That wasn't too clear, right? Let me give a few examples:
1. One of the reasons that high-performance Android processors are starting to show up inside advanced goggles is that both the operating system and the computing hardware is driven by the much-larger smartphone and tablet market. As a result, the VR market can ride on the coattails of these advancements.
2. One reason that high-resolution micro-displays are so expensive at the moment is that key applications for those outside of VR are military viewfinders, viewfinders for high-end cameras (low-end cameras have low-res displays), and thus a large market that can dramatically improve performance and drive cost down does not currently exist.
The time has come for dramatic price/performance in head tracking sensors used in virtual reality. This is driven by a few trends, but essentially from the fact that these sensors are becoming important to large, adjacent markets:
- Cell phones and tablets have increasingly sophisticated orientation sensors that are used for navigation and gaming
- Sensors are making their way into higher-end remote controls (for instance, Roku motion control)
- Motion trackers are becoming part of Smart TVs
- Sensors are become cheaper and better.
- Sensors are being noticed on Wall Street (see Invensense)
- Sensors are being used in cameras to stabilize images
- Software is being developed to make low-cost sensors perform better, whether by data smoothing, higher-level gesture recognition or more
Expect to see this trickle down into goggles and get more performance for less money.
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