China XR Developer Report - 2020 VRCORE
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2020 VRCORE China XR Developer Report
Contents 1. FOREWORD 2. GRADUALLY FORMED INDUSTRY PATTERN ——SITUATION OF XR CONTENT TEAMXR 3. THE DUAL-LANE ——BUSINESS DEVELOPMENT DIRECTION OF XR CONTENT TEAM 4. NEW TECHNOLOGY, NEW STIMULATION ——SELECTION OF HARDWARE, PLATFORM AND TECHNOLOGY 5. TRANSFORMATION AND PERSISTENCE ——DEVELOPMENT NEEDS OF XR CONTENT TEAM 6. CONCLUSION
1 THE PROPORTION OF DEVELOPER’S POSITIONS PARTICIPATING IN THE SURVEY FOREWORD For the XR industry, 2019 is a relatively stable year. From the hardware point of view, on the one hand, VR devices are gradually upgrading to inside-out and standalone devices; on the Project director other hand, a new generation of head-mounted AR devices also 14.8% begin to enter the market, providing more platforms and more choices for developers. With 5g becoming the key word of VR industry in the past year, VR industry is also looking forward to Operation /Business new technology to expand more consumers. 16.4% Team Decision maker In order to show the whole industry the appearance of content 60.7% Developer developers in 2019 and the plan for 2020 more visually, VRCORE 3.3% conducted a questionnaire survey in April 2020. Team decision Others makers account for 60.7% of the respondents, which basically 4.9% represents the overall appearance and development trend of China VR content R&D teams.
2 GRADUALLY FORMED INDUSTRY PATTERN Situation of XR Content Team
BACKGROUND AND SCALE Duration of Working in VR Team until 2019 Team Scale in 2019 59.8% 57.4% 3.9% 55.0% 52.9% Personnel Developer 5.4% 45.1% 2-5 19.6% 21.4% 33.8% 32.8% 21.6% 28.1% 5-10 16.1% 10-20 31.4% 25% 12.2% 9.8% 11.3% 21.6% 20-50 19.6% 2.0% More than 50 2.0% 12.5% Less than 1 year 1-3 years More than 3 years 2018 2019 2016 2017 2018 2019 - After a downturn in the industry, new teams have begun to join the VR content development industry in 2019. - For the former medium-sized (10-50 person) team, the team with stable business support began to gradually expand the team size, while the team failed to obtain stable business support began to reduce the team size. In the future, the differentiation of team size will gradually expand with the accumulation of business. 5
FINANCING Financial Situation SITUATION IN 2019 Financing in 2019 - In terms of financing, there are 47.60% still a small number of content Yes teams favored by capital in 12.68% Not-yet 43.14% 42.90% 2019, and the financing teams mainly focus on angel 29.30% investment. Overall, the whole No Series Angel 33.33% pattern of team financing has 87.32% 30.40% not changed too much; FINANCING 18.30% - Follow the trend shown in the PLAN IN 2020 Series A 15.69% chart that the odds of content 16.10% teams getting financing will get smaller and smaller; 4.90% No Series B & Others 7.84% - The content team still has 37.50% 10.70% positive financing intentions in Yes 2020. 62.50% 2017 2018 2019 6
Financial Situation The Situation of Team Revenue in 2019 58.3% 44.4% 39% 38.9% 35.29% 29.3% 25% 25.49% 22%23.53% 15.69% 11.1% 9.8% 8.3% 5.6% 8.3% Large loss Slight loss Break even Profit 2017 2018 2019 Plan for 2020 - In 2019, the break even team is the highest figure in recent years, reaching 60%. However, the team that cannot achieve self-creation and obtain stable business were eliminated on a large scale; - At the same time, the proportion of profitable teams decreased。 7
Financial Situation Source of Revenue in 2018(multiple choice) - At present, the ToB project still the main revenue 52.80% source of the content team. Among them, the ToB industry project occupies the main position; 36.10% - For theToC Market, online platforms are more 25.00% important than offline platforms. On the one hand, 19.40% the number of online users is increasing and the ToC online market is gradually expanding; on the 8.30% other hand, offline platforms are rapidly transforming from small individual experience stores to large chain experience stores, thus gradually shrinking s s ts s es m m ct ec di the offline platform market. je r r fo fo oj si ro at at ub pr tp Pl Pl ts ry en e de st en lin nm du ca nm on in i ar ta er C B r C te ov To To To en G B To 8
3 THE DUAL-LANE Business development direction of XR content team
BUSINESS PATH Business Direction in 2019 - In 2019, with the improvement of the team's ToB financial situation, some teams start to try to 21.43% develop the ToC content again. But overall, the cash flow from ToB remains critical to the content team, so the team only doing ToC content is actually ToB + ToC (ToB > ToC) decreased compared with that in 2018 (22%); 32.14% - It can be predicted that after the market and industry more mature, the business differentiation ToB + ToC (ToB < ToC) more clear, ToB and ToC business will be further separated in the future 30.36% ToC 16.07% 10
TOC BUSINESS DIRECTION ToC content Categories in 2018(multiple choice) - At present,ToC game content is 62.8% still the dominant position, but the AVERAGE EXPERIENCE 60.8% 50.0% 50.0% proportion of ToC film content TIME 39.3% 35.3% was increased in 2019.This is not 28.6% 17.7% only because the original ToC >60min 11.8% 5.4% game production team is more 8.7% inclined to transform the 20-60min VR Game VR Film VR App AR Content Others production of ToB content, but 10.7%
TOC VR GAMES Genre of VR Games Made by Content Teams in 2019(multiple Target Group of ToC Game choice) Contents 56.4% 42.3% 53.8% 38.5% 30.8% 38.5% 23.1% 16.1% 15.4% 11.5% 11.5% 9.2% 7.7% 3.8% gy g r rs g n E ic n ts s n ic zl re ro in tin tio io er io LB e us or bl te uz tu or ac th at ct ay oo Ac Sp pu ra M /P ven H e O ul R in St Sh pl m st e Ad Si Th e di or o C N - In the field of ToC game contents, shooting and action are still stable in the top two; - Because of the rapid expansion of LBE(Location-Based Entertainment),40% of the content teams began to try to develop the LBE; - At present, there are still many games that do not distinguish the target groups. We suggest that developers can distinguish the target groups as soon as possible and find the target customers of their own games. This will help the game stand out from the fierce competition on online platforms. 12
TOC VR FILM Genre of VR Film in 2019(multiple choice) CG-original IP 57.1% CG-VR of Existing IP 42.9% - In the content of TOC VR film, there is little Real Shots Fiction 42.9% difference among various types; Real Shots Documentary 35.7% - The resolution of film content is mainly 4K, which is supported by the mainstream hardware devices at present.With the update of hardware, Resolution of VR Film the resolution of film content will increase simultaneously in the future. 2K 28.6% 4K 78.6% 8K 28.6% 13
TOC AR CONTENT Project Completed Number Genre of AR contents (multiple choice) of AR contents 70% 89.7% 25% 25% 10% 5% 6.9% 3.4% Entertainment Tourism Advertising Work Others 1-3 3-6 More than 7 marketing instruction - With a large amount of entertaining AR content facing the consumer market, AR content has become an important part of ToC content; - Most of the ToC AR content teams have completed 1-3 titles in the past year. 14
TOB CONTENTS SITUATION Project Completed Number of PROJECT Each Team in 2019 COMPLETED Average Project Cycle in 2019 NUMBER OF EACH TEAM IN 2019 / IT IN 72.2% 52.0% 2018RATIO 41.7% 44.4% 57.5% 37.0% Less than Last Year 200%以上 33.3% 5.6% 30.0% 13.9% 150%-200% 16.7% 11.0% 5.6% 7.5%8.3% 5.0%2.8% 120%-150% 1-3 3-12 More than 12 8.3% Within 1 month 1-3months 3-6months 6-12months 100%-120% 2018 2019 2018 2019 47.2% - In the ToB contents, the number of orders received by the content team generally has increased in 2019 , only about 30% of the content team projects decreased in 2019; - At the same time, the R & D cycle of the project is shortening. Projects cycle within three months account for 75%. 15
TOB CONTENTS SITUATION Average Capital Scale of Each Project in Budget of XR(contain software and hardware)/ 2019(CNY in million) Total Budget Ratio in 2019 52.5%50.0% 35.0%36.1% 32.5% 30.6% 36.1% 30.0% 17.5%19.4% 15.0%13.9% 7.5% 8.3% 10.0% 5.6% 10 50 100 More than 100 Less than 30% 30%-50% 50%-80% 80%-100% 2018 2019 2018 2019 - In terms of the budget, XR projects are still in the minority, and slightly decreased compared with 2018; - From the overall of the project, the XR project is not the main part.Only about 30 % of the XR budget is more than half of the total budget. For more projects, the XR part still exists as multimedia. 16
TOB PROJECTS ToB Project Categories in 2019 (multiple choice) 37.1% 34.3% 31.4% 31.4% 31.4% 25.7% 25.7% 22.9% 22.9% 20.0% 17.1% 17.1% 17.1% 14.3% 14.3% 11.4% 11.4% 8.6% 8.6% 8.6% 5.7% 2.9% Marketing Tourism Real Estate Education Education Industrial Party Security Medicine Driving Others -Training -K12 manufacturing building simulation Completed in 2019 Plan for 2020 - In terms of industry, Marketing, Tourism, Real Estate, Education are the main contents of projects. But Marketing and Real Estate are not leading the way in the 2020 development plan any more; - The content team is more interested in expanding into fields such as Education and Industrial manufacturing, where content customization is smaller and easier to productize , also can bring higher profits. 17
4 NEW TECHNOLOGY, NEW STIMULATION Selection of Hardware, Platform and Technology
SELECTION OF ENGINE Engine Used Situation(multiple choice) - In terms of the selection of engine tools, there was no significant difference in usage 56.9% rate between the two tools. But in the 2020 UE4 66.7% 74.4% plan, UE4 has some leading advantages; 58.8% Unity 64.1% - The proportion of content teams using two 66.7% engines has rapidly increased from about Independent 2.0% 15% in 2018 to 30% in 2019, and will be 0.0% further increased to 40% in 2020. Using the Developed 2.6% two engines can enrich the technical means 0.0% Other Third of the content team and provide more 0.0% Party Engine 0.0% flexible solutions in the face of different needs, so as to enhance the content team's Used in 2018 Used in 2019 Plan for 2020 competitiveness in obtaining ToB projects. 19
SELECTION OF VR DEVICE VR Device Used Situation(multiple choice) - Overall, the Console /PC HMD's usage rate is 90.2% HTC Vive/Vive Pro 74.4% decreasing and the Standalone's usage rate is 64.1% increasing; Vive Cosmos 17.9% 25.6% 27.5% - HTC Vive series (CE & Pro) is still the first choice Vive Focus 25.6% for developers, but its occupation ratio has 23.1% 54.9% shrunk dramatically because of the change of Oculus Rift/RiftS 46.2% 38.5% developers' development methods. In the past, Oculus Quest 43.6% developers would generally use Vive to develop 38.5% and then migrate to the target device. But with 19.6% PS VR 10.3% the accumulation of technology, now some 15.4% 41.2% developers will skip Vive and develop the target Windows MR 25.6% device directly; 23.1% China Standalone 39.2% 48.7% (Pico/Skyworth etc.) 38.5% - The usage rate of China Standalone ranks 25.5% second in 2019. This result is due not only to the Oculus Go/Xiaomi 20.5% 10.3% increase of ToB projects but also to the 17.7% improvement of China standalone’s performance Other Mobile HMD 2.6% 2.6% ; Other Console/PC HMD 0.0% 0.0% 2.0% - Vive Cosmos and Oculus Quest, as two key Not yet Launched 2.6% products be launched in 2019, have attracted Used in 2018 Used in 2019 Plan for 2020 market attention. 20
SELECTION OF AR DEVICE AR Device Used Situation(multiple choice) 50.0% - More mature handheld devices (Android devices Android device 72.2% and iPhone/iPad devices) are currently the main 43.6% 61.1% position for AR content developers. The huge base iPhone/iPad device 61.1% of this kind of devices can provide a broader 71.8% market for developers; Nreal 22.2% 25.6% - Among wearable devices, Nreal and HoloLens series are more popular with content developers. HoloLens series 16.7% 20.5% Nreal as a local enterprise can not only provide competitive equipment, but also provide extensive Magic Leap 5.6% and in-depth support for China developers. 5.1% HoloLens series has won a good reputation in ToB Other wearable device field, and has become the first choice of many industry users. Used in 2018 Used in 2019 Plan for 2020 21
PLATFORMS Platforms Landed Situation (multiple choice) 43.1% Steam 46.2% - The Steam platform is still the first choice 59.0% 7.8% for developers.The success of 《Half Life: PS Store 7.7% 28.2% Alyx》will further stimulate developers to 37.3% Vive Port 38.5% log in to the game on Steam; 30.8% 19.6% Oculus Home 25.6% - The good performance of Oculus Quest 35.9% 3.9% makes developers focus on Oculus Home Windows Store 2.6% 7.7% again, making Oculus Home becomes the Epic Store 5.1% second intended online platform in 2020; 15.4% App Store 1.6% - A new round of LBE(Location-Based 12.8% Entertainment)'s expansion boom in 2019 Google Play 5.1% has driven developers' willingness to land 7.8% Video platform 10.3% on offline platforms.But at the beginning of 15.4% 35.3% 2020, the occurrence of infectious Arcade platform 48.7% diseases will have a significant impact on 46.2% 19.6% the expansion of offline platforms. Others 2.6% 5.1% Landed in 2018 Landed in 2019 Plan for 2020 22
TECHNOLOGY CROSSOVER Cooperation mode of operators Technical cooperation with COOPERATION WITH 100 other fields 5G OPERATORS PLAN 77.8% 64.1% 75 5G 66.7% 76.9% AI 41.0% 51.3% 50 Big Data 20.5% 28.2% Yes 17.9% 46% No 25 nternet of Things 20.5% 54% 7.7% Others 5.1% t t en en nt nt co co Done in 2019 Plan for 2020 al w in ne ig of or n of io - In 2019, XR technology has been gradually combined with more technologies. 5G and AI are the main n at tio iz ta m an to binding points; us pl ns C a Tr - With the addition of operators, content developers and operators have launched extensive cooperation on 5G technology. In 2019, nearly half of the developers cooperated with the operators by logging content onto their platforms. The main purpose is to help operators complete the rapid expansion of the content through the original content transplantation. 23
5 TRANSFORMATION AND PERSISTENCE Development needs of XR content team
INDUSTRY SUPPORT The Support Needed by The R&D Team(multiple choice) 74.3% 77.1% 51.4% 2020 28.6% 31.4% 11.4% 11.4% 11.4% 8.6% 2.9% Funding Project Consulting IP Licensing Distribution Technology Talents Matching (5.0%) 2019 (12.5%) (10.0%) (10.8%) (13.5%) (24.3%) (48.6%) (60.0%) To C To B (75.7%) (90.0%) - For the content team, although the financial situation has improved in 2009, the survival pressure is still great. Funding and Project matching are still the main needs of the content team. 25
OVERSEAS EXPANSION Target of Expanding Overseas (multiple choice) Overseas Project Plan 74.5% 66.7% 39.2% 39.2% 41.7% 38.9% 23.5% 25.5% No 11.1% 2.8% 25.5% No Product Content Technical Public Others 13.9% Sales Purchasing Cooperation Relationship Not decided 2019 2020 Yes 19.4% Yes 51.0% - In 2020, the intention of overseas cooperation of 66.7% content team will be greatly improved, and the primary 2020 purpose is still product sales; Not decided 23.5% - At the same time, the demand for content purchasing is also on the rise. Many content teams are transforming 2019 in ToB business. In addition to their own R&D, they also provide services through the cooperation of purchasing content. 26
6 CONCLUSION - Overall, the financial pressure on the XR content developer team in 2019 has eased, but it is still huge. It is still the biggest challenge to realize the healthy operation of cash flow and strive for more income in 2020; - ToC market has recovered slightly over the past year, but it will take time to develop. So ToB business will still be the main direction for most teams. However, it is expected that the development of ToC content in 2020 will be improved compared with 2019; - In terms of hardware, it may be difficult to make a great breakthrough or update in 2020, so the occupation ratio of standalone and inside-out devices are expected to increase steadily.; - 5G and LBE have provided more choices and opportunities for the content development team in 2019. But the occurrence of infectious diseases in 2020 may have different impacts on the development team, so the future market is more uncertain.
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