Understanding the degree of development of technology, the emerging main trends, and market problems, the VRT Project will be developed as a platform-marketplace, uniting developers and consumers of content.
VR has proven its ability to drastically change the way people consume information. Switching to VR will open the doors for many new business models and concepts that will be created around the new format. A wide variety of applications — especially those built around VR content — will lead to the universal use of VR.
According to the report of the research company SuperData on the state of the gaming industry in 2017, the size of the VR market was $2.2 billion, while 75% of that amount was from headset sales, and the creators of VR content were able to earn less than $554 million.
Marketplaces offering any VR content for developers can be related only to the following two projects:
Unity — one of the most popular development platforms for VR. More than 91% of content for HoloLens is based on Unity, as are about 90% of VR games for Samsung Gear and 53% for Oculus Rift. Unity extensibility allows any third-party hardware manufacturer to develop its own plug-ins and SDK.
Unity Technologies serves millions of registered users, including large publishers, independent studios, students and amateur developers around the world.
Unreal Engine — the second most popular engine for developers of VR projects is used to create games of AAA class. Among the projects that have gained worldwide fame are EVE Valkyrie, PLAYERUNKNOWN’S BATTLEGROUNDS, (PUGB), Space Hulk: Deathwing and Street Fighter V, TEKKEN 7 and Robo Recall. And the total number of players using products created with Unreal exceeds half a billion.
This development environment has a number of advantages over Unity in the form of a more advanced graphics engine and a visual programming mechanism called Blueprint that allows users to create projects even without strong programming competence.
Which technology will you prefer? Answer in comments