Research Meta-Universe Companies: Next Generation Internet

金色财经 view 36081 2022-1-10 10:34
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1. What is a meta-universe? Why the meta world is the next internet

Metaworld: the next generation of the Internet

False Science Beyond the Virtual and Reality: The Origins of the Meta-World Theme

Metaverse, the ultimate vision that encompasses the virtual and the real. The word Metaverse is a combination of Meta and Verse after decomposition, among them Meta means crossover and phrase means world, equal to the real world which brings users a fun and creative presentation. . All activities such as understanding and simultaneous realization, marketing, business development, etc. Gradually engage in the real world, expand and expand with each other, and finally reach the "metaverse" which "beyond" the virtual and reality, prolongs life indefinitely. space for people.

The new fiction "Avalanche" opens the door to cosmic fantasy. In 1992, famous historian Neil Stevenson coined the two terms “metaverse” and “avatar” in his new novel “Avalanche”. Humans communicate and interact with music (avatars) in a virtual space (metaverse) equal to the real world. Stephenson imagines another country without much comparison with the noisy and chaotic world of the future. It is a virtual space created by a computer network.

In the future, the digital way of life of people will change the meta-world through the study of reality. As in the scenes from the movie "Number One Player", one day in the future, people will be able to change anytime, anywhere and move freely in the physical and digital world to study, work, make friends. friends and shopping. The "meta-advantage" created by virtual space and time and distributed platforms such as tourism, players can enjoy membership and self-management, bring virtual reality closer to the reality of the past experience.

New technologies are point-to-point innovations, born from the successors of the mobile Internet

Roblox's announcement in 2021 will bring the idea of ​​the Meta Universe back into the public eye, and its popularity continues to grow. From 1980 to 2000, meta-space-related themes such as “The Incarnation” appeared and were developed under the new “Avalanche”. became the first result. The next “Meta Universe First Unit”, Roblox, was also created at this point, and from 2010 to 2017, the internet giants started distributing meta-world related content and became an integral part of the material. VR interaction. create the first wave of investments; In 2017-2020, the development of the virtual market did not meet expectations and the industry entered a period of technological degradation and dormancy. By 2020, Oculus announced the expansion of Quest2. -Because the "inflection point" of pricing and shipping the VR machine and equipment.

To examine the developmental history of the metaverse, the pre-metaverse period was divided into incubation period (before 2002), exploration period (2003 - 2011), capital distribution (2012 - 2016). ), low water (2017 - 2019) and metaverse Early. Separate developments (as of October 2020), hardware, network layers, deployment, virtual platforms, processes and models, payments, content, services and products and consumers.

The evaluation process on 8 points 1 point: Only the concept of the meta-universe is ready for the period 2: The concept of the meta-universe applied to the product 3 points: The product market with the content of the meta-world based on 4 points: Product market has 5 points Relatively completed Meta-global high standard product model 6 points Product market meets meta-global standard Response 7 points Meta-model meeting material, 8 points: Scientists believe that the future meta-global product market will explode. Eight-dimensional counting is the development of the meta-universe model by our model. While Metaverse now believes it has the best business value out of VR / AR-driven devices, it still needs more development time in terms of performance, openness and integration of processes and models, and support. customer.

元宇宙行业深度研究报告:下一代沉浸式互联网

The meta world is a collection of various technology and app landing sites. As with the mobile internet, the metaverse will lead to increased demands on access, collaboration and security, thus enabling more independent tools, platforms, infrastructures and processes. will support its work. As augmented reality, virtual reality, 5G, cloud computing and other technologies mature, Metaverse must move from concept to reality. The right circle in the Meta Universe will slowly open. In other words, bottom-up technology supports the demand for renewable energy and the growth of the industry must continue to thrive and innovate in the technological field.

Five senses of the meta-world: a permanent ecology, a vast and open world at the same time

As a general discussion of the market meta-world, we're further improving the five key points of the meta-world.

The meta world will be huge. On the other hand, the number of DAU, MAU and online users of Metaverse will exceed all existing internet apps and platforms, but on the other hand, Metaverse includes not only games but also education. , mobile office, digital commerce, etc. industry. The richness of environmental content, the size of the exploration space, and the wealth of knowledge required crosses the real world.

The metaverse would be immersive. With advancements in technology, this type of reflection can be seen through VR / AR devices and brain-computer interfaces, and metaverse ports such as VR glasses will become the future of Bluetooth headsets. At the same time, the virtual world and the real world will be closely linked and conflict situations, online and offline, will become an integral part of the metaverse.

The meta world is very social. Beyond the real and virtual worlds, relationships are essential. Metaverse users can play a role the real world can't, and with these resources, they can interact with others on the Metaverse to form partnerships and get into debt.

The metaverse is stable. Metaverse is not a platform operated by any business or corporation, its operations will continue without downtime, and as a user, Metaverse will continue to operate regardless of whether it is online or not, and will affect metaverse users. As a result, the design, cost, and coverage created in the Metaverse does not go away due to the impact of the platform.

The meta-world will open. On the other hand, Metaverse is expected to open up a wide range of indie games, implementation and community relations to achieve recognition and exchange of models, procedures and benefits, while on the other hand , Metaverse must open the technological output interface to all third parties. party. increase their capacity You give extra points.

The Metaverse isn't reaching, and there are already app scenarios that point to the Metaverse first.

Metaverse will transform the organization and function of existing life through the integration of virtual and real life, and create a new type of life by creating two new virtual and real lives, rather than replacing real life with real life. Virtual. Giving birth to life Relationships between online and offline Breathe new significance into the real world of virtual reality. As for raising the issue of human progress: Facts have always been an important impetus for human progress.

元宇宙行业深度研究报告:下一代沉浸式互联网

The Metauniverse has taken on a large area of ​​value by changing the existing way of life and manufacturing.

The metaverse will change the way we interact with time and space, creating a more rewarding place for people and society. 1) The Metaverse understands the virtual world that real human beings can actually do, and based on the real-time and multidisciplinary diversity of the Metaverse, people can use the Metaverse to gain more knowledge in life in a short period of time . . 2) The virtual digitization of the metaverse reduces the difficulty of physical distance and the cost of travel time, and reduces the vulnerability of traditional urban conditions such as traffic jams to the health of all roads in the community. 3) Metaverse eliminates relationship issues due to factors like physical distance and relationships, and provides plenty of ways to achieve self-esteem. Making higher demands on key tasks such as integration with real estate, hardware and accounting, content design, service development, etc., will change the way the social and economic ecosystem is now. based on that.

Why is cloud gaming becoming a viable route for humans to enter the meta-world?

The game will be a murder case to uncover the first data of the metaverse. As the industry continues to improve, games will increase the popularity of the technology, reduce the impact on market access, and enable large-scale, real-time content in the future. It can also lead to the development of new game descriptions, game models and production processes. As the best digital stage, the game will continue to support the technological development behind it. Regular improvements and bug fixes to provide gamers with a better console experience. As a result, participating developers will be better able to support the development of the technology.

Cloud Gaming is a technological solution for online games. Products that require more powerful electronic devices, such as game processing and screen rendering, are transmitted from the player side to the cloud server side, and only if the signal input signal is stored on the user side. and picture decoding display. 1) The main objective of the concept of cloud gaming is to "change the power combined with the use of bandwidth" to reduce the user's hardware costs, thus making the exchange rate more affordable for existing customers. 2) The business process of cloud gaming itself is not difficult, but its implementation requires the integration of communication technologies, Chinese architecture (cloud computing, edge computing) and algorithms (IA, audio and video decoding).

The growth of the cloud gaming industry in China is better than the global average, and China will be one of the most promising markets for cloud gaming. In 2020-2023, the Chinese cloud computing market size CAGR will reach 135%. The global Cloud Gaming industry size CAGR will reach 101%. The main reason is that by 2023, 913 million mobile phones will actively support 5G in China, expanding the world's largest 5G network.

Users are eagerly awaiting the new experience, and the place to think about the C side of the metaverse is more than just a game. Users want to remove the "thumb" by using interfaces such as the virtual twin world and somatosensory devices. , and Metaverse can achieve this by providing users with vision, hearing, touch, and more. It completely expands human understanding of dimensions and creates a huge C-side. According to VR Tower, video and TV content on the Quest platform was 12% in 20 years, the third category after gaming and content such as games. , second after down payment and content games like this, and popular websites like Netflix and YouTube are accessing one after another. .. Watching movies is important in interaction, not in sports, and it should improve the experience of offline gaming and watching airplanes online in the future.

Building virtualization applications to improve B-side performance

The B-end metaverse can be released faster than the C-end metaverse, where data privacy issues and hardware failures are always a problem. Part B is different from Part C and generally focuses on solving problems, reducing communication costs, and speeding up plans. For technical grade AR smart glasses, there are three key benefits: improved training, better handling and improved management skills for the manufacturing industry. Problem, some products were quickly announced.

Nvidia is a pioneer of the Metaverse B-side application and is slowly starting to integrate design and virtualization. Under the banner of Nvidia, Omniverse could translate itself as the most powerful B-side developer in the world and as an improvement platform that turns virtual reality into virtual reality. . One of the most important features of the Omniverse is that it follows the laws of physics and can simulate objects, liquids, materials, springs, and cables. Nvidia's mission was first to create and test everything in the physical world based on virtual devices, using virtual rendering previously only used for games over all physical connections, and during the final design of the B-end industry all meta edge.

NVIDIA Digital Automotive Factory can improve the performance of vehicle manufacturers in the design, assembly and testing of vehicles. In the global body-based virtual car company Omniverse, robots can continue to learn and learn and can create any size and shape to simulate a tote bag, pick up and drop off an arm, forklift , a truck or a truck. BMW will partner with Omniverse in early 2021 to create a digital business that combines all the processes simulated in Omniverse, creating digital twins and operating in a way that allows robots and humans to work together. This cuts down on the time it takes to build a fully customized BMW car in less than a minute.

With financial support from Metaverse, NFT digital assets can 'break the cycle'.

The name of NFT is Non-fungible Token, i.e. non-fungible token, which is a unique digital device based on the blockchain. Compared to traditional virtual cryptocurrencies such as BTC (Bitcoin) and ETH (Ethereum) and homogenized tokens such as US dollar and renminbi in the traditional language, they are irreplaceable and indivisible. The special NFT data is stored in smart contracts and recorded on the token blockchain.

元宇宙行业深度研究报告:下一代沉浸式互联网

Since NFTs are distinctive, rare, and unobtrusive, the assets created by manufacturers include such things as collection, storage and distribution in one place, which can provide a good support for the establishment of a hub. 'business. Take the example of the game "The Sandbox". Each region of the game corresponds to NFT. Any landowner has the right to create and change a country. The unique image of the land creates the user concept. less. NFTs can improve the quality of manufacturers, promote the development of meta-globalization.

Virtual assets such as NFTs have gradually become a viable alternative to in-game and UGC payments, and have the potential to grow. 1) Compared to modern gaming ecosystems (such as V-Bucks, COD content, Robux, etc.), NFTs are much more fragmented in money and support two exchanges (NFT to USD, USD for NFT ), the same NFTs for different platforms. . (eg Axie Infinity Decentraland). 2) The characteristics of NFTs, including members that cannot reverse, open and intercept business models, and the ability to regularly reuse virtual assets, should enable the transport of consumer goods.

When did the meta-space revolution take place?

The transition period will consist of two different aspects of technological change, industry and process change.

The energy revolution does not develop continuously in a single wave. Exchange, the energy revolution encountered two differences in technology, industry and processes affecting change.

First Wave (1881-1909): Although electricity was quickly commercialized, it was still used for lighting. Incandescent lamps were marketed in 1880, a year after its creation, and in 1881 Edison built power stations in Manhattan and London. However, almost 30 years later, electricity penetration is still low. Less than 10% of America's electricity is produced by electricity, manufacturers still use the machine to make noise and cause stress, and industry has not replaced electricity.xob.

The difference between wave 1 and wave 2 does not depend on the amount of electricity consumed by the US market, but depends on the depth of electricity consumption and the level of electricity production in the environment. New technology and knowledge has led manufacturers to gradually use wires instead of gears to provide kinetic energy and configure custom motors to complete sewing, cutting and welding jobs. So the same plant has more space, better lighting, better weather conditions and less hazardous materials. The factory can configure the production area according to the purpose of the production process and regularly redesign the working area, so that the assembly line can be ready to improve the quality of production. .

Second Wave (1910-1929): Electrical equipment, supplies, and start-ups benefit from significant investment and innovation, with the largest annual increase in operations and capital investment in a hundred years. In 1913, Henry Ford designed the first assembly line to use electric motors and straps to cut a car's production time from 12.5 hours to 93 minutes.

Jet lag is driven by a lot of productivity and collaboration, which requires continuous work and poor driving to complete a good cycle.

For example, the mobile internet is a collection of designs and collaborations. The iPhone can be considered the beginning of the mobile internet because it integrates and integrates all of the concepts now considered to be “using the internet” in minimal devices that can be touched, pulled and changed. However, the emergence and expansion of mobile devices on the Internet has been spurred by a number of new developments including 3G, App Store, Java and Html features and chips. .

The development of iPhone hardware brings the potential of a new user experience and high user experience to support business performance across the industry chain, open a good circle. . Improved hardware promotes better products, applications and business services by improving user performance to achieve greater growth and revenue growth and growth benefits. For example, good games use better GPU performance, and graphics like Instagram improve the camera. The development of the iPhone required innovation and investment in the entire ecosystem, many of which never came under Apple's authority.

元宇宙行业深度研究报告:下一代沉浸式互联网

We believe that every change that can drive the whole industry must be driven by itself as demand, technology and equipment skyrocket, led one by one. Consumers need new knowledge and new products to inform the changes of new technologies, and the advancement of various technologies is the main driving force for the development of the application of the technology by reducing the cost of various key connections. Advantages of large applications It can be applied to commercial equipment and all technological equipment and blast all technology. For example, the public needs low noise and comfortable new energy vehicles, to reduce the cost per kilowatt hour of solar and wind power, and to expand energy storage and recharging technologies. Urination increased our personal needs. - Driving cycle.

The Metaverse begins a good cycle and enters a period of technological change far from the wave of economic transformation.

Looking at the two waves of time transition, the metaverse is the first step in the first wave of technological change, and it is still a long way from the second wave of change in the industry. Currently, metaverse-related applications such as cloud gaming, NFTs, and digital services are still in the stage of using metaverse-related technologies and have not yet been used as a standard application. In the virtual world ruled by the metaverse, as many constraints of the real world are weakened or killed, new industries and industrial markets can be formed, then the second wave of the industrial revolution can break through, and to improve. A golden opportunity The quantitative economy brings new growth.

A good conference, we are divided into "as" as "in" technology ", and the first steps are ripe. On the first steps are ripe out for the development of preparing in 3-5 years. Because of the most improvement platform with intelligence, and other modes of technology, and many of the knowledge the form of a musical energy in the Game Light. The second is the first improvement of the transactions of improvement bugs big. This industry may use yun edge to complete new designs, and "recommended" the third time of business. The third party is gets most, the application of the brain technology interface and mutual equivalent of the favorite platform. In the level th Aque earlier, more friberning levels of democratic virtual platform is expected to reach direct information through the interaction to reach the measurements with the soniciosis. Complete. Truly Yuan Yuan Muan Astrona Era will arrive.

元宇宙行业深度研究报告:下一代沉浸式互联网

2. Commercial promotion of the chain: the meta edge moves from the stock exchange to the landing market

Metaverse research begins with eight principles.

The structural design of the metaverse itself is not difficult, but to implement it, the integration of technologies such as communication technology, computational models (cloud computing, edge counting) and algorithm ( AI, audio and video decoding) is required. Although this is a conceptual phase, with the use of technology in many places, the metaverse will eventually move from concept to reality. The main principles of metaverse recognition are hardware, network layer, computing power, virtual platform, processes and models, payments, content, available services and products, settings and consumer behavior .

The VRAR market is recovering rapidly and the meta-global terminal is approaching.

C-end's adoption of VR and AR devices has been proven, cost reduction methods have been proven, and the commercial potential of metaverse devices has been recognized. There are two main points of marketing: first, the demand is real; second, the value of the product can increase the profitability of the market and promote innovation; and both in high-tech industries that meet demand. The concepts are: relationships with each other. 1) Demand side: consumer satisfaction because the Facebook Oculus plan has been released, and Apple's entry is expected to create explosive products 2) Service: technology in the short term and in all possible ways to reduce the cost of proof, the basic feasibility in the industry has been identified. like

VRAR: recovery shortly after the trough, the input terminal of the metaverse must be released

2D computer screens do not allow real immersion. . Access. 1) AR means that the user can directly or indirectly view the real situation and create digital content of the real product and the background. The AR game "Pokémon Go" is an adaptable and interactive projection of the real-life "Pokémon" catching game process. It has been popular online for 5 years. 2) Virtual reality refers to a computer-generated virtual environment that engages all five users, provides closed experiences that isolate the physical environment, and uses data processing and output during capture. For example, in the VR game "Rhythm Lightsaber" we cut red and blue squares "into" with dynamic rhythm. Some have commented on the concept of MR Mixed Reality and XR Extended Reality, which provides realism and virtuality, just as it enables modernization of AR and VR.

The Metaverse map is slowly gaining traction due to the rapid increase in VRAR shipments and the proliferation of Metaverse access devices. A total of 7.06 million VRAR devices are expected to ship in 2020, of which 6.37 million VR devices, or 90.23%, with the largest VR devices (3.09 million) and AR devices expected to be will be delivered in 2020 with 977. units. . %. According to IDC estimates, by 2024, VRAR shipments will reach 76.71 million units, of which VR devices will reach 35.61 million units, or 46.41%. With more units than VR devices accounting for 53.59%, AR all-in-one transmitters are the largest of the 24 million units.

Technological barriers promote corporate concentration, Oculus is a good place, and Facebook is ahead of the metaverse. According to Counterpoint data, Oculus took the top spot with 53.5% of the global shipping market share of major VRAR manufacturers in 2020, followed by Sony with 11.9% and HTC with 5.7%. 5.5%) and Pico (4.8%) combined in the top 5 accounted for 81.4%, indicating a high sentiment level. At the same time, out of the top 5 best products in 2020, Oculus only has 3 seats, which is clear in the market situation. Among them, Oculus Quest 2 accounted for 35% of the first eye, Sony PlayStation VR and Oculus Quest took 2nd and 3rd place with 10-15%, and Oculus Rift S and Valve Index took 4th and 5th place with 5%. . . In Korea, current VR companies include Pico, iQiyi, NOLO, Core Vision, Thousand Magic Glass, Dapeng, etc. Currently, PICO and Dapeng (DPVR) have increased their market share, and the industry is still undergoing various improvements.

元宇宙行业深度研究报告:下一代沉浸式互联网

VRAR products aren't the ideal brand, and the Meta Universe is waiting for consumers to explode.

All-in-one VR is in line with the long-term improvement of home devices, and long-term access is required. Currently, VR products are divided into three categories: external headsets, mobile headsets and integrated headsets. With the increase in power consumption, the content ecosystem has become richer and the cost is reduced, eliminating the limitations of external devices and making the advantages of the VR multifunction device that can be used on their own. increase the values. According to IDC estimates, the percentage of all-in-one-one-one-a-hib VR products shipped from all VR products is expected to increase from 48.5% in 2020 to 70.9% in 2024.

Currently, the leading all-in-one VR is still by far the best metaspace access terminal in terms of settings, application scenarios, price and sales, and it believes it will take 3-5 years. to develop. Right before the market exploded.

1) The consumer VR devices represented by Quest 2 require 3-5 years of technology to keep costs down, so many technology applications can meet the design requirements. In order to achieve the previous experience required by the metaverse and to resolve vertigo issues associated with using VR equipment, the display screen should be as close to the real world as possible. For this, VR devices need a broader perspective and environment. fully responsive. Adjust the cost and solution as much as possible. Currently, the most popular Quest 2 is not number one in the industry in terms of cutting technology costs and opening up the market. The arpara has a resolution of up to 5K and a weight of 200g, but the price sells for between 4000-7000 yuan. I think today's cutting edge technology is very close to the ideal metaverse rules. Referring to the performance of Oculus and the cost savings from Quest to Quest2, we still need to cut costs to "cut". "The performance of advanced technology in" thousands of yuan of technology. ", The process will take 3 to 5 years.

元宇宙行业深度研究报告:下一代沉浸式互联网

2) Now the place of all-in-one virtual reality is close to the place of home game consoles, and those looking for high gaming experience are trying first. Wait for the virtual keyboard to explode. 1) Oculus Quest 2 shipments (expected at 7 million units in 21 years) and price (approximately 2,400 yuan) are close to those of the Nintendo NS home console (8.28 million units in first half of fiscal year 22, or about 2,500 yuan). Most Quest2 trial users were happy with the new VR gaming experience. 2) Now all in one virtual reality has to use touch to access the keys one by one to bring up the virtual keyboard on the screen, access is heavy and inconvenient for office use. Microsoft and Apple have applied for tactile instrumentation and other patents under 19 and 20 channels, which can effectively recognize text by keyboard projection and manual tracking, but there is no clear time to market. .

New interactive technologies improving knowledge of the meta-world and brain-computer interfaces are the future of black interactive technology.

Communication technology is the bridge between devices and users, and ARVR enables the integration of location and mobility. According to Tsinghua University's Human-Machine Interaction Report, human-machine interactions have evolved over the past few years from command lines to graphical interfaces, and now to touch and three-dimensional interfaces. In interactive interactions, which are typically found in smartphones and portable devices, the user directly controls the interactive content of the screen with the finger in the interactive interface that is included in the interface of smartphones and phones. portable devices. Interactions of interconnected points in three-dimensional space, often used in VRAR scenes. Competitiveness in the design and development of Metaverse is a new kind of user interaction technology.

Currently, VRAR interactive device technology is mainly divided into external laser image positioning, external image positioning and integrated image processing positioning, and the external laser image or external image positioning is precise. , but must come back to save costs. 1) The external laser image or image positioning is fast, precise, but expensive, determining the path and movement of a player's energy by communicating the communication from one side to the outside of the base station or camera and handle and headset. The main services are Kinect somatosensory, PS Move, House Lighting, etc. 2) Integrated image processing and positioning using a helmet camera to capture image transitions and combined with custom algorithms to predict movement, without the need for additional equipment and can carry more. Among current flagship devices such as the Oculus Quest2, Pico Neo2, and iQiyi Qiyu 2, Huawei VR glasses all use the concept of InsideOut space. InsideOut now offers a variety of solutions, including multiple cameras, infrared and lidar cameras, which often require a combination of headsets.

元宇宙行业深度研究报告:下一代沉浸式互联网

Today, computer-to-computer interfaces have enabled innovation in data collection, data analysis, feedback, and other segmentation. In July 2020, Neuralink, a two-year-old brain-computer interface (BCI) company based in Elon Musk, held a competition on BCI technology. -C signal. That same month, progress was also made in releasing "submersible" brain-computer interface technology. The UCSF team delivers the deepest meaning of human words from the brain and converts the extracted content into text.

The construction of key systems is underway, and the future of meta-edge has not yet arrived.

Given the strong demand for metaverse data transmission, the commercialization of 6G is essential

The advancement and popularity of communication technology is the key to whether Metaverse can achieve such a great expansion. A unique feature of Metaverse is its sense of multi-collaboration, hundreds of millions of interactive users will provide higher demands on the performance and load capacity of the terminal server. . Since 5G / 6G has the characteristics of high bandwidth, low latency and high access capacity, the development of information technology in communication at the same time has a positive impact on online users, which is the key to success. Metaverse. scale extension. The improvements and popularity of communication technologies from 4G to 5G and even 6G will increase transmission speeds, reduce latency and promote the integration of virtual and virtual reality.

The release of 5G technology is our way of approaching bandwidth and lower latency heavy equipment that provides engine power to the advancement of VRAR industry.

元宇宙行业深度研究报告:下一代沉浸式互联网

1) Meet VRAR bandwidth requirement: 5G millimeter wave speed can reach 10 times or more that of 5G Sub-6GHz, which is tens of times that of 4G LTE network, so it can meet the needs of large-scale VRAR content applications.

2) Meet the low latency requirements of VRAR: Provides the possibility of very large and high quality (low latency, low packet loss) interactions between users and between users and the virtual field.

3) Meet the wireless and lightweight requirements of VRAR devices: With 5G / 6G communication technology, the greater needs of future VRAR devices can be delivered to the cloud to complete, and users only need to complete the display and operation. It reduces initial operation and effectively controls the volume and weight of VRAR devices.

Energy consumption will always be low, and improvement in marginal energy consumption is more promising.

The design and operation of meta-worlds are separated by the support for energy metering, and the meta-world energy metering requirements to calculate the number of data in real time. Powerful and powerful intelligence and online achievements are unparalleled. We are a virtual world where we work, on the one hand, the creation of virtual content and metaverse screens is based on graphic design and support. The experiences of real world modeling and energy combined with energy should be shared.

The solution for improving power can be developed by the edges of the cloud and the edges, and the edges of the edges are worth more in the expected. 1) the current update tools still under the quality of the computer or the landlord's shape with the lower pictures. The intersection is higher than choosing the world. If you need to include multiple cuts and users, you must reduce the need of the setup equipment. Extreme rendering and video flow should be available. 2) However, the extreme calculation also should increase information that requires extended transmission, and the weather with the hard use. 3) Urgent speed of the useful device is far from the speed of the network and other connections are more. In addition, the speed of cloud spreads have a speedy and no limit to the last edge. We believe that the future edge of the gathering will be more and strongest in the bag and hand and ar mirrors around the user.

元宇宙行业深度研究报告:下一代沉浸式互联网

Currently, the value of cloud computing is greater than that of edge computing, and edge computing is similar. 1) The cloud support costs will be higher. In addition to the cost of GPU computing itself, cloud computing also has to pay for bandwidth, cloud hard disk data disks, system disks and other costs. Take the example of Tencent Cloud GN6 GPU compute model, the cost of bandwidth increases with the use of bandwidth, and when using more than 40 Mbps of bandwidth, the cost of bandwidth often exceeds the cost of the GPU computation itself. 2) Edge calculation can save cost effectively because it is specially designed for different situation. For example, the PS5 home game console, the price will be only 4,000-6,000 yuan each, providing the functions necessary to run the game and focus on selling the next game points. For suppliers of overhead power supply with built-in low GPU counting power, the order price is still about 2,600-3,200 yuan per month.

The virtual metaverse platform creates a virtuous circle of developers, and in the short term, the platformer will continue to dominate.

A virtual platform is the development and operation of an environment and world where users and businesses can explore, create, interact, collaborate, and engage in a wide range of experiences (challenges., painting, lessons, music, etc.). on the market. These companies are different from the traditional online experience and multi-player video game because they have a large ecosystem of developers and content developers who create the most content and content. Their income comes from the core platform. Going forward, most users will interact with the nascent metaverse through a user-centric, interactive, and immersive virtual platform.

Currently, the MAU on the virtual platform is experiencing strong growth and the platforms born from the game are essential. The most popular virtual platforms are now Roblox and Minecraft, after GTA Online and Fortnite Creative Mode (both part of the larger game). All of these great virtual platforms started with games, because games today are the most difficult, the largest and the most simulated. We believe that no other consumption experience has required similar potency in the short term.

元宇宙行业深度研究报告:下一代沉浸式互联网

Once the virtual platform is created, it can support the creative cycle of developers, users, and content. The virtual platform provides technological processes for manufacturing (including technology), manufacturing services (voice currency, player numbers, payments, etc.) and distributes user resources with the design and development of the platform. -form. Better technology and better tools improve the experience, making it more user-friendly and user-friendly, which can generate revenue across multiple platforms and platforms.

Metaverse is not just a version of the mobile internet superimposed on virtual reality, and evolving communications policies and standards are essential.

Legal changes and models, including a variety of interconnected technologies, processes, models and interventions, may be the most important metaverse. Without them, there wouldn't be a true meta-universe, just a more virtual and immersive version of the modern mobile internet and app stores. More importantly, these pale colors and innovations fall short of the main benefits of the global meta and will not foster a strong and healthy ecosystem. Players will also not be able to bring in any game points or treasures they have encountered from Roblox in "Fortnite" or "Minecraft". This product has not yet become a true meta-world.

If the Internet were not open, Internet access would be lower than it is today. If the Internet was created by a specialized company, it could be used to generate income from commercial products such as sales, advertising, and data collection. Browsers also charge an annual fee. In this case, internet access may be lower than it is today, and the market value of any mobile internet may be lower.

元宇宙行业深度研究报告:下一代沉浸式互联网

Currently one of the first achievements of the meta world, the game has yet to promote public exchange. In game development, Microsoft Xbox only uses Microsoft's DirectX programming interface, while Sony uses GNMX for PlayStation and Nintendo Switch requires NVM from Nvidia. Different APIs will be better for each platform with unique features and hardware, but they have no interference with the network and limit your investment in content.

In the medium to long term, market success via independent platforms has yet to be achieved, and the “long term” metaverse model needs to improve rapidly.

Much of Metaverse's digital value depends on virtual creation in the virtual world, and the biggest benefits are expected to go to the developers of the content on the virtual platform, but now to the most rewarding hardware providers and platforms. . Since Roblox only pays developers 25% of the user's total investment in games, hardware or virtual devices and 30% for Apple, it is difficult for Roblox developers to increase their revenue. In the long run, the Roblox industry will suffer. Currently, the large NFT and blockchain platforms are browser-based, trying to overcome the limitations of platforms such as the App Store.

In the medium to long term, independent meta-world platforms will be interconnected and users of the metaverse will be able to exchange virtual objects between multiple platforms and games, effectively supporting the meta-world to meet consumption and increase financial costs. After the release of multiple platforms, the expansion of the use of virtual devices can be beneficial for the user, and if the user and the device are not limited to just one game, the game users should to augment. Consumers also believe that games cannot last forever and that their spending will be limited, and the real meta world will change those restrictions and drive user product market meta success.

元宇宙行业深度研究报告:下一代沉浸式互联网

3. Marketplace: Meta Universe will bring 500 billion level promotion space.

The meta world is zero for one, you can't do that with a cell phone.

Metaverse believes that over the next 5-10 years it will gradually replace some of the functions of mobile internet with better functionality and past experience. Formula: Metaverse business center parameter = number of mobile Internet users * metaverse access rate * metaverse per ARPU user. Assuming that the ARPU of mobile Internet has improved with the ARPU of the Internet PC era, we believe that the ARPU of Metaverse for a user is higher than that of the mobile Internet. According to the announcement of the Century Hwatong games company, the ARPPU of the mobile games 'Legend of Blood' and 'Legend of the World' with the same IP and the same developer in 2018 is 1.2 times and double the l connected equipment. Each average is approximately 1.6 times. Metaverse's ARPU is considered to be around 1.5 times the mobile internet time due to its high comprehension, long lifespan, and multiple monetization methods.

元宇宙行业深度研究报告:下一代沉浸式互联网

1) Cell phone communication: Cell phone communication has become mature and the possibilities for development are limited. According to CNNIC data, the number of instant messaging users in Korea reached 981 million on December 20, or 99.2% of the total number of Internet users. . The internet giant is starting to create the next generation of social media. Facebook's Skyline was renamed Horizon Worlds on October 21 to create a social networking site. Tencent Tianmei President Yao Xiaoguang is personally responsible for Z-planning and 3D implementation of all QQ upgrades as a global product relationship.

Currently the community material is still strong and the meta-edge edge penetration is very low, Z-plan is proud that it is a 0 to 1 developed product, and an entry rate of 13.5% from. 2025. Z-plan is the next product relationship focused on Tencent Tianmei Studio's QQ team, with a Tencent product relationship and home research work. Z-planning's paper products market is excited that the QQ version of the personal 3D virtual image can become a niche in the next generation of social products due to its high-content, more immersive and interactive meta-cosmic nature.

2) Mobile games: The quantity and quality of themed games has increased the content of VR gaming platforms a lot, and these games are the best medium in the stars of the metaverse. According to statistics from Qingting.com, in September 2021, the total number of Room VR content was 6,051 and the number of applications on the Oculus Quest platform was 308, a significant increase a few months ago. The VR game "Half-life: Alex" has gone killer and has been re-released as the third on the Steam gaming platform every week. Its large capacity and excellent performance prove that Level 3A VR games have matured. We have hope. There will be more applause in the future. The popular 3A VR game is released.

元宇宙行业深度研究报告:下一代沉浸式互联网

We estimate that by 2025, the penetration of global home sports will reach 25%, and the regional global metasports area will reach 139.7 billion yuan.

1) Access to foreign VRAR is already high, and access to VRAR should be fast. According to data from Thrive Analytics, 23% of American adults own or use a VR headset, Snap estimates that the number of AR users in 2021 will be close to 30%, and the VR market is entering our still small country. , market penetration is expected to increase rapidly with the introduction of good foreign VR sports. At the same time, we look forward to the development by future users of domestic metaspace sandbox games, and access to domestic metaspace games (such as VR games and Roblox sandbox games, etc.) is 25% in 2025.

2) User value of Metaverse is higher than existing games, and in Metaverse games user can create and sell assets like graphics and action models. playing alone to gain business advantages, which can promote success. The world market is open, which makes more than one ARPU user.

3) According to the Research Department, the size of the mobile phone market in Korea by 2020 is estimated at 209.7 billion yuan, with a CAGR of 21.8% in 2017-2020. Since 20 years from now in the global spread, the home business will support the growth of mobile gaming, then the growth will be slow. 4) According to the Music Digital Association task force, the number of mobile game users in South Korea by 2020 is 650 million, and the CAGR of 20 in 2017 is 5.7%. Considering the impact of care, such as child protection, and considering the 5-year CAGR of 0.6% by 2025, the number of mobile phone users in Korea is estimated at 670 millions. 2025.

3) Short Videos and Online Videos: Watching VR videos has become very popular and online metaverse videos can make a huge difference. According to the Huawei VR Network white paper, VR penetration in 2025 is expected to be 3%. The iQiyi design details help to make the Qiyu 3 VR headset more competitive. Meta-world viewers could reach 4% in the future.

Short videos may also be appropriate for meta-world content that should be available in mainstream VRAR products. According to Sensor Tower, Facebook Lasso has been online for four months, with nearly 70,000 downloads in the United States, and went offline on July 20. Facebook drops TikTok in a short video and can drive through the car via a short VR video curve. After 3-5 years, the breakthrough of consumer grade VRAR industry will be released with lower prices, and the start of craft VRAR content is gradually reduced. Short video leaders Douyin and Kuaishou are also expected to develop a short video application. VRAR By 2025, access will reach the Douyin entry point. VRAR content is more useful, advertising is better, and short films are good for the development of the content metauniverse.

元宇宙行业深度研究报告:下一代沉浸式互联网

4) Online e-commerce: Meta Universe improves e-commerce, improves customers and promotes good business through 3D virtual modeling and virtual experimentation. Take cosmetics as an example, since cosmetics are different for each person and you need to choose the color that suits you best, if you can do virtual makeup, you will have to perform better than color sample testing. . The meta world can be obtained.

With the entry into the first value of the live e-commerce market, the Meta Universe e-commerce is expected to reach the entry rate of 0.5% in 2025, and the business space home-based electronic commerce Meta Universe is estimated at 108 billion yuan.

1) The VR market has long been tried out by big companies like Alibaba and Amazon, but Metaverse has fulfilled all of its e-commerce demands, forcing the wait for Apple's AR glasses and the new Lighter and cheaper all-in-one VR from Oculus. -a technology. Cash crops for 2-3 years. According to mathematical data, e-commerce penetration in 2017 (the second year of live e-commerce) is 0.5%, and by 2025, e-commerce penetration is expected to reach 0.5%. .

2) According to the Research Bureau, the size of Korea's e-commerce industry in 2020 is estimated at 8.89.2 trillion yuan, and the three-year CAGR from 2017 to 2020 is 20.4%. Considering that e-commerce in the e-commerce industry is still in a phase of rapid growth, such as a CAGR of 12.2% for five years until 2025, the big estimate of Korean e-commerce in 2025 is around . 3) According to iiMedia Research, 2020 China's online e-commerce market had a large e-commerce customer base of 790 million in 2017, with a CAGR of 18.6% for the three years of 2017. 2020. We believe that E-commerce customers will be huge and expect a 5-year CAGR of 4% by 2025, the number of e-commerce customers in our country is expected to reach 960 million by 2025.

5) Online office: There is a clear demand for metaglobal office spaces, and business consumers are waiting to be released. For example, an office user can use AR glasses to quickly exchange data and answer phone calls while multitasking at the same time. No more work. Facebook's Horizon Walk virtual meeting app provides virtual meetings and graphics, as well as writing on virtual whiteboards and virtual presentations, making it more useful than a 2D conferencing app like Zoom.

元宇宙行业深度研究报告:下一代沉浸式互联网

In terms of epidemics, access to rural space is only 1%, Office Meta Universe is still the blue ocean, and Office Meta Universe home activity in 2025 is around 2, 8 billion yuan.

1) According to the Mafia Research Institute, communications penetration during Korea's 20-year epidemic is still only 1%. It is in its infancy and has the potential to grow. By 2025, the penetration of telecommuting in the metaverse is expected to reach 3%.

2) According to the Research Institute, in 2021, the communication figure in our country will be 46.9 billion yuan, and the 4-year CAGR of 17-21E will be 24.5%. Considering the rapid pace of implementation of AR glasses and virtual conferencing, and expect a 4-year CAGR of 7.7% by 2025, our communications in the domestic market by 2025 are estimated to be 63 billion yuan.

3) According to CNNIC, the number of cell phone users in South Korea by 2020 will reach 350 million, an increase of 42.5% in 20H2 compared to 20H1. We believe that there is a real need for communication and that consumers are still growing, but the maximum limit of mobile users should be lower than the code for field applications such as e-commerce and chat. For example, the five-year CAGR of 6.2% through 2025, the number of home users in Korea is expected to reach 470 million by 2025.

Deep link in the meta world, network effects are very useful.

Metcalfe's Law states that as the number of nodes in a network increases, the cost of the network increases non-linearly and rapidly. In the age of television and radio, Sarnoff decides that the cost of a radio show is proportional to the number of users, and the more users, the higher the price. . After entering the Internet age, Metcalfe believes that Sarnov's policy underestimated the value of networks, the value of multi-to-multiple Internet networks should be proportional to the square of the nodes connected to the network. The network is accompanied by the rise of nodes High speed nonlinear development. Educational research and historical data apply to Metcalfe policy. In 2013, Metcalfe published an article on "IEEE Computer" and used 10-year data from Facebook to prove that actual development was in line with Metcalfe policy.

According to the Metcalfe Law, the combined value of the metaverse is estimated to be 640 billion yuan by 2025. The formula for Roblox's quarterly price curve after adjustment is as follows: it is assumed that current operating income = 0.4 * DAU2, the metaverse is in its infancy, the network effect is close to Roblox, and the coefficients of the March metaverse curve are: Also assume 0.4. Assuming consumer VRAR devices start appearing in 2025, community gaming apps like Tencent's Plan Z are also gaining traction, and Metaverse has slowly moved on to making a national app. Changes in the Internet - Sending to mobile Internet, according to CNNIC data, in 2014 the number of Internet users in our country was 560 million. As a precaution, it offers a discount on the growth rate and activity of Metaverse users. Users want to reach 250 million DAU within 25 years. According to Metcalfe's formula, the market capitalization of the Metaverse network interference is expected to reach 640 billion yuan by 2025. We interpret this value as the best in the upper part for the first network interference value of the Metaverse, y including social, recreational and VRAR ecosystem content.

元宇宙行业深度研究报告:下一代沉浸式互联网

4. Analysis of investments and analysis of large companies in the sector

The process of mapping the global meta is wide and limitless, and its growth and development will clearly guide how the technology works and promote the smooth flow of supplies, services, and content. We believe that we shouldn't underestimate the epic long-term story of Metaverse's capital investment, and we shouldn't underestimate the pace of technological advancement in the short term. From steam locomotives to high-speed trains, no technology was perfect when it first appeared, and every iteration and evolution of technology eventually sprouts and depreciates. The evolution and integration of technology is only the beginning of the era of the meta-world.

Historical experience shows that games and video continue to tighten and increase the demand for hardware, and the increase in the use of electronic hardware will eventually spread to the design product market. We have similar reasons in the meta world. Cloud gaming is now the most demanding application for calculating bandwidth, internet bandwidth, and latency connectivity. Migration after production will be natural.

元宇宙行业深度研究报告:下一代沉浸式互联网

1) First, Internet access continues to be required, and the VRAR industry faces changes and limited content implications. Zuckerberg believes the VRAR content ecosystem will improve in leaps and bounds as the VRAR platform crosses the 10 million user and purchase threshold. Room VR will have around 2.5 million monthly users by 2020. We believe it is time for more than 10 million people to use the VRAR content platform simultaneously due to the decline of VR headsets and improvements in the world. continuous editing of VR content. He will be 23 years old. At the same time, VRAR content may emerge as a killer feature such as "PUBG" and "Legue of Legends" which will support the rapid development of VRAR material and content.

2) Without a break from the content industry, there would be no need to improve the business as a whole. As a killer app for C-end users, the game can bring the benefits and support the large investments needed to expand into other areas such as communications and power consumption. At the same time, it is worth paying attention to companies that have invested heavily in the game content industry. Games are the best early carriers in the meta world. Prototypes of meta-worlds such as sandbox games and open-world games are needed. The end-user C design is necessary to support continuous improvement of the equipment, and the end-user C experience is enhanced to support large user groups and create a rich content ecosystem. The advantages of the metaverse activity are the recovery and better circulation of phosphorus. .

3) We need to pay attention to the development of meta-space infrastructure such as Chinese energy and AI, and strong AI and high power consumption are key factors for the growth and tasks of metaspace . Metaverse needs powerful AI to deliver unmatched resilience, independent game exploration, and the need for robust support to support Metaverse's many innovative applications. A high-performance AI chip that meets the high demand of the metaverse can become a major focus of research and technology in 5 to 10 years.

Tencent: The leader of the meta-world, the powerful meta-world's new Z-Plan is worth waiting for.

Tencent Metaverse: Raws li Social Extended Layout

Tencent has announced the next wave of mobile Internet updates - the real Internet. Founded 23 years ago, Tencent's design structure is divided into five major stages: PC Internet (1998 ~ 2012), Mobile Internet (2012 ~ 2021) (Consumer Internet in the first half, Industrial Internet in the second The Internet. (2021 -?) 5 stages. At the end of 2020, Ma Huateng first introduced the concept of "real Internet" in the Tencent specialty and proposed the creation of "the integration of virtual and realism", and the line of online and offline communities will become blurry.

Tencent played a key role in founding the business in the metaverse, as well as community transport as the main moat. Tencent social ecology (WeChat QQ), games (traditional games such as "Honor of Kings", cloud gaming platforms like Tencent Instant Play), video (Tencent Video) and social media (Huya Douyu) create a small circle. economic system provides consumers with quality immersive content.

Tencent's investments span all aspects of Metaverse, and its vision for the future spans AR hardware enhancements, platforms, and Metaverse content and services. Roblox (Chinese version roblox from the specialist agency 'Roblox'), Nreal (AR technology company), Awakin Life (similar to the 3D virtual world of Second Life), Spotify (audio streaming service platform), Wave (virtual service ), etc.), discord (network calling software and digital distribution platform designed specifically for community games), Spirit (social), EPIC games (industry standard game creation engine), Momo Era (VR game content provider), Lingxi Technology (open world game creator), etc. .

Master the Unreal Engine theme from Epic Games, the global leader in virtualization.

Epic Games was established in 1991 and now operates in three markets: home game developers, game platforms, and game consoles. Tencent owns 48.4% of Epic Games and is the largest supplier. 1) The game "Fortress Night" is very popular with over 350 million registered users and over 2.5 billion connected friends. 2) Unreal Engine supports the world's best games and is also widely used in film and other industries such as TV, architecture, automotive, and simulation. Epic has built the end-to-end digital ecosystem from Unreal Engine, Epic Store, and Epic Online Services for developers and developers to design, distribute, and run games and other content. In 2012, Tencent bought a 48.4% stake in Epic Games for $ 330 million.

UGC developers can earn money by creating themes for various games, such as "Fortnite", "Rocket League" and Epic Games Store, which meet industry standards for meta edge. 1) Developer licenses in Fortnite receive 5% of the cost of purchasing developers in the game using the developer code. 2) For Epic Games Store games, developers can receive rewards for game sales by sharing submissions on their channel. Each game has a difference in sales, but each game has a share of at least 5%. 3) Producers licensed in the "Rocket League" get 5% of the scores in the game when using the developer code.

Roblox: Meta Universe's first share, users and revenue continue to rise.

From the simulated physics lab to the "first unit in the meta-world", a good network supports the further development of Roblox.

Roblox was established in 2004 and the Roblox Platform is now the world's largest multiplayer online game creation platform, reaching 43.2 million modern active users in the second quarter of 2021. Users can access the platform through various means such as XBOX, mobile and PC, and beyond. , the whole country can build a multiplatform platform. The company has invested heavily in building a community of developers and developers, including the people, skills, and processes needed to further develop the Roblox platform.

History of development: from simulated physics laboratories to the “first part of the metaverse”. In 1989, developers David Baszucki and Erik Cassel created the 2D Simulation Physics Lab, and in 2004 Roblox designed it to recreate the inspiration, imagination, and creativity seen in a larger lab. . Roblox helps users around the world by logging into iOS, Android, and XBOX, and as of 2019, it has over 100 million monthly users. The same year, it formed a partnership with Tencent to enter the Chinese market. On March 10, 2021, the company was listed on the New York Stock Exchange and its share price rose 54% to a market value of $ 38.3 billion.

Our core products support the digital world, and everyday life and registrations continue to grow.

The Roblox platform consists of three main components: Roblox Client, Roblox Studio, and Roblox Cloud. Roblox Client is an application that allows users to explore the digital world in 3D. 1) Users can determine their character size and shape using the board editor and provide them with clothes, props, videos, mock gestures or faces, and other items used by the avatar market. The behaviors occur exactly as defined in the editor, creating a long-term personal understanding of them. 2) Users can use Roblox Client to connect with other players in a variety of ways by identifying neighbors to complete relationships.

元宇宙行业深度研究报告:下一代沉浸式互联网

Roblox Studio is a suite of tools that enables developers and developers to create, publish and perform 3D scenes and other content accessible through the Roblox client. From beginner to professional, Roblox Studio makes it easy to create 3D models, create and simulate scenes on the Roblox platform, and once the content is created, it can be printed and shared across multiple platforms depending on the situation. Roblox provides developers with useful data, instruction, community discussions, and analytics to create the job.

Revenues from reservations grew rapidly and were renewed at a high level. Roblox typically receives revenue from virtual sales on its platform, i.e. booking revenue. Since 20Q2, bookings have grown over 150% year-over-year for the fourth quarter. Among them, the 20Q2 booking sales exceeded the growth of 229% compared to the same period of the previous year, and the monthly growth reached 98%. Growth in 21Q3 slowed to 28%, which may be due to higher bases in 20Q3.

Facebook (meta): the most stable meta-search site, proud to manage leadership positions in all-in-one VR

From social media companies to the metaverse, the concept of the metaverse has grown

As Facebook changed its CTO on September 21, the importance of the metaverse continued. Bosworth, longtime director of Facebook Reality Labs, led Facebook's CTO. Bosworth joined Facebook in January 2006, after leading a hardware and advertising company and most recently in the AR / VR industry. Metaverse has become Facebook's most important product.

On October 21, he was renamed META, The Global Explorer of Meta-Conflict. During the Facebook Connects conference on October 28, Facebook announced that the group's name had been changed to Meta in order to expand the Meta Universe market. Mark Zuckerberg reiterates his vision to finally transform the company into a Metaverse company by improving AR and VR software, hardware and ecology. Over the next five years or so, Zuckerberg says that people's perceptions of Facebook will shift from being a corporate relationship to a business metaverse.

Facebook's mission is to create a friendly community to help understand metaverse and emerging platform technologies such as virtual reality (VR) and augmented reality (AR). In the long run, Facebook believes there is an opportunity to create a metaverse community and virtual marketplace. Metaverse industry standards aren't limited to hardware sales. In turn, Facebook can help as many users as possible. Their role in Metaverse was to improve Apple and the similarity in design processes, social platforms, and developer tools. Google in the mobile age.

元宇宙行业深度研究报告:下一代沉浸式互联网

First VR owner Oculus took VR to the next level

Oculus continues to win and keep costs down, and Quest's unique Facebook VR birth is entering the 2.0 era. Oculus (formerly Oculus VR) was a VR head-mounted display developed in 2012 as its main product, and was acquired by Facebook in March 2014 for $ 2 billion in cash and shares. Nineteen years ago, Oculus failed because of its poor hardware and applications and the rise of Apple smartphones. In May 2019, Oculus announced its next-generation product, Quest, which marked a major shift in Facebook's VR strategy, transforming the PC platform into an all-in-one VR machine.

The low price of Oculus Quest 2 facilitates commercial upgrades and hardware upgrades in several ways. Oculus Quest 2 was released on September 16, 2020. The Quest2 has a lower price and more capabilities than the previous Oculus Quest. Quest2 processor performance has been significantly improved, and chip design for XR devices with Qualcomm XR2, CPU and GPU performance is twice that of Qualcomm 835 used by Quest. The graphics display is sharper with 50% more pixels than Quest, and graphics are more detailed with a resolution that also supports 60Hz and 90Hz plus 72Hz supported by Quest. The durability of the Quest2 is similar to that of the Quest, and its weight has been reduced by approximately 12% without significant ergonomic changes.

元宇宙行业深度研究报告:下一代沉浸式互联网

With the most extensive meta-world layout, Facebook is expected to maintain its leadership position.

Facebook reports that at 21M5, the number of users paying for its office communication software reached 7 million, up 40% from 5 million in May last year, and has maintained steady growth since 19M2 . Office is software that businesses can use to build internal relationships in order to connect with their employees. The services started in 2016, and consumers include companies like Spotify and Starbucks.

"Immersive" "Zoom" opens a new VR desktop mode. The studio is an important milestone in realizing Zuckerberg's vision for the meta-world. It includes a full virtual desktop, collection of avatars, screen sharing, head / direction, music activation and other features. Higher 2D zoom, other interactions such as holding hands with other participants and touching is more realistic.

We are excited about the anticipation of Spark AR applications in the market and advertising. 1) Advertisers and vendors are excited about the impact of AR advertising. Users scan the Facebook AR logo with their camera previewing the 3D model of the product. This allows users to spend more time understanding the content of the product and adapting to their needs. 2) Preview of AR functionality helps improve customer satisfaction. Users can understand the color, texture, style and other details of the product before purchasing, and can try on shoes and experiment with furniture.

NetEase: Gaming giants leap into the metaverse and launch new games with room for growth.

NetEase Shadowcore: A Pioneer of In-House VR Content That Opens the "Last Mile" of VR Games

VR content pioneer, home game developer, NetEase ShadowCore. NetEase Shadowcore was launched in 2018 with a multi-million dollar investment from US VR content giant NetEase Games and Survios, and released on NetEase Games in December 2020. Shadowcore has announced numerous VR games in China developed by NetEase, Survios and other foreign manufacturers are excellent, and the local functionality and functionality of these games provide excellent virtual reality content for Chinese gamers. Releases include "Rhythm Space" (Steam VR over US $ 1 million the first week), "Wilderness Lurker" (homemade by NetEase Viva Studio) and other VR games.

From personal VR technology services to esports, "NetEase Shadow Core" will create a VR content ecosystem that integrates software and hardware. NetEase Yingnuo has opened up data systems across multiple gaming streaming platforms, and players can use their VR headsets or through the LBS applet to find and play at the nearest offline VR site and compete in ranking competitions. In addition to the development of electronic game competition to improve user engagement and VR content retrieval, Yingnu has also developed personalized VR machine service with business integration and work for offline marketing. The company creates a sort of offline business and cuts marketing costs.

NetEase Games: The best game offers stable performance and new explosives open to development.

NetEase established its online gaming division in 2001. After nearly 20 years of rapid growth, NetEase has grown to become one of the seven largest gaming companies in the world. NetEase now offers more than 140 mobile and PC games. Includes mobile and PC games developed by NetEase, as well as games approved by developers around the world. Mobile gaming revenue comes from virtual in-game sales, accounting for 71.9% of NetEase 2020 revenue for online gaming services. PC gamers can purchase content to purchase game time, virtual gear, and other paid services, which can enhance their gaming experience, such as special abilities, clothing, weapons, and more. other accessories. NetEase has announced more than 50 mobile games to the global market since 2015.

The long-term operation of Ace Games has built a solid foundation, with new and popular designs leading to future growth. 1) The NetEase agent working on 'Seohyanghwan 3D' has been successful for over 17 years since the last beta of the public game in December 2003, and it is stable and popular, and 'Seohyanghwan 3D' is under development. . IP derivatives such as "Fantasy Westward Journey Pocket Edition". According to Qimai data, as of October 2020, “Fantasy Westward Journey” has been out of the top 60 iPhone games for two days. According to the data sensor tower, the mobile game "Fantasy Journey to the Journey to the Journey to the West", released on September 21, during the third round of iOS sales in China. The benefits of a good card game and beautiful visuals of a magical world quickly overtake the iPhone on free Qimai discs and remain popular for a long time. According to Gamma Data, online sales of "Harry Potter" exceeded 1.1 billion yuan in the first month. At the same time, "Harry Potter" has a high level of international business and international service, so it must be achieved in the global strategy of NetEase.

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