Polkadot JAM Slides - Token2049 - By Dr. Gavin Wood
VR by Now Has Dreadfully Disapointed ... Will it Change? | Juergen Goeldner
1. VR by now has dreadfully
disappointed…will it change ?
Jürgen Goeldner
FIDIUS TRUST
2. THE MARKET
Many reports predicted that within 10 years, AR and VR would produce revenue in the tens of billions of dollars.
We are far away from that…..
Success factor: complete ecosystem including hardware, operating system,
developer base and app distribution channels.
But….the industry is still evolving and adoption remains limited. During the
ramp-up phase of any new hardware segment, device quality/specifications
and components are the main focus.
To reach a larger user base and improve the adoption rate, the hardware needs
to be capable of delivering a smooth and sophisticated user experience.
Eventually, to complete that user experience, the hardware must also offer a
wide body of software.
3. Expectations (16.5m) vs. Facts (2m) (HARDWARE)
Hardware landscape continues to be fragmented…hindering mass adoption for some time. SuperData says:
Vive:
420K units
Sony:
750K units sold (vs. 2.6m estimate)
(marketing focused to sell PS4 Pro)
Oculus Rift:
250K units
(develop Touch or non-Touch?)
Mobile GearVR at 4.51m
Daydream at 261K
4. Expectations vs. Facts (SOFTWARE)
Gaming –VR/AR is already enhancing the experience
Gaming community most passionate about VR….Why ? immersive experience significantly enhances players’ experiences of games
VR is already being adopted by mainstream titles / brands.
Sony as of November enjoys 230 studios contributing to PSVR
Early adoption of VR/AR technology:
● gaming;
● education;
● shopping/e commerce;
● business;
● real estate; and
● sports.
After established, others will follow:
● military;
● healthcare;
● construction/real estate;
● field servicing;
● engineering, and
● automotive/transportation.
7. Investors have changed…OLD
• Accel
• Andreesen Horowitz
• Colopl Japan
• Dolby Family Ventures
• Formation 8
• Google Ventures
• Intel Capital
• Iris Capital
• Jafco
• J.P. Morgan
• Partech
• Qualcomm
• Rothenberg (incl. River)
• Shanda
• Warner Bros.
ca. 300 companies with VR investments
8. “VR has to bring a significant incremental value-add—not just an
enhancement to existing technologies and experiences.”
“More public demonstrations are necessary to promote AR/VR to the
general public, as typical means of advertising are inadequate at
explaining the technology to the unfamiliar.”
“We need to see some financial ‘hits’ in gaming and live action.”
“Until headsets/technology are streamlined and less clunky, it will be
difficult for consumers to experience VR in everyday life experiences.”
“A few more generations of hardware will need to come along to lower
total cost. Market needs to grow and killer apps are needed.”
“We need better technology, smaller devices and more content directed
at specific use areas, rather than promising the moon to consumers.”
Investors have changed…NEW
9. Investors have changed…NEW
Financial investors: Fidelity, Intel Capital, Softbank,
Kleiner Perkins Caufield and Byers, Sequoia, DCM,
Qualcomm Ventures, Raine, CITIC, etc.
Corporate investors: Amazon, Alibaba and News Corp.
12. So WHEN will it change…
2017 should be key for VR
Simple prediction:
1. Compelling content will drive demand.
2. Demand will drive technology.
3. Technology will drive the masses.
4. Masses will expand the markets and
make the content commercially viable and
the chain will follow.
15. So WHAT will change…
Multiple use cases (compare to smartphones before) :
- Use a single VR device to
- play videogames
- watch videos and live events
- shop
60% of revenue
19. Investment in detail
Preparation for investor approach:
1. Headline (content, technology, hardware, tools, analytics etc.)
2. Target Hardware / Audience
3. Concept
4. Business Model
5. Time table
6. Resources overview
7. Funds needed
details
20. Investment in detail 2
Concept
• What is the „awesome VR feature“ convincing the consumer ?
(walking/running/ducking/crawling/body tracking/haptic feedbacks)
adrenaline rush for real (draw weapon, swing katana, pump shot-gun)
• Can it work across the platforms / devices ?
• Is your immersive (entry point) ACTIVE VR is the key word
(feeling an experience across your mind and body)
• Patents possible / filed / granted ?
• Social needs bigger than movement/multiplayer (safe-bet answer)
21. Investment in detail 3
Business Models
• Licensing
• Premium price
• Freemium
• F2P
• Subscription
Base projections on conservative (!) hardware forecasts !
22. Investment in detail 4
What else…..
• Is contingency built into funding requirement
(developers ) ?
• Incentive schemes at your location available ?
• Prove that you and your team have a DEEP
understanding in VR
• Show…don‘t just tell (prepare visuals)
• Drive presentation on quality of product, not
the promise of the future
24. CONCLUSION
DO NOT BELIEVE all the forecasts !
VR is going to happen….may still take up to 10 years!
These first years will not be boring……………………..
THANK YOU