At one o'clock in the morning on June 6, WDDC23 kicked off, and Apple MR-Vision Pro arrived as scheduled. Although various parameters and performance have been exposed for a long time, seeing it with your own eyes still made many people's hearts beat. The question of "whether it will be equipped with an operating system and app store independent of iOS" that has been widely discussed in previous exposures has finally been answered.
Vision Pro has an independent operating system, Vision OS, with applications including Safari, photos, maps, etc., as well as a Facetime application specially customized for the headset, and can be linked with other Apple devices.
It was also announced at the press conference that Apple will build an application ecosystem for it, which will cover games, fitness, collaboration tools, sports events, etc., and will also adapt to a large number of iPad applications.
Although full of expectations, problems also arise. Following the lessons learned from Quest and Pico, independent systems and exclusive app stores may seem good, but the quantity and quality of content resources, especially game applications, are difficult to satisfy users in the short term, let alone the AAA-level VR masterpieces that players have longed for. .
For virtual reality game enthusiasts, this is just a carnival outside the window, which cannot relieve the loneliness inside the house.
Games, the best soil for VR growth
According to SuperData report data, the total revenue of the global VR market will reach US$7.9 billion in 2020, and the revenue of VR games accounts for about 60% of the VR market revenue. With the increasing number of 3A masterpieces and the enthusiasm of creators, As it continues to heat up, the number of users in the VR game market will continue to grow.
It is no exaggeration to say that VR users who use games and entertainment for the purpose of gaming have become the mainstream group, and VR games that emphasize immersion and interactivity have long become one of the indispensable pillars of the VR industry.
In this case, why did Apple choose to put the core functions of its first MR in the work and life areas instead of games?
Rough analysis, there are two reasons. First, Apple's products have always adopted closed-loop logic operating systems and app stores. The exclusivity of the iOS system must have been experienced by many iPhone users. This model has long been bundled with Apple's product system and can provide Apple with considerable profit income. There is no reason to abandon it.
Second, it is not easy to make MR products that satisfy players. Not to mention that game products in this category are inherently scarce, the supply of content resources is difficult to keep up, and the adaptability of the product itself is also a big problem. Apple Exploration in the gaming field is not yet mature, so we can only explore it slowly.
There are different professions and specialties. Apple MR has brought new technical standards and industry prospects, focusing on work and life. Naturally, there are also products focusing on the gaming field, empathizing with players and satisfying them. their entertainment needs.
The Dapeng E4 launched by Dapeng VR at the end of last year is one of the representatives.
Seven years of accumulation, just for one second of gaming experience
"Your headset (Dapeng E4) has the best binocular overlap effect I have ever seen." Dapeng E4 experiencers with tens of thousands of subscriptions on Youtube commented. In his previous evaluation videos, there are many industry-leading products such as Quest2, PSVR2, and Pico4.
The high immersion and high sense of immersion brought about by the good "binocular overlap" effect are also one of the special game features of Dapeng E4 tailored for players.
As a PCVR, the biggest advantage of Dapeng E4 compared to all-in-one machines on the market is that it uses the DP port for wired direct transmission. The stability, integrity and speed of data transmission are better than those of all-in-one machines. Transmission, after all, streaming transmission still needs to go through encoding and decoding. No matter how sophisticated this process is, there will inevitably be losses and delays.
The advantage brought by direct connection transmission is decisive. It allows the other performance advantages of Dapeng E4 to be perfectly presented without the effect being lost by delay and loss. 4K image quality, 120Hz refresh rate, 116° field of view, millimeter-level controller tracking accuracy, each data has a huge increase in VR gaming experience, thus giving players a better gaming experience.
More importantly, unlike Apple MR, Pico, and Quest, which need time to accumulate the quantity and quality of games in their own app stores, Dapeng E4, which relies on the Steam platform, has carried several 3A-level VR products since its birth. Masterpieces such as "Half-Life: Alyx", "Vertigo" series, etc. are available for players to play at will.
To a certain extent, E4, which was born after seven years of development, is like Reality in the gaming field. They are making VR products more versatile and easier to use through technological breakthroughs, performance optimization, lightweight improvements, etc. Accept.
And from a more realistic perspective, the price-performance ratio of E4 is definitely better than that of the more expensive Reality, or other all-in-one machines, and PCVR, which makes it more popular and popular. "Frankly speaking, this may be one of the most cost-effective entry-level PCVR products." One user commented on an overseas e-commerce platform.
In any case, the release of Apple MR is a shot in the arm for the entire industry, refreshing the public’s understanding of VR/AR/MR products, and laying the groundwork for them to grow into daily necessities like smartphones. foundation. From then on, more and more users will choose to get in touch with and understand. In this process, the lowest threshold and the most attractive way is VR games. Dapeng E4, which focuses on this, will also shoulder the responsibility of the industry. Deliver the fun of virtual space to more people.
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