China XR Developer Report - 2020 VRCORE

 
CONTINUE READING
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
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                                                                                                                             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%

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 - 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%

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               Done in 2019      Plan for 2020

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           - In 2019, XR technology has been gradually combined with more technologies. 5G and AI are the main

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           - 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.
THANKS
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