[8:07] Microsoft releases the XBOX ONE X, the strongest gaming console in history; 126 E-RAR vendors will participate in the 2017 E3

Last week VR industry news

Last week's VR circle was quite lively. Apple's 2017 Developer Conference was held on the early morning (June) of June 6, and CES Aisa 2017 opened on June 7 (Wednesday).

At the WWDC conference, Apple reached the official VR/AR circle and announced that Valve will bring SteamVR to the Mac platform, so SteamVR devices such as Vive will be available on the Mac in the future. The first AR development tool ARKit was also introduced. At the CES Asia conference, domestic and foreign manufacturers have also made appearances with their own products to make their eyes. Due to too many news from CES Asia 2017, 87 Jun is not one by one. If you want to know more about the live coverage, you can go directly to the CES Asia 2017 special report.

For more information on the VR industry last week, click on the title to read the original text.

丨E3 2017: Scorpio plans to officially name XBOX ONE X, November 7 global sale

Last year E3, Microsoft announced the Project Scorpio, which is known as the strongest game player in history. One year later today, at the XBOX conference before the opening of the 2017 E3, Microsoft officially released the official game console named XBOX ONE X. Phil Spencer, head of the Xbox, said that the XBOX ONE X will be released worldwide on November 7.

As previously announced, the XBOX ONE X's GPU can support 6 trillion floating point calculations per second with a core frequency of 1.172Ghz. With 12GB GDDR5 memory, the bandwidth can reach 326GB per second. The XBOX ONE X can also support 4K resolution up to 8 million pixels. Even without a 4K monitor, supersampling can still make XBOX ONE X's games look better on a 1080P screen.

In order to support a powerful processor, the XBOX ONE X uses a water-cooling system (usually used on servers and enthusiast PCs). In addition, the XBOX ONE X will also be the smallest of the XBOX consoles.

Along with the XBOX ONE X, there are 42 XBOX platform masterpieces, including "Ultimate Race 7", "Assassin's Creed: Origin", "Dragon Ball Z" and so on.

At the meeting, Microsoft did not announce whether XBOX ONE X supports VR. In an earlier interview, Microsoft technicians stated that currently Microsoft is mainly focused on the development of PCVR, and it is not yet ready to migrate the WIN10 VR system to Xbox. At the same time, it was mentioned that during the internal evaluation, Microsoft believes that host VR wireless should be standard.

丨2017 E3: 126 VR and AR manufacturers will exhibit an increase of 138% from the same period of last year

Before the official opening of the E3, the press conferences of major manufacturers such as Microsoft, Sony, B and Ubi will also be held one by one. It seems that players will have a full week to enjoy the E3 game feast.

Dachang press conference

Like the companies that will participate in the E3 and hold press conferences every year, the Entertainment Software Association (ESA) publishes an annual “Computer and Video Game Industry Survey” report on the eve of E3 to disclose the game player population in the United States. Game sales data summary and other information.

The report shows that 126 exhibitors will present VR or AR-related content on this year's E3, compared with 53 last year, which represents a year-on-year increase of 138%. The description of VR/AR in the report also includes:

11% of American families have VR heads that can be used to play games;

Of the most frequently played Americans, 63% are very familiar with VR, 15% have used VR in the past year, and one-third of these players have indicated that they may purchase VR devices within the next year;

The average age of users with PCs, consoles and mobile VR headsets is 31 years old;

More than 90% of PC/host VR users are satisfied with the equipment they have purchased;

Seventy-four percent of PC/host VR users and 48% of mobile VR users use their VR devices to play single-player games.

In addition, according to Digi-Capital's report, the VR/AR market will exceed $108 billion by 2021.

丨STEAM Platform Has 25 Million VR-Ready Users Surging 2 Times Last Year

In the second half of last year, the two major VR head-display manufacturers optimized and enabled many mid-range PCs to run VR. In a recent report released by V.com, nearly 25 million Steam users' PCs have reached the VR-Ready standard, which is to support HTCVive or OculusRift.

VR-Ready's computer is critical, because developers want to let users buy their own games, developers still need to solve many problems faced, one of which is how to expand the user base of VR headset. The larger the base number, the greater the possibility of using VR. This is no problem.

The great leap forward in data is the price reduction of VR-Ready computers.

There are also active entry of chips and computer makers. Dell, Asus, and HP all have VR-Ready computers. Among them, Dell's US and European regions sell for $799, which is about RMB 5,500. VR-Ready's laptop seems to be more expensive and needs $1,000+. But it's already much cheaper than a year ago.

Nvidia and AMD are also indispensable. Both companies have released video cards for VR games. I believe with the continued innovation of Nvidia and AMD, we will see more VR cards with higher performance and lower prices.

Another part of the reason is because the software optimization of the two major manufacturers has allowed more computers to achieve VR-ready standards.

From the Steam hardware survey we can see that more than 14.5% of Steam users are equipped with DirectX12 graphics. Based on the user data of V Club in recent years, we estimate that the number of Steam users will reach 170 million. However, only 25 million users have installed VR-ready computers. From this figure we can also infer that VR is still a relatively high threshold, and most PCs are still difficult to achieve 90 FPS frame rate in VR environment.

There are currently many potential VR users, and turning these potential users into real users is a common effort for hardware and software developers. However, from the current PC hardware development, this day may not be far away from us.

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