The VR2.0 era is coming _VR, AR, PC games and wearable devices will become mainstream consumer technology?

Virtual Reality (VR) is a technology that uses advanced computer systems to create an immersive, simulated environment that feels as real as the physical world. When you put on a special headset and gloves, you can step into a virtual museum that exists beyond time and space. As you move forward or turn your head, the scene around you changes accordingly, allowing you to walk through the halls, open doors, and examine exhibits from all angles—this is the power of VR. The first fully integrated VR device is on the horizon, offering users a more seamless experience by eliminating the need for cables, PCs, or smartphones. This marks a significant step forward in the evolution of VR technology. Since the introduction of consumer VR hardware two years ago, the industry has been working hard to catch up. One major challenge is that current VR systems require an external computing device to function. There are two main types: one that uses a smartphone’s processing power and display, and another that connects to a PC or gaming console. Both options demand high-end devices, which limits accessibility for many users. As we approach 2018, the VR landscape is set to change dramatically with the release of several standalone VR systems, signaling the arrival of the VR2.0 era. Experts predict that this shift could help the VR industry grow to a $38 billion market by 2026. Although the concept of VR has been around for decades, it wasn’t until Google launched its Cardboard in mid-2014 that the modern consumer VR era truly began. The real breakthrough came in 2015 when Samsung introduced the GearVR, paired with a new smartphone. A year later, in 2016, high-end devices like the Oculus Rift and HTC Vive hit the market, requiring a PC to operate. Sony also entered the space with the PlayStation VR, while Google released Daydream View, which needed a Pixel phone. All these devices rely on external computing power due to the high demands of VR. However, as computing systems become smaller, cheaper, and more efficient, standalone VR devices are becoming a reality. In 2018, we’ll see the first wave of such devices, marking a major leap in the mainstream adoption of VR. One of the most anticipated standalone VR headsets is the **Oculus Go**, announced at the OculusConnect Developer Conference in October 2017. It will be priced at $199, making it more affordable than previous models like the GearVR, which required expensive smartphones. While it lacks full tracking, it offers an accessible entry point for users who don’t have high-end phones. Another key player is the **Oculus Santa Cruz**, which features built-in tracking and allows for 3D movement in virtual environments. Unlike the Rift, it doesn’t need a PC and is designed to be more user-friendly. At the 2017 event, Oculus showcased a refined version of Santa Cruz, featuring a sleek design and improved performance. Google was also working on an all-in-one VR headset called **Daydream**, which promised 6DOF and wireless functionality. Although Google and HTC canceled their partnership, Google is still collaborating with Lenovo to bring Daydream to market, likely in 2018. Meanwhile, HTC is launching its own standalone device, the **ViveFocus**, expected to debut in China. It promises 6DOF and is being developed by many content creators. However, details about its global availability remain unclear. With these advancements, the VR2.0 era is not just coming—it's already here, and it's reshaping how we interact with digital worlds.

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