Within one year, chicken eggs hit! Why VR army is completely destroyed

Since 2014, the idea of VR has started to draw global attention. Tech giants have begun dipping their toes into the field, hoping to secure a spot during the early stages of the industry's growth. In China, BAT joined the scene in 2016. At the same time, over 60 listed firms declared their interest in the VR sector, signaling a promising market outlook. Some even labeled 2016 as the "first year" of the VR industry. However, in late 2016, the buzz surrounding VR technology, often seen as futuristic and revolutionary, quickly faded, leading to a major industry shake-up. Just like any emerging sector, the VR industry faced its fair share of challenges, and many companies struggled to stay afloat. Many big names and over 200 announced VR projects abruptly halted operations. Around the same time, several VR firms, such as Storm Mirror, Mido Entertainment, and Zhongjing Vision, encountered financial difficulties, including unpaid wages and layoffs, casting doubt on the industry's future. Yet, despite these setbacks, some in the industry remain optimistic, believing this downturn might just be a temporary adjustment period before the market stabilizes. By the first half of 2017, the VR industry, which had cooled off rapidly, hadn't shown signs of recovery. Instead, it seemed to take another step towards obscurity. The concept of VR dates back to the 1930s, with the first fictional description of a VR device appearing in a novel by Stanley Weinbaum. Decades later, in 1962, Morton Heilig developed the Sensorama, a prototype aimed at simulating flight experiences. Although groundbreaking, these early efforts remained in the research phase and didn't yield consumer-ready products. Nintendo, surprisingly, was among the pioneers in the VR gaming market. In 1994, both Sega and Nintendo released VR-inspired gaming systems like the SegaVR-1 and Virtual Boy. Despite their innovative designs, these products failed commercially due to high costs and limited gameplay experiences. It wasn't until 2014, when Facebook acquired Oculus for $2 billion, that VR truly gained traction globally. Following this, companies like HTC and Facebook launched consumer-ready products that gained significant popularity. However, while tech giants pushed VR into the limelight, the technology itself was still far from perfect. One major issue was motion sickness, a common complaint among users. Creating a realistic 3D environment on a flat screen involves complex optical principles, such as focal points and depth perception, which often conflict with natural human vision. This inconsistency frequently leads to discomfort and dizziness. Another challenge was the cumbersome wired connections. While some companies attempted to offer wireless solutions, the technology wasn't yet advanced enough to provide seamless, high-quality experiences. For instance, Microsoft's Hololens is impressive but comes with a hefty price tag of around $20,000. The influx of capital into the VR industry was both a blessing and a curse. While it fueled rapid expansion, it also created unrealistic expectations. When the limitations of the technology became apparent, investors lost confidence, leading to a crash in market sentiment. Companies struggled to develop meaningful content due to the high costs and limited user base, creating a self-perpetuating cycle of underinvestment. As a result, many high-end VR products, like Sony's PS VR, priced at over 3,000 yuan, struggled to find a broad audience. For most consumers, affordable options like 100-yuan VR glasses were sufficient. High-end VR headsets, priced in the thousands of dollars, seemed excessive, especially without compelling content to justify the expense. In conclusion, the VR industry's success ultimately depends on delivering mature technology and quality products that provide value for money. As consumer demands evolve, only those who innovate and adapt will thrive.

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