Samsung's first XR headset uses Sony OLEDoS screen, Apple's additional orders indicate market heating up

王林
Release: 2024-03-16 08:43:02
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Samsungs first XR headset uses Sony OLEDoS screen, Apples additional orders indicate market heating up

According to the latest report released by market research agency Omdia, Samsung will use Sony’s OLEDoS screen technology in its first XR headset. This means that Samsung has placed a corresponding order with Sony, and the internal screen size will reach 1.3 inches.

Samsung Electronics initially planned to purchase panels from its subsidiary Samsung Display, but after comprehensively evaluating the screen quality and display effect, it finally chose Sony as its supplier. Sony will use WOLED packaging technology to provide OLEDoS screens for Samsung's XR headsets, which are widely praised for their excellent color performance and visual experience.

It is understood that Apple increased its OLEDoS order to Sony at the end of last year, which shows that Apple attaches great importance to the head-mounted display market. Apple’s head-mounted display product shipments are expected to increase. Apple's Vision Pro headset shipments were initially forecast to be around 300,000 units, but have now been revised up to over 500,000 units.

With the continuous advancement of virtual reality (VR) and augmented reality (AR) technology, the head-mounted device market is gradually becoming a new area for technology giants to compete. As the world's leading technology companies, Samsung and Apple's investment and deployment in the field of head-mounted devices will surely promote the rapid development of the entire industry. At the same time, Sony, as the leader in screen technology, will also play a key role in this competition. Its superior screen technology will provide strong support for the implementation of head-mounted devices, bringing a more realistic and immersive experience. This competition will prompt technology companies to increase investment in research and development and continuously improve the performance and functions of head-mounted devices to meet users' needs for higher-quality virtual reality and augmented reality experiences. With the continuous breakthrough of technology

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