News
Just as generative AI is revolutionizing industries worldwide today by creating new opportunities, the concept of the Metaverse in 2021 was similarly embraced by technology giants as a strategic goal and vision for the future of the entire tech sector.
Microsoft, for instance, targeted the corporate segment of the Metaverse, showcasing the use of its mixed reality (MR) device, HoloLens 2, in manufacturing operations. NVIDIA introduced the Omniverse platform for image simulation, thereby facilitating the development of virtual environments within the Metaverse. There were also rumors about Google and Apple launching new virtual reality (VR) head-mounted devices. Perhaps most notably, Facebook’s name change to Meta was a clear indication of its commitment to this emerging field.
As Hype Fades, More Hardware and Content Are Needed to Strengthen the Foundation of the Metavers
Despite initial market optimism, the reality was that wearable technology had not reached maturity, and the quality of virtual content experiences fell short of expectations. As a result, there was insufficient momentum to drive the Metaverse forward in subsequent market developments. Many tech companies established departments dedicated to the Metaverse, but due to lackluster results and issues with resource allocation, these departments often faced workforce reductions, downsizing, or even complete dissolution.
Declining enthusiasm for the Metaverse primarily stems not from a flaw in the idea of blending virtual and real worlds, but from the grandiosity of its concept. The essence of Industry 4.0, after all, revolves around enhancing production efficiency through the data-driven integration of physical and digital realms.
This is a proven approach. Nevertheless, the challenge with the Metaverse lies in its ambitious scale. Without adequate software and hardware support, efforts to expand and implement it often fall short, yielding minimal benefits and, thus, diminishing its commercial appeal.
Essentially, the widespread adoption of technologies like head-mounted devices and a rich content library are vital for industry growth. In response, companies that develop VR and augment reality (AR) in recent years have pivoted their focus from the broader environmental framework towards improving wearable devices and creating engaging content. In doing so, they aim to boost the practical value of adopting VR and AR.
From Virtual Interaction to Spatial Computing, the Scope of Applications for Head-mounted Devices Continues to Expand
In 2023, according to TrendForce’s analysis, Meta’s Quest series dominated the global VR and MR device market, securing nearly 70% of total device shipments. This significant market share places Meta at the forefront, with Sony’s PS VR series ranking second, followed by other manufacturers like PICO and HTC. Entering the fray in 2024, Apple introduced its Vision Pro, which is expected to claim a 6% share of the global market.
Meta’s latest offering, the Quest 3, has adopted pancake lenses that enhance image clarity while slimming down the device’s profile. It is powered by the Qualcomm Snapdragon XR2 Gen 2, a (SoC) tailored for head-mounted devices that significantly boosts GPU and AI processing capabilities.
The Quest 3 marks a pivotal shift for Meta from VR to MR. Equipped with dual front-facing RGB cameras and advanced features like depth projection and room mapping, the Quest 3, alongside the higher-end Quest Pro, supports a range of MR applications. Additionally, the tracking capabilities of the Quest 3 are augmented by computer vision and machine learning technologies. With Meta’s ongoing collaboration with LG on new product development, the focus is now on extended reality (XR) applications linked with the television ecosystem.
Apple’s Vision Pro, which was launched in February 2024, has reignited market interest in VR.
This device fills a previously unaddressed gap in Apple’s portfolio by offering a VR head-mounted device that integrates seamlessly with iPhones, iPads, and other devices within Apple’s ecosystem, thereby enabling functions like image and video projection onto larger screens. The introduction of the Vision Pro brought the concept of spatial computing into the limelight, enabling users to interact with virtual objects in a natural and intuitive way and thus infusing fresh perspectives into the industry.
Moreover, at CES 2024, Sony unveiled an XR head-mounted device dubbed a “spatial content creation system.” Like the Apple Vision Pro, this device leverages the advantages of spatial computing. It’s designed as a commercial tool for developing 3D content, offering users precise and intuitive control over virtual objects, thereby simplifying the process of creating 3D models.
From Taiwan, ASUS has recently introduced its first AR glasses, the AirVision M1. These glasses are designed to function as a secondary screen, ideal for use outdoors or in situations where extra screens are necessary at home.
Taiwan-based Companies Expand into the Supply Chain for Headsets, Focusing on Optics, Chips, and Assembly
TrendForce analyst P. K. Tseng said that a critical aspect of the transformation for VR head-mounted devices is the increasing need for key components that are lighter and more compact, particularly pancake lenses, which are gaining importance due to their contribution to volume reduction.
However, the technological complexity and higher cost of manufacturing these advanced optical components mean that suppliers, such as GSEO and Young Optics, are relatively limited. This presents a blue ocean market opportunity, likely attracting more manufacturers to develop pancake lens components.
Furthermore, the trend is expected to drive demand for smaller-sized panels. While mainstream LCD panels continue to be widely used, the advent of devices like the Apple Vision Pro is anticipated to increase the adoption rate of Micro OLED panels.
Additionally, as standalone virtual devices become more mainstream in product design, and as the need for processing large volumes of image and sensor data independently by SoCs grows, demand will rise for dedicated chips used in VR and AR devices. For instance, MediaTek is rumored to be developing an exclusive AR chip for Meta.
System or device assembly is a key area of focus for Taiwan-based companies, particularly evident in the efforts of major ODMs like Quanta and Foxconn. These companies are enhancing their VR and AR hardware manufacturing through various strategies, including partnerships, mergers and acquisitions, and investment initiatives.
In the VR device supply chain, the strength of system assemblers lies in their ability to offer comprehensive product solutions, which expands the options available to prospective clients. The assembly of VR and AR devices presents unique challenges due to the necessity for high-quality image rendering and real-time motion capture. Numerous components are involved in the process.
Not all VR and AR device brands can develop head-mounted devices completely in-house, as demonstrated by companies like Meta and Sony. For newer market entrants, securing a comprehensive product solution that allows for future customization is a more desirable strategy. This demands that system assemblers have significant expertise in relevant technologies and ODM capabilities. As such, as opportunities in the VR and AR market continue to emerge, these assemblers are well-prepared to offer solutions for head-mounted devices.
Generative AI and Added-Value from Applications Will Sustain Future Growth Momentum
Beyond hardware, the focus on creating more content and valuable applications will be a major topic in the next phase of VR industry’s development, with generative AI poised to play a pivotal role.
Taking gaming as an example, VR game development is known to be exceedingly time-consuming, requiring developers to dedicate substantial amounts of time to coding. As a result, the games often lack diversity, customization, and meaningful game mechanics.
However, leveraging generative AI can expedite the game development process without sacrificing quality or increasing costs. Recent market analyses suggest that the adoption of generative AI could significantly reduce the time required to create XR learning modules from the 5-10 days typically seen in 2021 to less than 30 minutes today.
Consequently, major game engine providers like Unity are seizing this business opportunity. In mid-2023, Unity introduced a suite of generative AI development solutions tailored for VR game production. These solutions can be employed to create characters, objects, assets, and sound effects, thus significantly reducing development costs.
According to TrendForce’s research, global shipments of VR head-mounted devices are projected to register a slight year-on-year drop of 1.8%, but the annual total is still expected to surpass 9.3 million units.
Furthermore, with the releases of many new products ranging from chips and peripherals to complete systems, many of which were showcased at this year’s CES and MWC, there is strong bullish sentiment regarding the development of the VR industry. The strategies of major manufacturers for VR and AR devices also demonstrate intense efforts to explore new use cases beyond existing applications, or to expand into other commercial sectors such as remote assistance, virtual learning, and simulation training.
Additionally, in many countries, VR and AR are now being incorporated into medical treatments, such as psychological therapy and physical rehabilitation. Although the progress in promoting VR and AR technologies still depends on factors like pricing, specifications, and user experience, the expansion into new application markets is a positive development, particularly given the current shortage of content.
Therefore, the added-value provided by new applications will be a key determinant of the VR market’s growth momentum. Furthermore, the efficiency of using generative AI in content production holds the potential to propel device manufacturers into the next technological generation.
Join the AI grand event at Computex 2024, alongside CEOs from AMD, Intel, Qualcomm, and ARM. Discover more about this expo! https://bit.ly/44Gm0pK
(Photo credit: Apple)
News
Despite the ongoing intensity of the US-China tech war, Apple has been gradually leaning towards a more diversified supply chain, especially in the production of its latest head-worn device, Vision Pro. As per a report from Commercial Times, upon examination, it is revealed that the major supplier in chip manufacturing for this device is Texas Instruments (TI).
However, other components, such as the NOR Flash memory, originate from Chinese manufacturer GigaDevice, with the assembling being shifted from Taiwan-based facilities, previously relied upon, to Luxshare Precision.
On February 7th, following an in-depth teardown of internal components by the repair website iFixit, it was discovered that within the Vision Pro main unit, speakers, and external power supply, there are not only Apple’s self-developed processor chips but also multiple Apple-designed power management chips. It’s noteworthy that TI serves as the primary chip supplier in the Vision Pro.
Yet, surprisingly, there are NOR Flash from the Chinese memory manufacturer GigaDevice. As the US-China tech war continues to escalate, Apple’s use of memory from a Chinese manufacturer raises concerns in the market about whether it may cross the red line set by the US government.
In fact, in recent years, Apple’s products such as the iPhone, MacBook, iPad, Apple Watch, and AirPods have leaned towards Chinese suppliers like Luxshare, Wingtech, BYD, and GoerTek in the assembling sector, while Taiwanese suppliers like Foxconn, Quanta, Pegatron, and Compal, which Apple used to heavily rely on, are gradually fading out of the supply chain.
The assembly for Vision Pro has also shifted from Pegatron to Luxshare. While Taiwanese suppliers are gradually reducing their reliance on Apple, they are simultaneously diversifying into emerging fields such as artificial intelligence, electric vehicles, and smart healthcare.
On the other hand, despite the strong sales of Vision Pro since its launch in the United States in mid-January, reports surfaced of a wave of returns within just two weeks. The most cited reasons by consumers include discomfort when wearing, eye fatigue, and unsatisfactory software experiences, prompting buyers to opt for returns within the 14-day return window.
Some early adopters also expressed that the current productivity and entertainment experiences offered by Vision Pro do not justify its high price point. Additionally, they find its interactive features insufficiently convenient for tasks such as programming, design, and presentation editing.
TrendForce has previously reported that one of the main issues impacting the Vision Pro is its hefty price tag. The $3499 price point, although seemingly steep, is expected to resonate with the market, especially given the promise of ample applications, a quality user experience, and Apple’s established brand loyalty.
Additionally, should Apple introduce a more budget-friendly version as speculated, the premium pricing of the Vision Pro could serve to accentuate the value proposition of the more economical model, potentially driving consumer interest towards it.
Read more
(Photo credit: Apple)
News
Apple CEO Tim Cook recently made the official announcement that the company’s inaugural spatial computing product, Vision Pro, is set to go on sale on February 2nd in the United States. According to a report by TechNews, due to the limited preparation of Vision Pro units, with an estimated quantity of only 60,000 to 80,000, there is a high likelihood that the product will sell out on the first day of its release.
TechNews cites the latest analysis from China’s TF Securities analyst Ming-Chi Kuo, who recently posted on X. According to Kuo, Apple has prepared only about 60,000 to 80,000 units of the Vision Pro before its launch, and due to the limited quantity, it is expected to quickly sell out once it hits the market.
Kuo also notes that despite questions about Apple’s lack of clear positioning and key features for the Vision Pro, as well as its relatively high price, the company is likely to sell out rapidly based on its groundbreaking technological innovations, creating a user experience that includes the illusion of mind-controlled interfaces. This, coupled with Apple’s strong core user base and a significant number of heavy users, should result in a swift sellout after the product’s release.
There are rumors suggesting that even though online ordering is possible, users may need to adjust the head circumference size, and Apple may prefer customers to try fitting it in person, which could lead to some consumers adopting a wait-and-see approach.
However, a user on the X platform, Aaron @aaronp613, discovered an encoding set as ‘ You will be able to use the Apple Store app to scan your face to pick the right size,’ indicating that users who are unable to visit stores for fitting may use the Apple Store app to scan their faces and order the correct Vision Pro size. Vision Pro requires a proper fit for functionality, involving a tight seal and correct headgear.
Apple has also introduced the Head Measure and Fit app to help developers test Vision Pro and determine the correct product size. Similar functionality may be built into the Apple Store app.
According to the latest data from TrendForce, global shipments of Apple Vision Pro are expected to reach 500,000 units in 2024.
(Image: Apple)
News
Samsung Display has unveiled the RGB version of Micro OLED (OLEDoS) for the first time at CES 2024, presenting the industry’s reportedly highest-resolution RGB OLEDoS display screen.
As per Samsung Display’s news release, Samsung Display has indicated that Micro OLED achieves high-definition displays with small pixel sizes, achieved by applying organic materials to silicon wafers, playing a crucial role in the increasingly popular XR headsets.
Although the Micro OLED is only 1.03 inches, it has a pixel density of 3,500 PPI, making it the industry’s highest resolution RGB OLEDoS display, which utilizes red, green and blue OLEDs on silicon wafers to generate color without the need for a separate light source.
Samsung has previously acquired Micro LED developer eMagin last year. In addition, there are reports indicating that Apple is developing the second generation of Vision Pro, expected to be unveiled in 2027. It is rumored to adopt advanced RGB OLEDoS technology, and the acquisition of eMagin by Samsung also positions them to provide the necessary technology for Apple.
If Apple is interested in upgrading its Vision Pro 2 display tech, Samsung’s exhibit at CES 2024 could be considered a showcase, proving that its Micro OLED technology is gradually gaining ground, and that it has a potential chance of replacing Sony as a Vision Pro 2 display supplier.
Read more
(Photo credit: Samsung)
News
In June 2023, Apple introduced its inaugural spatial computing device, the Apple Vision Pro, entering the mixed reality (MR) landscape. On January 8th, 2024, Apple revealed on its official website that the Vision Pro would be available for pre-orders in the United States starting January 19th, with an official release date of February 2nd.
According to Apple’s official news release, Apple’s CEO Tim Cook has indicated as follows: “The era of spatial computing has arrived. Apple Vision Pro is the most advanced consumer electronics device ever created. Its revolutionary and magical user interface will redefine how we connect, create, and explore.”
In June 2023, at the WWDC (Worldwide Developers Conference), Apple unveiled its head-worn device, the Vision Pro, priced at USD 3,499. This cost is over three times the price of Meta’s high-end virtual reality (VR) model, the Quest Pro, at that time.
To bolster the ecosystem behind Vision Pro in the realm of mixed reality, Apple has made comprehensive preparations. In June of last year, the company announced the launch of new software tools and technologies, enabling developers to craft app experiences tailored for Vision Pro. Additionally, Apple established developer labs in California, London, Munich, Shanghai, Singapore, and Tokyo.
Considering factors such as pricing and the absence of certain essential features, TrendForce has previously anticipated a modest shipment volume of approximately 200,000 – 400,000 units for Apple Vision Pro in 2024.
The market’s response will heavily depend on the subsequent introduction of consumer-oriented Apple Vision models and the ability of Apple to offer enticing everyday AR functionalities that will drive the rapid growth of the AR market as a whole.
TrendForce also noted that the Apple Vision Pro boasts cutting-edge hardware specifications and innovative design. However, a substantial price tag of USD 3,499 and the requirement for an external power source to operate for a mere two hours pose challenges to consumer adoption.
Currently, the Apple Vision Pro lacks sufficient applications for mainstream users, making it more attractive to developers and enterprise customers who can capitalize on its innovative features to create diverse applications. Consequently, the higher price point of the product is justified.
Read more
(Photo credit: Apple)