size of vr lcd panel manufacturer

The size of current VR headsets is primarily dictated by what field of view current lenses can achieve (without uncorrectable distortion) with a given panel size. The smaller the panel, the more difficult this is.

The Oculus Quest, Oculus Rift, HTC Vive, HTC Vive Pro, and HTC Vive Cosmos all use dual panels between 3.4 and 3.6 inches diagonal. Other headsets like PlayStation VR and Oculus Rift S use a single panel, but these panels occupy essentially the same total space.

The company statesthat it is “used in VR glasses that have already been introduced to the market”. Given the above size, resolution, and panel type (and that the refresh rate is within the max) the only known headset on the market this could be is Huawei VR Glass.

These smaller panels, alongside pancake lenses (a fundamentally different design to all other headsets currently on the market), enable the incredibly small size of the Huawei VR Glass.

However, keep in mind that that product doesn’t have built in positional tracking or cameras. If these panels are used for a position tracked PC VR headset the size would likely be larger. And of course if they were used in an Oculus Quest competitor it would need to be much larger to house a battery and compute hardware.

The relatively standard resolution and use of LCD may make this panel significantly cheaper than high resolution OLED microdisplay alternatives like what Panasonic showed at CES. Huawei’s product is only officially available in China, for the equivalent of roughly $430.

It’s important to note, however, that when we tried Huawei VR Glass at CES we noted that it has a narrower field of view than typical. It may require a larger design to solve this.

Most current VR headsets are not comfortable to wear for extended periods of time. For some, they are even uncomfortable after a matter of minutes. This can be because they push a relatively heavy weight against the sinuses, where humans are particularly sensitive to pressure.

The weight’s fundamental cause is the the size of the panels currently available and the lenses used with them. Smaller panels of the same resolution are more difficult to produce, and more difficult to magnify over a large field of view. But JDI appears to have solved the first hurdle and Huawei demonstrated that the second can be shipped too (with a few tradeoffs).

With smaller panels, and suitable pancake lenses, VR could soon start to become a more comfortable medium that people can spend hours in without wanting the bulky heavy box off their face. Current VR might one day be looked back on like we look at the earliest cellular telephones or CRT monitors.

Whether this display system paradigm will stay in the realm of media viewers or come to gaming focused headsets is yet to be seen, but we’ll keep a close eye on JDI and companies likely to use its new panels.

size of vr lcd panel manufacturer

Japan Display Inc (JDI) is one of the world’s largest display providers, formed 10 years ago as a merger of the LCD manufacturing divisions of Sony, Toshiba and Hitachi. Innolux is Taiwan’s largest LCD producer.

Both new displays are roughly 2.27 inch diagonal, with a refresh rate of 90 Hz and resolution of 3240×3240 – equating to 2016 pixels per inch. The identical specs are likely due to a patent cross licensing agreement between JDI and Innolux.

This isn’t the first 3K LCD panel we’ve seen presented by display providers. At 2019’s Display Week AUO presented a 3456×3456 LCD panel with more than 2000 backlight elements to support HDR. However, that panel was larger (2.9 inch) and we haven’t heard anything about it since. In fact, AUO’s booth at this year’s Display Week didn’t feature any VR-sized panels at all.

JDI currently supplies the 2K (2160×2160) panel used in HP’s Reverb headsets. It’s 2.9 inches diagonal, so these new 3K panels are simultaneously smaller and much higher resolution.

The 2.27 inch size makes it suitable for use in compact headsets which use pancake lenses. At Display Week I tried Innolux’s panel paired with pancake lenses that appear to be identical to HTC’s Vive Flow. The clarity & sharpness was beyond anything I’ve tried before – even the Varjo Aero. While through-the-lens camera shots are far from representative of what’s seen by the human eye, here’s a short clip showing the demo imagery to give you a rough idea of the visual quality:

Neither JDI nor Innolux revealed if they have a customer yet, but if this does reach products we could be in store for a new generation of compact ultra high resolution VR headsets.

size of vr lcd panel manufacturer

The Chinese company TCL announced two tiny new LCD displays featuring impressive resolutions and striking pixel density per inch. If the displays are equal to their description these LCD panels will enable smaller and higher-resolution standalone VR headsets.

The first is a 2.1-inch LCD panel. Incidentally, the same size as HTC Vive FLOW, currently acting as the smallest display size on the market. However, where the FLOW delivers a resolution of 1600×1600, the new display prototype from TCL features a 2280×2280 resolution with a 120 Hz refresh rate.

Even more impressive, TCL showcased this first display in a standalone VR HMD: illustrating that such a small-sized LCD panel could enable powerful standalone virtual reality headsets to be created.

The second display that TCL teased as a prototype is only 1.77 inches, making it the smallest display engine for a VR headset on the market. This display has a resolution of 2160×2160, meaning it is lower than the other display, however, the loss of resolution compared to the reduction in size makes it very attractive.

TCL plans to make a big splash in the virtual reality industry with its upcoming LCD displays. Both TCL displays have impressive resolution densities and sizes, enabling crystal clear VR HMDs to be developed for a lower price than if OLED display engines are employed.All in all, with such high resolutions and pixel densities, cramped into such small form factors, TCL may power the next generation of stand-alone virtual reality headsets.

size of vr lcd panel manufacturer

Panox Display`s 2.9 inch LCD is a 1440x1440 color transmissive, high contrast, wide viewing angle, and active matrix LCD module incorporating CG-Silicon TFT ( Continuous Grain-Silicon Thin Film Transistor).

Construction: LCD panel, Driver(COG), FPC with electric components, LEDs, a prism sheet, diffuser, light guide, reflector, and plastic frame to fix them mechanically.

Panox Display values every opportunity to cooperate with clients, because TFT-LCD is very fragile, so we provide a solid package and the fastest way to ship. Panox Display has seven years experience of in international trade and served more than 1000 clients all over World.

To make your development of the TFT-LCD driver more smooth, Panox Display will provide free connectors and an adapter board, engineers can directly fly lines to the main board.

Over the past 7 years, Panox Display has served clients all over the world, most of our clients are from developed countries, such as North America, Europe, East Asia, and Australia. With patient service, Panox Display has built good relationships with many clients including DIYers, engineers, purchasers, electronics traders, and company founders. Panox Display has reliable express shipped to any place in the world.

Our clients are from varieties of industries, from civil products to military level, including Vehicles, E-entertainment, Smartwatch, 3D printers, Turn-key solutions, Diving, and Medical.

With the development of technology, more and more products will need display panels. Panox Display also keeps following the latest display technology.

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First, you need to check whether this display has On-cell or In-cell touch panel, if has, it only needs to add a cover glass on it. If not, it needs an external touch panel.

Because the shape of the cover glass depends on the design of the clients, to avoid infringement of appearance, most of the developers need different customized touch panels.

size of vr lcd panel manufacturer

Panox Display provides a customized cover glass/touch panel service. We supply cover glass from Gorilla, AGC, and Panda, which all have excellent optical performance. We also supply driver ICs from Goodix and Focaltech.

The functions of our boards include, but are not limited to, adjustment of brightness, sound output, touch interface, extra data transmission, and gyroscope.

size of vr lcd panel manufacturer

Japan Display Inc. (JDI) today announced that it has launched mass production of a 2.1″ 1058 ppi※ LTPS TFT-LCD, which is used solely for virtual reality head-mounted displays (″VR-HMD″).

Because VR-HMDs demand natural, precise image reproduction, JDI has moved forward with the development of technology that achieves high definition that surpasses 1,000 ppi※ and reduces both image blurring and latency. The 2.1″ 1058 ppi LTPS TFT-LCD that JDI has developed not only employs a special optical design to make glasses-type VR HMDs (VR glasses) thinner and lighter but also increases flexibility for set design by coming in corner-cut shapes. This display is used in VR glasses that have already been introduced to the market, and it is expected that the market will continue to grow as users can more easily experience pleasant VR spaces.

Leveraging the experience, it has gained over the many years spent developing LTPS TFT-LCDs, JDI will maintain its leading position in the field of ultra-high definition VR displays.

The information contained in this press release is accurate as of the date of issuance and is subject to change without notice. Information in this press release, other than statements of historical fact, constitutes forward-looking statements, which are based on available information, operating plans and projections about future events and trends.

size of vr lcd panel manufacturer

December 12, 2017 (Tokyo, Japan) - Japan Display Inc. (JDI) today announced the development of a 3.60-inch 803ppi low temperature polysilicon (LTPS) TFT LCD specifically designed for virtual reality (VR) head mount display (HMD) applications. JDI will accelerate the design of even higher resolution displays for VR-HMD applications by completing development of a TFT LCD with over 1000ppi pixel density in the first half of 2018.

Currently, JDI"s LTPS TFT LCD in mass production for HMD applications has a super-fine pixel density of approximately 600ppi, which provides a sense of reality to users. However, 600ppi-class displays are still not sufficient to prevent users from noticing pixel grid lines (i.e., pixelation), and a display with 800ppi or higher pixel density has been anticipated by our customers. Also, in order to decrease the size and weight of the HMD device, even higher pixel density of 1000ppi or more adopted into smaller displays using lenses with higher magnification, is required.

Today, the amount and speed of the display data required for VR-dedicated-HMD processing is much greater than that of a smartphone. Therefore, the receipt of real time data by VR-dedicated-HMDs via current telecommunication networks is practically not possible and most VR-dedicated-HMDs use hard-wired systems. However, when the next generation "5G network" becomes reality, HMDs will be able to receive data in real time via wireless telecommunication networks, which will enable the broadening of VR applications and services. We expect the market size of VR-dedicated-HMDs will expand along with the spread of 5G networks.

JDI will continue to strive to maintain its leading position in high-pixel-density displays for VR-dedicated- HMDs by leveraging its long experience in the development of LTPS TFT LCDs.

* JDI defines "VR-dedicated-HMD" as a head mount device which mounts displays specially-designed for virtual reality applications, whereas there are other types of HMDs which mount actual smartphones as the display user-interface instead. there are HMDs which use displays designed for smartphone applications instead.

Japan Display Inc. (JDI) is the leading global manufacturer of advanced small- and medium-sized LTPS LCD panels. By leveraging its advanced technologies and the world"s largest LTPS production capacity, JDI provides high resolution, low power consumption and thin displays for smartphones, tablets, automotive electronics, digital cameras, medical equipment and other electronic devices. JDI, which commenced operations in April 2012, was formed through the consolidation of the display panel businesses of Sony, Hitachi and Toshiba. The company"s common stock is traded on the Tokyo Stock Exchange with the securities code number 6740. For more information please visit:

The information contained in this press release is accurate as of the date of issuance and is subject to change without notice. Information in this press release, other than statements of historical fact, constitutes forward-looking statements, which are based on available information, operating plans and projections about future events and trends.

size of vr lcd panel manufacturer

VR/AR The product contains Micro OLED display modules and Fast LCD modules, with sizes ranging from 0.39 inches to 5.5 inches. It features high resolution, fast response and high refresh rates, and can be applied in a variety of micro display scenarios.

size of vr lcd panel manufacturer

SHANGHAI - China"s BOE Technology Group, one of the world"s largest display manufacturers, plans to build a massive new factory in Beijing, as it looks to next-generation technology for new revenue streams.

BOE will invest 29 billion yuan ($4 billion) in the 600,000 sq. meter factory, according to Sunday"s announcement, with an eye toward expanding into markets for new technologies, such as panels for virtual reality (VR) devices, and a new type of high-end panel called mini-LED.

size of vr lcd panel manufacturer

VR lcdds are available for a large variety of users. Whether your customers are looking for a large variety of vr LCDs for large businesses, or wholesalers for business looking to purchase in-demand vr LCDs for a large purchase, has a wide variety of vr LCDs available for large businesses, wholesalers and business owners who need to buy in- form of a wholesale vr LCD display for their businesses, has a wide variety of vr LCDs available for large sizes, and in the form of a choice. Find the LCD- panel display for your customers, and make a small purchase when they buy in bulk.

A vR lcd display is easy to use and won"t leave the customer indifferent. a small lcd display is easy to use and won"t leave any customer indifferent to the variety of vR glasses available on This small lcd display is easy to find and although a small lcd display is not required for many businesses, while a small lcd display is easy to use and consume.

VR lcd displays are one of the most popular 3D game tools that can be used to play games in the controlled room. It"s no doubt that the vR lcd displays are easy to use and consume less power than a typical smartphone.

These vR lcd screens are the for choice among smartphones, wireless Bluetooth, and smartphones with a wireless Bluetooth connection, and now have the power to display vr glasses from the wholesalers on Alibaba. They have the best VR lcd screen for the best VR lcd display, especially for smartphones with a wireless Bluetooth connection, and for smartphones with a wireless Bluetooth connection, etc. It"s important to know that the best VR lcd screen is one of the best vr glasses for users and smartphones with a wireless Bluetooth connection, and enjoy great gaming experience.

size of vr lcd panel manufacturer

Display manufacturer Emagin broke two display records at this year’s Display Week 2022: a newly unveiled OLED microdisplay for VR headsets offers a lush 3,600 x 4,000 pixels per eye resolution and smooth 120 hertz refresh rate (for comparison, the premium headset Varjo Aero offers 2,880 x 2,720 pixels at 90 Hz). The high sharpness level at 2,600 pixels per inch (PPI) is especially interesting for premium headsets that are suitable for work.

Emagin’s display breaks resolution records, but the space requirement is higher than usual for micro OLED displays. The 2.1 inches (5.33 cm) correspond to the dimensions that small LC displays usually come with – for example in HTC Vive Flow, which still achieves a slim form factor. The larger display could have a positive effect on the field of view (FOV).

OLED technology is known for high contrasts and good color reproduction thanks to excellent black levels. Previous drawbacks in terms of low brightness have apparently been eradicated with the new screen. The brightness of more than 10,000 nits is also a new record for OLED microdisplays.

The brightness value refers to the “Low Persistence Mode”, where the pixels briefly turn off between frames to avoid smearing the VR image. In an interview with VR analyst Brad Lynch, Andrew Sculley, CEO of Emagin, even mentioned a brightness measurement of up to 11,300 nits.

However, a detail next to the screen caused even more of a stir than its technical specs. The new screen was mounted on a circuit board called “Steamboat”.

Does this hint at Valve’s rumored “Deckard” VR headset, which could be connected to Valve’s Steam service? This would fit several reports from industry insiders. However, after Valve Index and Half-Life: Alyx, Valve has shown little interest in PC VR.

However, the release of a headset with Emagin’s display will still take some time. Sculley told UploadVR that it could appear in a year and a half at the earliest.

size of vr lcd panel manufacturer

New York, Oct. 25, 2022 (GLOBE NEWSWIRE) -- announces the release of the report "Global Augmented Reality & Virtual Reality In Manufacturing Market Size, Share & Industry Trends Analysis Report By Technology, By Device Type, By Component, By Application, By Regional Outlook and Forecast, 2022 – 2028" -

In recent years, augmented reality & virtual reality technologies for collecting sights and sounds have gained popularity due to technological advancements. In addition, the accessibility of numerous electronic items like tablets, and other smart devices interoperable with augmented reality and virtual reality technologies has resulted in a major expansion of market prospects. In January 2022, Microsoft Corporation Inc. debuted its HoloLens 2 mixed reality headset in India. The headset’s artificial intelligence, time-of-flight depth sensor, and semantic understanding enable users to interact with holograms in a more realistic manner.

The usage of virtual reality would limit the motions of manufacturing workers since their interface with the actual world would be impeded by the headgear. Augmented reality gadgets enhance the naturalness and fluidity of staff mobility. Owing to delivery delays and losses produced by faulty freight transportation or loading, a decrease in warehouse operation costs has always been on the horizon. AR may expedite cargo selection for loaders by providing them with interactive voiced instructions to help them discover the correct cargo and determine where it needs to be positioned in the truck.

The outbreak of the COVID-19 pandemic has halted the operations of various industries, majorly manufacturing sector. The shortage of labour, supply chain disruption, shutdown of the manufacturing units and complete lockdown have significantly affected the manufacturing sector. However, the integration of augmented reality and virtual reality to remove physical trials helps businesses save R&D expenses. Moreover, VR technologies cut training expenses and enable enterprises to redeploy resources for improved outputs.

Virtual reality is assisting in predicting and perhaps avoiding the dangers and disruption risks connected with assembly line utilization. By modelling the production environment, manufacturers may identify possible hazards and eradicate them far in advance of their occurrence. It is impossible to miss the significance of this solution, since it reduces downtime in addition to repair and maintenance costs and improves employee safety.

Privacy and security problems may be raised by augmented reality. AR makes it impossible to distinguish between what is genuine and what is not, contributing to a concern of being "tricked" during an assault. For instance, social media users might be more prone to trust fake data if they accept their Facebook friends posted about it. Augmented Reality is a technique that superimposes a digital layer on the real environment. It may be utilized in a variety of ways, including games and entertainment.

Based on technology, the Augmented Reality & Virtual Reality in Manufacturing Market is bifurcated into Augmented Reality and Virtual Reality. The virtual reality segment garnered a substantial revenue share in the Augmented Reality & Virtual Reality in Manufacturing Market in 2021. This expansion is attributable to the broad use of virtual reality and the increasing popularity of industrial Internet of things, industrial robots, and smart factories, which have provided a major platform for VR uses in the manufacturing sector.

By device, the Augmented Reality & Virtual Reality in Manufacturing Market is segmented into Head-mounted Display, Head-up Display and Handheld Devices. Head-mounted Display segment registered the largest revenue share in the Augmented Reality & Virtual Reality in Manufacturing Market in 2021. An important driving element is the rising demand for head-mounted displays and smart glasses in industrial and commercial applications. Due to the utilization of HMD devices for product development, the HMD segment is anticipated to continue its dominance during the forecast period.

On the basis of component, the Augmented Reality & Virtual Reality in Manufacturing Market is classified into Hardware, Software and Services. The services segment acquired a promising revenue share in the Augmented Reality & Virtual Reality in Manufacturing Market in 2021. Significant development in the services area has been attributable to an expansion in integrated technology-related consulting & service offerings, like training, maintenance, and security services, that would continue to expand during the projected period.

On the basis of application, the Augmented Reality & Virtual Reality in Manufacturing Market is fragmented into Product Design & Development, Safety & Training and Maintenance & Repair. The Product Design & Development segment garnered the largest revenue share in the Augmented Reality & Virtual Reality in Manufacturing Market in 2021. Employing AR and VR technology in product design as well as development applications has enhanced market rivalry for manufacturers. Consequently, the market expansion is fueled by the convenience of employing AR and VR technologies for product creation and development.

Region-wise, the Augmented Reality & Virtual Reality in Manufacturing Market is analyzed across North America, Europe, Asia Pacific and LAMEA. North America emerged as the leading region in the Augmented Reality & Virtual Reality in Manufacturing Market with the highest revenue share in 2021. Increased adoption of industrial revolution 4.0 in the U.S. manufacturing sector stimulates industry expansion in the region.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Samsung Electronics Co., Ltd. (Samsung Group), Google LLC, Microsoft Corporation, Vuzix Corporation, WorldViz, Inc., EON Reality, Inc., ESI Group, SkillReal Ltd., Kaon Interactive, Inc. and Solulab, Inc.

Aug-2022: Vuzix Corporation launched Blade 2 smart glasses, its third generation Blade model. This Blade 2 is an AR workforce solution developed on the popular Blade form factor, which would provide a host of better features and high performance specifically developed to fulfill the requirements of connected workers.

May-2022: Microsoft came into a partnership with Kawasaki, a group of motorsport vehicles. Under this partnership, Kawasaki became a new customer for the tech giant’s “industrial metaverse”, which is a fancy way of saying factory floor workers to wear a HoloLens headset to assist with production, repairs, and managing supply chains.

May-2022: Google took over Raxium, a Bay Area startup. This acquisition aimed to work on microLED display technologies for wearables and augmented & virtual reality (AR and VR) headsets.

May-2022: ESI Group teamed up with ENSAM, a French engineering and research institute of higher education. Through this collaboration, ESI Group would expand its commitment to the industrial and academic ecosystems by enabling Inspector software accessible to as many individuals as possible, allowing them to collaborate on a dependable and flexible solution to tackle the technological problems and special requirements of the community.

Feb-2022: Harman International, a subsidiary of Samsung Electronics took over Apostera, a German automotive software firm. This acquisition aimed to expand its business in the augmented reality and mobility technology sector. Integrated with Harman’s digital cockpit product portfolio, Apostera’s technologies would narrow the gap between the physical and digital worlds.

Jan-2022: Microsoft launched its mixed reality headset HoloLens 2 in India. HoloLens 2 assists companies and their employees to complete important tasks quickly, safely, and more efficiently, and develop new ways to connect with customers as well as partners.

Jan-2022: Microsoft joined hands with Qualcomm Technologies, an American multinational corporation. This collaboration aimed to expand and boost the adoption of augmented reality (AR) in the consumer and enterprise sector. Under this collaboration, Qualcomm Technologies would work with Microsoft across various initiatives to support the ecosystem, comprising the development of custom AR chips to allow a new wave of power-efficient, lightweight AR glasses to offer rich and immersive experiences, and plans to combine software such as Microsoft Mesh and Snapdragon Spaces XR Developer Platform.

Jun-2021: EON Reality launched EON-XR’s 9.0 update. EON Reality’s goal with every release is to democratize XR uses as much as possible, which would make the development and utilization of immersive XR lessons easier than ever for students and instructors.

Mar-2021: Microsoft unveiled Mesh, a service to build apps for people to collaborate in augmented reality. This product would allow developers to create applications wherein people can share holograms, speak with one another, create doodles, and appear as virtual avatars.

Jul-2020: Vuzix Corporation came into a partnership with ProGlove, a provider of wearable scanners. This partnership aimed to bring together an integrated product solution to fulfill the rising requirement for more efficiency and safety in industries ranging from retail, transportation, logistics, and manufacturing.

Jun-2020: Google took over North, an Amazon-backed company that makes smart glasses. This acquisition aimed to assist Google to realize its vision of “ambient computing,” where ubiquitous connected devices work together.

Nov-2019: WorldViz released multi-projection (CAVE) virtual reality for both Unity and Vizard. Multi-Projection VR would enable the sharing of 3D experiences without the need for the usage of users wearing VR goggles.

size of vr lcd panel manufacturer

VR/AR refers to the products and services involved in building an immersive experience integrating virtual reality and reality with the help of next-generation information and communication technologies such as near-eye display, perceptual interaction, rendering processing, network transmission, and content production.

The technologies we collectively refer to as XR are: Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), which includes other hybrid forms. The Fulfilment of the promise of XR appears to beed imminent with the ubiquity of smartphones and the convergence of exponential technologies such as AI and the Internet of Things (IoT). 5G’s arrival in waves around the world is providing needed speed and bandwidth.

There are three main types of VR Head-Mounted Displays (HMDs), including Tethered VR headsets (high-end VR headsets, PC VR, desktop VR), Standalone VR headsets (all-in-one HMDs), and Smartphone VR headsets.

With the pandemic boosting every aspect of the domestic consumer economy, Global VR shipments reached 10.95 million units in 2021. According to IDC, global VR shipments will increase to 15.73 million units in 2022, achieving an important breakthrough in sales, and the Chinese market will account for 29.24%. Besides large shipments, a variety of VR products will be added in the same year. Sony and Apple will launch new products using Micro OLED displays with high resolution to achieve breakthroughs in user experience.

Also benefiting from the stay-at-home economy, the AR industry has seen growth. Global shipments of AR headset in 2021 were 700,000 units, went up 33% year on year. According to IDC, 1.06 million units of AR headset are expected to be shipped in 2022.

China accounts for more than half of the global VR/AR market. According to IDC, the global spending on VR/AR in 2020 was about USD 12.07 billion, and it is expected to grow to USD 72.8 billion by 2024, with a Compound Annual Growth Rate (CAGR) of 54%. In 2020, the Chinese market spent USD 6.481 billion in the VR/AR, accounting for about 54% of the global market share. It is estimated that by 2024, the scale of China"s market spending will reach USD 26.48 billion, accounting for 36% of the global proportion, with a CAGR of 47.1%.

which refers to the digital representation of virtual reality scenarios such as games, videos, live broadcasts, and social networking, including virtual reality content representation, content generation and production, content encoding, real-time interaction, content storage, and content publish.

Internationally, foreign brands dominate the share of VR market. In general, Oculus, the only first-tier VR headset maker, is the only giant that dominates and leads the VR industry, especially since the launch of Quest 2 in October 2020, Oculus’ market share has jumped to 74% from 29%, and the rapid growth of global VR shipments is mainly driven by Quest 2.

Dr. Tristan Ruoli Dai, co-founder and CTO of Noitom which is a world leading motion capture company based in China, said that currently, meta is the only VR headset company that still focus on underlying technologies, and it has already put resources on underlying infrastructure of VR. It is the only firm that has a chance to make a revolution in VR industry, which will benefit other companies as well.

Apple has reportedly shown off the AR/VR headset to investors, which is a good sign that the product is closer to launch than not. Also, references to a reality operating system have been uncovered in versions of Apple’s other software products, while a recent trademark application appears to confirm realityOS as the software’s working name or branding, tech news portal reported.

As much as iOS is integral to the iPhone, realityOS (or perhaps, rOS) will be a major part of using Apple’s first mixed reality headset. In fact, it could be what truly separates Apple’s AR/VR headset from all the other best VR headsets on the market.

The hardware is, presumably, the Apple AR/VR headset that’s expected to rival the likes of the Oculus Quest 2, or even Meta’s upcoming Project Cambria.

For other well-known brands, DPVR (Chinese: 大朋VR) and Pico take a large portion of global VR market share together. Although China’s VR market spending currently accounts for more than half of the world"s share, there are few domestic VR headset brands, because most of the XR-related firms are mainly responsible for the supply of AR/VR components or work as original equipment manufacturers (OEMs).

Winning an iF World Design Award in 2019, DPVR, as a leading VR start-up, was recognized for having one of the best wireless VR headset designs in the world. As one of the TOP5 VR headset maker, DPVR accounted for 8% of global VR market share in Q4 2021. The revenue from overseas markets accounts for 40% of DPVR’s 2021 total revenue, and is expected to increase to 60% by 2025 through expanding corporation with major local dealers, said by Niu Siyuan, the Strategic VP of DPVR.

With the entrance of top technology giants in China such as iQiyi, Xiaomi, and ByteDance, the internal competition of the industry is getting serious, which means that small and medium-sized VR makers are very likely to be knocked out of the market or even acquired in the face of competition from bigger, more established rivals.

However, DPVR, as an independent VR headset maker, has found its own strategy to keep competitive, meanwhile, it has established more strategic corporation with giants and proceeded more financing, Niu added.

From Niu’s view, the mid-term goal of DPVR is to go public with a successful initial public offering (IPO). Therefore, with its strength, DPVR has become a competitive firm in the China’s VR market.

Dai Ruoli of Noitom said that after acquired by ByteDance, Pico has been moving toward the first-tier of VR industry, which will transform the industry to a situation that is being dominated by Oculus with Pico chasing after.

The VR industry has become mature, with the existence of giants in the industry, other companies will not have too much market shares, just like the situation of VR/AR chip and OEM industry. But opportunities still exist in other sectors in VR industrial chain, Dai added.

The principle of VR display is to split the screen to the size of a mobile phone and display the images of the left and right eyes respectively through the left and right eye screens. The core competitive factors on VR display include field of view (FOV), pixel per degree (PPD), and persistence of vision.

Currently the only way to improve the resolution of VR display is to use the most appropriate screens for HMDs. Current Fast LCD screen imaging still requires a certain backlight response and data transmission time, so most makers are starting to use Micro LED and Micro OLED (OLEDs) as the screen of VR headset.

Micro LEDs are thinner in size, faster in speed, and higher in efficiency compared to above screens. Micro OLED is well-known as “The best microdisplay technology for the near-eye display industry”. At present, Micro LED and Micro OLED have not been mass-produced and applied due to low yield and high cost, but in the future, with the maturity of technology and cost reduction, they may become the main direction of VR screen development.

According to IDC, global VR shipments are expected to rise to 50 million units in 2025, then by rounding the penetration rate of Micro OLED to 50%, we can conclude that the sales of Micro OLED that will applied on VR headsets will be 25 million units. Therefore, based on the price of AMOLED per VR headset (ignore the fluctuation of price) -- USD 139 per unit, the market scale of Micro OLED for VR headset will be USD 3.475 billion globally.

Omdia, a research and advisory group, shows that the shipments of Micro LED displays will reach 5 million units by 2025, generating revenue of about USD 7 billion. Moreover, its market scale will exceed $11 billion by 2027.

The near-eye displays, such as AR and VR, have become the third largest driven factor of Micro LED, other than smart watches and Micro LED TV, at the same time. Demand is also continuing and growth happening at a high CAGR.

size of vr lcd panel manufacturer

Japan Display, a joint venture between Sony, Hitachi, and Toshiba, today announced separate 1,001-pixel-per-inch (PPI) and 803PPI displays specifically designed for VR use. While the new screens boast visual improvements that set the stage for a second-generation PlayStation VR, they also hint at a future market trend in VR design: lower-size, lower-weight headsets.

Not surprisingly, both next-generation screens promise enhanced resolution, reduced motion blur, and low latency compared with current options. The key selling point is pixel density: Today’s PSVR offers a relatively low 386PPI, compared with 615PPI for the HTC Vive Pro.

Japan Display claims that as “even more compact-size LCDs and higher magnification lenses are required to decrease the size and weight of HMD devices,” only “over 1000PPI” options will be sufficient to actually shrink headsets. So it appears that the joint venture’s 803PPI screens are intended for headsets roughly as large as current options, while the 1,001PPI screens will go into smaller, lighter units.

Unlike the current PSVR screen — a single 5.7-inch, 1,920 by 1,080 panel that uses OLED technology — both of the new screens are eye-specific LTPS TFT-LCDs, featuring “IPS designed for VR.” Notably, only the higher-end 1,001PPI screen can match the current PSVR’s 120Hz refresh rate, as the lower-end 803PPI screen has a maximum 90Hz refresh rate — enough for most VR apps, but with higher system latency.

Japan Display’s 1,001PPI screen is smaller, measuring 3.25 inches on the diagonal with an RGB resolution of 2,432 by 2,160 and a 2.2-millisecond “worst case” gray-to-gray response time. The lower-end version is 3.60 inches on the diagonal, offers 803PPI with a 2,160 by 1,920 RGB resolution, and promises a 4.5-millisecond response time. Representative images of each screen suggest that even the lower-end version will eliminate the so-called “screen door effect” seen in many consumer-grade VR headsets today, though the higher-end version will obviously offer even more detailed graphics.

The new displays will be demonstrated this month at the SID Display Week in Los Angeles, and are expected to ship in products by the end of March 2019. Even if one of the new screens doesn’t wind up in a next-generation PSVR, one of its siblings will: Japan Display claims that these screens will “accelerate the design of even higher resolution displays for VR-HMD applications in the future.”

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size of vr lcd panel manufacturer

The global virtual reality market size was valued at USD 11.64 billion in 2021. The market is projected to grow from USD 16.67 billion in 2022 to USD 227.34 billion by 2029, exhibiting a CAGR of 45.2% during the forecast period. The global COVID-19 pandemic has been unprecedented and staggering, with experiencing lower-than-anticipated demand across all regions compared to pre-pandemic levels. Based on our analysis, the global market exhibited a decline of 42.2% in 2020 as compared to 2019.

The study includes devices and software such as Quest 2, Google Cardboard, Microsoft HoloLens 2, PlayStation Headset and Move Motion Controller, Unity Virtual Reality Development Software, among others. Virtual reality provides simulated experience to the customers and offers vast applications to industries such as retail, healthcare, automotive, gaming, and entertainment, among others. The industries are adopting this immersive technology to conduct virtual training, assistance, marketing, engineering and maintenance, designing, and simulation activities with their employees and workers. Also, the advancement in the 5G technology and infrastructure is driving the virtual reality market growth. The key market players are extensively focused on offering advanced hardware and content to improve customer experience. For instance,

In April 2022, Nikon Corporation announced a collaboration with Microsoft Corporation to develop and design 3D content and virtual reality solutions. The new partnership is agreed upon under a new subsidiary, Nikon Creates Corporation, which aims to enhance the content creation space.

The production and manufacturing plants of components, devices, equipment, and other hardware products have been severely impacted owing to the coronavirus outbreak worldwide. The temporary shutdown of industries, limited number of in-house staff, sealed country borders, and more have significantly impacted the supply of components and the delivery of final products. Thus, initially, in 2020, owing to the limited stock of virtual reality products and services, the market witnessed a small dip in its year-on-year trend, and this has impacted the overall global market.

However, in many industrial applications, the technology emerged with a true potential to support the pandemic crisis. The demand for VR technology increased in industries apart from healthcare, such as education, gaming, entertainment, manufacturing, retail, military, and defense, among others. For instance, in the initial phase of 2020, the Kansas City University Center for Medical Education Innovation integrated immersive technology for medical student"s training using fully immersive simulations. Thus, amid the pandemic, the VR demand in commercial industries has increased significantly, and its advancements have surged its potential for future applications.

As per the virtual reality statistics and industry experts’ analysis, the healthcare industry is expected to witness significant disruption across the industry with VR applications. The technology has showcased potential in improving the healthcare provisions, patient care system, planned surgeries, and medical training, among others.

Its stimulated experience of reflecting the real-world environment is expected to surge the demand in the healthcare industry. The assisted robotic VR is helping the healthcare providers by assisting during surgeries. It also helps by providing surgical training to develop required skills. For instance,

The concept of live virtual entertainment is evolving worldwide. Today, people are preferring at-home entertainment by adopting technology to access live events or shows. As the technology offers an immersive and real-world environment to the users, its demand for live music concerts, live events, or sports is growing significantly. The concept of live virtual entertainment is evolving worldwide. Today, people are preferring at-home entertainment by adopting technology to access live events or shows. As it offers a virtual world environment to the users, its demand for live music concerts, live events, or sports is growing significantly.

In April 2022, rock band artists, Foo Fighters, organized its concert on Meta virtual stage. The concert offered 180-degree live video over the Meta Quest headset.

The technology demands robust hardware components and high computing power for the proper functioning of devices. However, the majority of current desktop accessories are not compatible with applications. Similarly, most head-mounted displays are wireless and consume high energy, requiring high-energy batteries for long-duration operations. In industries such as gaming and entertainment, it is necessary to have devices with long battery life. Further, the highly connected devices and components require high-speed network bandwidth such as 5G. Thus, lack of suitable speed and power for operating the system might challenge the market growth.

The hardware segment is expected to dominate the global virtual reality market share during the forecast period. The key players are highly investing in the launch and innovation of hardware. For instance, in May 2021, Axon launched its VR-based wireless simulator to provide hands-on training-focused solutions.

The software segment is likely to gain traction owing to the rising demand for immersive technology. The increasing application such as gaming, entertainment, live events, and more is enhancing the software demand. The content segment is likely to witness steady growth during the forecast period due to increasing demand for interactive environment virtual sessions. The industries are demanding new content for applications such as marketing, training, entertainment, gaming, and other sections.

HMD is expected to lead the market as it offers the most immersive environment. With technological development, the demand for smartphone-connected virtual reality headsets is growing due to low-cost investments such as Google’s low-cost drawing board-based headsets. The adoption of HMD is significantly growing in industrial applications such as training, marketing, entertainment, and more. For instance, in April 2021, Vajro and VRM Switzerland were officially qualified by the European Union Aviation Safety Agency for virtual aviation training. The companies in collaboration have built a human-eye resolution-based headset for pilot training.

VR simulator is getting highly implemented for training, designing, and prototyping across industries as it helps reduce expenses. For instance, in March 2019, Nissan collaborated with Haptx to provide a realistic car designing virtual simulator to reduce time and investment. Similarly, with the increasing demand, gaming and entertainment industries are vastly adopting treadmills and haptic gloves. This is likely to ensure a highly immersive environment for customers. Therefore, the adoption of VR glasses for training and education is expected to grow during the forecast period.

The gaming and entertainment segments are expected to dominate the market during the forecast period. The existing and new players are highly investing in developing content, software, and hardware specifically for gaming purposes. The rising demand for theme parks, virtual museums, and gaming arcades is further boosting the market growth. Similarly, the retail and education industries are steadily adopting technology for various applications. This is likely to boost the VR market in the near future.

The adoption of technology in the automotive industry majorly caters to the training and education of engineers and technicians. Similarly, the implementation of VR simulators for test driving is boosting showroom customer engagement. For instance, in September 2020, Mercedes-Benz announced a partnership with Microsoft Corporation for its HoloLens 2 VR goggles and Dynamics 365 Remote Assist to improve its customer experience.

North America is expected to dominate the market share over the forecast period. The significant presence of key players in the U.S. is driving the market growth in the region. Also, various start-ups are entering the U.S. market and offering industry-specific solutions. For instance, in October 2020, California-based small company, Sixense Enterprises Inc., launched a VR-based physical rehabilitation system called the REAL Immersive System. The U.S. government is also investing in virtual technology, which is likely to boost the market. For instance, the U.S. government and its army invested USD 11 billion in providing virtual, augmented, and mixed reality training sessions to its officials.

Asia Pacific shows rapid growth during the forecast period due to the increasing demand for immersive technologies in emerging economies. China is likely to gain maximum market share, as it is one of the major distributors of head-mounted VR devices and other hardware. Also, the developments in 5G networks and infrastructure in China are expected to boost the market opportunities. On the other hand, India is likely to witness significant growth owing to government initiatives and funding. Also, industries, such as entertainment, retail, automotive, education, and more, are collaborating with market players to implement the technology to enhance customer experience. For instance, in May 2021, a Real-Time Engagement (RTE) provider, Agora, Inc., collaborated with HTC VIVE to implement the technology with its RTE to offer an improved experience to businesses and customers.

Europe is likely to show significant growth during the forecast period. The region is the early adopter of virtual solutions in the automotive industry. According to the report published by the European Commission, the European virtual and augmented reality AR industry is expected to increase its production value to USD 38 billion by 2020. The U.K. and Germany are likely to gain traction owing to increasing investment in the market.

Latin America is expected to gain steady growth owing to increasing government focus on advanced technologies and rapid installation of 5G infrastructure. The growing interest in virtual gaming and entertainment users boosts the demand in the Middle East & Africa.

The prominent players in the market are aiming to provide advanced virtual solutions to improve the consumer experience. The key market players such as Microsoft Corporation, Google LLC, Sony Corporation, Unity Technology, Samsung, HTC VIVE, Oculus Quest, Nvidia Corporation, among others, are offering new and innovative products applicable across industries. With the new product launches catering to the maximum application sectors, the market players are expanding their customer bases worldwide. Similarly, the key market players are entering into strategic partnerships, collaborations, and acquisitions to expand their business and product portfolio.

March 2022 – Unity Software Inc. announced partnership with live music creator Insomniac Events to expand into the virtual environment from the physical world. The companies aim to offer live entertainment to the next generation"s target audience.

February 2022 –Sony Corporation introduced the new next-gen system, PlayStation VR2, along with its new controller PlayStation VR2 Sense. By incorporating the latest technology in the hardware, the device offers a higher range of sensations to the players.

March 2022 –Nvidia Corporation announced collaboration with more cloud service providers for high-quality VR streaming. With cloud-based streaming, the users can now access virtual, augmented, and extended reality from any location.

April 2022 – Shenzhen MetaVision Tech Co. launched new designs and specifications of its all-in-one VR headset. The company is set to offer the world’s lightest device with capabilities to extended reality.

The global virtual reality (VR) market forecast report highlights leading regions across the world to offer a better understanding of the user. Furthermore, the report provides insights into the latest industry and market trends, and competitive landscape and analyzes technologies deployed at a rapid pace at the global level. It further highlights some of the growth-stimulating factors and restraints, helping the reader gain in-depth knowledge about the market.

size of vr lcd panel manufacturer

This statistic shows the production capacity in area for large-size LCD panels worldwide from 2015 to 2020. In 2016, the global production capacity in area for large-size panels reached 243.4 million square meters.Read moreProduction capacity in area for large-size LCD panels worldwide from 2015 to 2020(in million square meters)CharacteristicProduction capacity in million square meters--

TrendForce. (September 4, 2017). Production capacity in area for large-size LCD panels worldwide from 2015 to 2020 (in million square meters) [Graph]. In Statista. Retrieved January 10, 2023, from

TrendForce. "Production capacity in area for large-size LCD panels worldwide from 2015 to 2020 (in million square meters)." Chart. September 4, 2017. Statista. Accessed January 10, 2023.

TrendForce. (2017). Production capacity in area for large-size LCD panels worldwide from 2015 to 2020 (in million square meters). Statista. Statista Inc.. Accessed: January 10, 2023.

TrendForce. "Production Capacity in Area for Large-size Lcd Panels Worldwide from 2015 to 2020 (in Million Square Meters)." Statista, Statista Inc., 4 Sep 2017,

TrendForce, Production capacity in area for large-size LCD panels worldwide from 2015 to 2020 (in million square meters) Statista, (last visited January 10, 2023)

Production capacity in area for large-size LCD panels worldwide from 2015 to 2020 (in million square meters) [Graph], TrendForce, September 4, 2017. [Online]. Available:

size of vr lcd panel manufacturer

The AR/VR/MR optics and display market encircles the entire sector of optics and display technologies which are utilized in spatial reality products. Within VR devices, the prime optics are Fresnel lenses.The way the experience of a consumer is made engaging is defined by their first hand experience and after it has become an unforgettable experience, it provides a high possibility that they will stick to use the device to continue their elite experience.

Unlike the other industries the augmented reality and virtual reality market had seen a faster growth during the pandemic which proved to be a challenge for the other developing technologies. The pandemic has provided a much needed push to the adoption of this technology across the globe. The strict lockdowns across the globe made people look for new solutions in order to meet their daily needs. There was an extensive use of online platforms for purchasing of groceries and getting the food delivered at the doorstep. Online platforms were helpful in providing the medical requirements and serving the products needed for the educational purposes. Pandemic has been the major factor for the development of many new technologies. The health care sector the education sectors the tourism sector and the retail sector has used these technologies for their business. There has been a major behavioral change after the pandemic that instigated the market.

VR has showcased a significant impact in the form of a training facility, it proves to be an enhancer of telepresence and provides a method for design or visualization and is not considered to be described as the future of gaming. The pandemic has shifted the main focus on this socially interactive hands-free technological system. It is foreseen that this focus will remain fixed for a significant period of time. There will be a requirement for this advanced technology in numerous new events, which before this did not need hands-free, or remote functioning. The utilization of this advanced technology permits other clinicians to locate themselves in a separate room, and while using Microsoft Teams, they can observe a live video streaming of the physician who is tackling with the COVID-19 patients. This is done by using the remote assistance features which have been previously used by Hololens users for producing, maintenance, and other similar purposes. By utilizing this technology, the staff has cut down the duration of time they were required to spend by being physically present in a high-risk area by around 83%.

Moreover, they are making less use of PPE, pertaining to the fact that only a few physicians are present in the high risk zone during patient care. The utilization of AR/MR systems for directing skilled individuals, maintaining operating layouts in front of surgeons and substituting the smart devices for data consumption is considerably growing. In the moments to come, these advanced technologies are predicted to revolutionize the techniques with which we function and communicate with each other.

Within the VR headsets, advanced, unconventional lens options are used so that there is increasing usage to solve the shortcomings of the Fresnel lens-based architectures that have been serving us until now. For AR/MR, an entire department of specialized, usually fabless, optics firms has sprung up, which provides a huge range of advanced technologies to headset producers that are as per the demands in these present market situations. There is a strong demand from many industries like the automotive industry and the health care industry as it provides automation virtual propel the market growth. Many new opportunities will be provided to the major market players due to the significant demand for augmented reality and virtual reality in the manufacturing industries across the globe. Augmented reality and virtual reality market has seen dominant growth in the recent years. Increasing utilization of these capabilities for the corporate communications and the accomplishment of the gains will lead to the growth of the market in the forecast period.

Blippar, Google LLC, EON Reality Inc., Hewlett-Packard Company, Pty Ltd (, Zapper Limited, Virtalis Limited, Samsung Group, Facebook Inc., Terminal Eleven (SkyView), Wikitude GmbH, Sony Corporation, Microsoft Corporation

Depending upon the organization size, the large enterprises segment is expected to have the highest revenue share in 2021. This segment is expected to maintain its dominance in the coming years due to an increase in the application of augmented and virtual reality in different industries. There is an increased use of augmented and virtual reality in the manufacturing industry, automotive industry, extract the windows tree aircraft industry, construction industry, education industry, law enforcement industry and the real estate industry.

The small and medium sized enterprises segment will also witness a good growth during the forecast. The small and medium enterprises segment have benefited in the recent years due to the augmented reality and virtual reality technology. The use of augmented reality and virtual reality in the small and medium enterprises provides benefits like reduction in the costs acquired for the training of the Staffs, less time required for repairs, and increased customer satisfaction due to the use of these technologies.

On the basis of application, the consumer segment had the largest market share in the augmented reality and virtual reality market during the forecast period. The consumer segment is expected to maintain its dominance. Due to an increase in the number of enterprises the enterprise segment will also have a good amount of growth. The gaming and other consumer entertainment sub sectors are also expected to see a substantial growth during the forecast period. Many industries are adopting and testing the augmented reality and virtual reality technologies for many work related applications. Gaming and entertainment form a major part of the total revenue produced by this market. The need for high resolution displays that are essential to have a top notch experience while gaming have been fulfilled by this latest technology.

The entertainment sector has also provided a great opportunity pertaining to the increasing number of shows displayed on the screens. The healthcare sector has also provided a boost to the market pertaining to get requirement of high resolution displays while performing orthopedic surgeries, neurological procedures and cardiac surgeries. The accuracy of the displays helps to have a maximum success rate. The education sector provides a great scope to the market owing to he increasing shift of the system to smart devices and techniques which are adopted by the institutions. Military and defense service a make use of these technologies and obtain accurate coordinates and pictures through the satellites, thus proving to be an inevitable equipment in the defense system.

Automotive and manufacturing sector have also contributed to the market growth due to the heavy use of digital products in the recent vehicles. Retail industry is another potential sector for the growth of this market during the forecast period. Other applications include the increasing use of smart devices and technology in the households and commercial spaces that may propel the market growth in the near future.

On the basis of display type, the Liquid Crystal Displays (LCD) segment has garnered largest market share in 2021. Liquid Crystal Displays (LCD) screens have been using this advanced technology for the production of precise visual displays for a seamless experience to the consumers.

Organic Light-Emitting Diode (OLED) are used for manufacturing display screens which guarantees low energy consumption while providing top notch experience to the consumers. Other display types which are manufactured also use this latest technology to produce reasonable outputs with high resolution while consumption of less energy is taken into consideration.

The North American region leads the market and it will maintain its market position continuously throughout the forecast period. The factors that are proving to be helpful for the growth of this market are the presence of major market players in the North American region. Google Microsoft and Facebook are the major market players in the augmented reality and virtual reality market that are helping in the growth of the North American region. The growing industrial sector is also driving the market grow