This signals Apple’s growing interest in VR/AR, despite high prices.
**Palmer Luckey Leaves Oculus**
Palmer Luckey, the founder of Oculus, left the company in 2017 after controversy over his political views. He later founded Anduril, focusing on military VR/AR, though no products have been released yet.
**Facebook Launches First VR Social App**
Facebook launched Facebook Spaces in 2017, marking its first foray into VR social platforms. Other companies, like BeanVR and Altspace, are also entering the space, but VR social apps still have a long way to go before reaching mass adoption.
**3A Titles Launch VR Versions**
This year saw the release of high-quality VR versions of popular 3A games like "Fallout 4 VR," "DOOM VFR," and "The Elder Scrolls V: Skyrim VR." These titles brought more attention to VR gaming and demonstrated its growing appeal.
**Pokémon GO Turns Red**
Once a phenomenon, Pokémon GO saw a drop in active users in 2017. While it introduced many to AR+LBS gameplay, it highlighted the need for more engaging and innovative VR/AR experiences.
**Four Chinese VR Films Nominated for Venice Film Festival**
For the first time, four Chinese VR films were nominated for the Venice Film Festival. This marks a milestone in the global recognition of VR content and signals a promising future for the medium.
These developments show that VR/AR practitioners are evolving, and major tech companies like Apple, Google, Qualcomm, and Microsoft are investing heavily. Are you still doubting the future of VR/AR?
In 2018, we hope VR/AR continues to become more integrated into everyday life, reaching more consumers and entering the mainstream market.
VR Net (WeChat public account: VR Platform) will continue to provide fresh updates, analysis, and insights into the VR/AR industry. Stay tuned!
This article is original content from VR Net. Please credit VR Net and include a link when sharing.
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