Weng Zhibin, founder of Xiaopai Technology: Why VR is a fake proposition

"I asked my 70-year-old mother how you feel about me. My mother said, I think you are great. Then, I asked my wife the same problem. My wife said you are sick and you can do better. Ah (in the field of VR)."

This is a story shared by Weng Zhibin, the founder of Xiaopai Technology, at a night talk in Shanghai CES Youth Pavilion on June 7th.

It is this episode that he seems to want to understand the question: how to look at the current development of VR?

On this issue, Weng Zhibin believes that VR practitioners should use VR as a child from a mother's point of view, and do not use VR as an adult from the perspective of a spouse.

Obviously, VR is still in its infancy, and it's not appropriate to use VR as a standard for adults. Just like, for an adult, he's basically established both physically and cognitively. The space for change is limited.

But for VR, the "child", that's another story. "We know that he is at the beginning stage. He knows that he will make mistakes. He should tolerate some of his imperfections. We also know that he has unlimited possibilities in the future."

Give him the sun and rain he needs, and the "child" will one day become a member.

VR's summer is coming?

In the spring, summer, autumn and winter, the seasons alternated. In the second half of last year, some people said that VR had encountered "winter", and the spring came to pick up the market in the spring. Some people also said that VR is coming.

"Using my complete experience of the earliest stage of VR, look at the present, not the spring of VR, and it is not the winter of VR. This is summer."

Shortly after the beginning of summer in May. Weng Zhibin thinks that the summer of VR has come.

It's a coincidence in time, but I also want to hear why he thinks about the development stage of the VR industry.

From the PC Internet in nine years to the current mobile Internet, the future may be VR/AR or MR Internet. From a time perspective, this is a development trend.

He believes that the current development of the VR industry is somewhat similar to the development of smart phones. It is also spiraling and the bottleneck will be experienced in the middle, but the major trend cannot be reversed.

From the perspective of time, for example, pushing forward for 5 years. Five years ago, when Weng Zhibin had just come into contact with VR, he told others that he was doing VR. Many people do not know what VR is. He explained that VR is virtual reality, and many people ask what is virtual reality? In the end, he had to say, is to do something similar to 3D glasses.

Now, many people can understand what he is talking about. At least, VR is such a good product, or it is a good experience.

From this point of view, 90% of people experienced VR helmets dizzy five years ago, and now 80% to 90% of people do not feel dizzy when they experience VR; when they experience a sense of graininess on the face and the installation is extremely complicated, they think that When people can afford your product, look at the current VR and VR in 2012. In just 4 years, the difference has been very large. Now the industry has solved the VR headshot graininess and filled the content. Simplified installation, improved comfort, and eventually the price is gradually reduced.

"We are attracted by the progress of the VR industry. The immediate difficulties are, we think, normal. The so-called 'cold' is just a screening process that every industry will experience. When the heat of capital recedes, all that remains is Everybody who is dedicated is a person who really has passion for this industry."

However, Weng Zhibin thinks that VR still has a long way to go. “I think VR has to develop for another 10 years. In the future, VR and AR will be combined, and even MR can be called.”

In this spiraling trend, VR has experienced a small setback of "winter". After the momentum of warming at the beginning of the year, is it time for us to ask ourselves whether VR's "summer" has really arrived?

Experience is king

The popularity of VR, or popularity, can be reflected through experience shops.

Regarding the experience, Weng Zhibin mentioned one thing. Compared to the flowering of domestic and offline experience shops, at the CES show in the United States at the beginning of the year, he learned that a company in the United States who is doing VR experience was in no hurry and took three years to open it. A good experience shop, their experience is very shocking.

In comparison, some domestic experience stores are blindly pursuing the quantitative and scale effects. They have not been able to scrutinize this key point of experience, and they have been homogenized. In the end, it is difficult to draw consumers' attention. Therefore, some domestic companies have begun to try differentiating competition. Austria-Europe will develop the experience hall toward multi-player gaming. Super captains and other brands will also turn their attention to the children's market and tap into the needs of children and family users.

At the same time, some domestic companies have also made breakthroughs in the innovation of experience, such as the wireless VR field that people are concerned about.

Weng Zhibin mentioned that when he and a U.S. media friend started communicating at the beginning of the year, he mentioned that a Chinese company (TPCAST) did wireless solutions 3 years in advance. Everyone didn’t believe it at first, but it was too early, but everyone tried the demo. Afterwards, it was well received.

When the media person proposed to do wireless, many people had doubts. The American media questioned it and thought that wireless transmission could not be done at this stage. A few months later the media said that they saw samples from China and were surprised by the innovative capabilities of Chinese companies. Therefore, they also changed the perception of Chinese companies in the VR industry in the United States. They felt that China’s market was large enough and its hardware innovation capacity was sufficient. Strong.

In addition, there is a Chinese company that, in 3 years in advance, made 8K 200 virtual reality heads-up display. Some professionals predict that 8K is a matter of three years' time. Everyone thinks that 2k is enough. Now that the resolution is so high and the field of view is so large, other industry-friendly solutions have not yet come out. Is it too early?

"Small factions can't stand the low resolution, don't like the graininess, don't like the black around the screen. We are like this, our users, our partners, too."

He revealed that when users experience 4K and 8K products, they have an intuitive comparison, only to find that the difference is obvious, high resolution is the pain point that VR industry or users are most concerned about, and it is also the inevitable direction of VR industry in the future.

When the industry knows and the user knows what kind of high-resolution experience is, other participants in the industry will want to build content and peripherals based on the 8K to advance the industry.

“Innovation is the most important thing. We hope to take the next step and take the first step to attract other companies to do 4K and 8K, and eventually reach the true resolution of human eyes.”

Weng Zhibin disclosed on Qingting nightspeak that Xiaopai cooperated with Microsoft, Leap Motion and other companies on gesture recognition. In the generation of content that users are most concerned about, Xiaopai adapted Epic games. In the future, STP will focus on providing R&D and production of clearer, truer, and more open VR headsets.

"In the summer of VR, we should jointly promote the development of VR industry." Weng Zhibin concluded in the end.

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