Bao Yongzhe, Vice President of HTC: New Trends in Multiplayer and Social VR Content in 2017

On April 11th, the “New Wave, New Energy” Global Virtual Reality Industry Summit and the launching ceremony of the Zhongguancun Virtual Reality Industrial Park were held in Beijing. The conference was sponsored by the Management Committee of Zhongguancun Science Park and the People’s Government of Shijingshan; it was contracted by the Shijingshan Park Management Committee of Zhongguancun, the Science and Technology Committee of Shijingshan District, Qingting Network, and the Venture Corporation; and was co-organized by the Storm Mirror and Hualu Baina. At the conference, Bao Yongzhe, vice president of HTC VIVE's global new technology department, staged a speech entitled "Deepen VR Ecosystem, from the First Year to the Second Year." Bao Yongzhe said that although he is based in Taiwan, he often comes to Beijing and is often shocked by the VR/AR creative enterprise in Zhongguancun. Bao Yongzhe introduced the layout of HTC VIVE in the VR field. The original intention of establishing VIVE STUDIOS was to understand the difficulties faced by content developers. And said that it will not compete with developers, but will help them go abroad and docking abroad. Bao Yongzhe revealed that HTC VIVEX is about to set up a new accelerator in Israel, including Israeli high-tech VR/AR industry. Bao Yongzhe said that VR has seen more and more hardware emerged last year. He believes that more hardware systems will come out. He thinks this is a good thing. "We can make progress if we are competitive." He said that there are already some contents starting to make profits, including Job Simulator, RAW DATA, etc. He also believes that China's VR game team will begin to make profits. How do you see this year? He believes that multiplayer connection and social content will become the trend of VR content. He looks forward to a variety of different experiences. He believes that the integration of multiplayer and social content will be a key factor, and expects that many people's FPS and RPG content will emerge. The following is a speech by Bao Yongzhe Distinguished guests, everyone, I am very pleased to be here today to attend the opening ceremony of the Zhongguancun Virtual Industrial Park. From HTC's point of view, we are devoted to virtual reality. 2016 is the first year of VR. From the first year to the second year, we have been stressing the need to establish a part of the ecosystem. We want to share with you this year. In the past year, some efforts of HTC Vive include what we have seen and we hope that in 2017, we will focus on the direction of our efforts in various ecological circles. I often come to the mainland (I'm in Taipei). Now it's warm to Beijing and the catkins fly. I think it's very beautiful. Zhongguancun is a very interesting place for me. In July 2015, after we had finished a VR event in Shanghai, we arrived here for the first time. We saw a group of developers who are very passionate about VR, and they got a lot of pairs at Zhongguancun. VR is very passionate partner. I have been to Beijing many times in the past year and I have seen endless creativity and passion in Zhongguancun, especially in the direction of AR/VR. In the beginning, I still want to introduce what we mean by VR and our Logo. We are a triangle. We think that a technology like VR can combine humanities, technology and imagination. People can break through the limitations of their own reality, become any person anytime, anywhere, or want to do anything. April 5, 2016 was the time we actually went public. We also just celebrated our first birthday. We also organized a lot of celebrations. We have all promotions and friends, and consumers, all over the world. Since the official launch of Vive in 2015, we have taken a lot of awards. Even by 2016, we have not made any updates to Vive this year. In fact, we still have some needs for everyone, we have made a controller, and we won some awards at this year's CES. Our tracker allows us to have more than 3,000 applicants (in the world), they hope that through such a tracker can make VR have more applications. In the lower right corner, we have a new headset and a headset function. Actually, we also see that the user's current mode of wear does not have such a perfect place. We hope that with a new headset, consumers can have a better experience. I believe Vive is everywhere in the world. We are still an industry benchmark (I think) on the VR consumer helmet. This is IDC's number. I believe that in the mainland China, we still have a leading position. In addition to the past year, we are also advancing on the hardware and systems. We also attach great importance to the so-called platform or application store. We hope to give a good experience to consumers. We hope to put Vive Port in the future. A great VR experience platform can be built. Last year we launched Vive Port first, followed by the mobile version, and the offline experience store version. We also have a version for the corporate market. On April 5th, at the time of one year, Vive Port launched a subscription service for VR content. You pay 30 renminbi per month. You can choose 5 applications. Allows users to constantly change new content (at a very low cost). We now have a lot of money, and there should be more than 100 types of content added to this subscription service. Offline shop is a good point, it is a business model, and can quickly bring VR to the consumer, let them know what is VR. VR is a new technology that you need to experience to learn. If you do not pass the experience, in fact, whether we look at the big screen on this side or watch the magazine's report, it is actually very difficult to understand what is called VR. By experiencing a wide range of stores, there is a business model that can quickly allow VR to penetrate consumers and let them know that there is a new technology like virtual reality. On the general platform, the development itself is for home use. Why do we want to build a version of the Vive Port experience store? We want to give all shop owners and developers a correct and legal platform. Allowing developers to work hard to get a certain degree of compensation also allows the experience shop owner to have a legal channel to use this content. We now have more than 500 models on the above (willing to go on such a platform). In addition to Vive Port, we have always emphasized ecology. I think at the beginning, many developers would have a lot of questions when they discussed with us. Actually, we have no way to make a complete answer. Because the content of VR is very different from what people have heard in the past. Whether you are playing a PC game or a mobile game, there is no way to put such content directly in VR because it has immersion, perspective, control, interaction, and interaction problems. In fact, we have our own so-called Vive Studios. We do not do the content ourselves. I have no way to do a complete communication with content developers. That is to say, if you don't do it yourself, you will not find out what problems you have encountered. When everyone says something is going to faint, and you haven't done it, you simply don't know what advice developers should give to avoid this problem. When he said that the tool is not good enough, if we don't use it ourselves, we have no way to tell developers which tool you use is the best. Is there any small way to make everyone more efficient and efficient? And can develop better VR content. Why did we first set up a Vive Studios? Some media friends also asked me if you want Vive Studios to compete with developers because it is a platform! Our answer is very simple. In content, we do not think there is a clear competition. The amount of content is tens of thousands. Consumers have endless choices. We have made some of our own content through our own two small internal teams. We have also accumulated more experience before we can give consumers a good service. Because we have a global market, our Vive Studios side will also help developers in different regions to bring their content to different regions. For example, we also have some developers in Japan. He may be very interested in the mainland market. We can introduce his content to the mainland. On the mainland side, some developers have very good content. We can also help him in the opposite direction to the United States, Japan, Southeast Asia, and even Europe. Through close interaction with developers, we hope that Vive Studios can also build its own value. Let me show you a short video that is Vive Studios' first, second, third party, all kinds of content videos. Bao Yongzhe: The following should be Vive X. I believe many of my friends have heard of it. This is an accelerator we have established. When we first established Vive X, I believe that it is the same as the industry park and what the current government wants to do. We see that there are many talented teams and young people who are very interested and enthusiastic about VR. Many CEOs have a lot of ideals for VR, but he needs to have a stage, a network, and bring his content to different resources. So, the purpose of the accelerators that we set up at the beginning was to hope that these teams would have the opportunity to be seen by all the VCs. We didn't say that you only have to be a Vive team to get into the Vive X accelerator. We have advertised, analyzed, and done various things in the first and second periods. In fact, we believe that as long as it is helpful to the ecological circle of VR itself, we all welcome them to enter Vive X. We have 4 points in the first period, Beijing, Shenzhen, Taipei and San Francisco. We are going to add one more point in Israel. Israel has many very new things on VR and AR. Therefore, we will set up another new accelerator Vive X in Israel. The second period has officially started in March. It is expected that by June, we will make a presentation day. We had more than 1,000 applications in the second period. We will give them a lot of advice, we will do a lot of discussions with them, and we will also have a lot of people to do with them on the VC connection. There is also a VVRCA, we will organize the VC regularly. The next one is in San Francisco. At the end of April, we will bring some teams, not the Vive X team, but another team. VRVCA now has 45 VCs. This is what we have done in all aspects of the ecological cycle in the past year. What will be said later is what we will see in the second year after the first year. From the end of last year to the beginning of the year, we will see more and more hardware coming out. The hardware of VR, PC, wired, wireless, all kinds of content, AR, VR. We will see more and more VR hardware systems. When we introduced it, it was actually a good thing that all industries, all technologies, and all people were more aware of such technology. Because there is competition there is progress. In terms of content, some teams can already make profits. Of course, these teams are all Western teams. I believe that in some promotional methods, they still have strong places. They can use different methods to cooperate with different partners and make them have good income. It is undeniable that VR is not an order of magnitude compared with mobile phones. However, some people have profited from the contents of VR. Your content quality is very important. In addition to your own content quality, you actually have a lot of corresponding. When the content goes out, how can you attract everyone's attention and how to make players understand you? This is also a very important part. How do we look at this year? Many different attempts, whether it is design or decryption, all kinds of games, but last year they were mainly stand-alone, but this year, many games will have many people connected. Allowing more time for playing can also be subsumed into a social function. I'm looking forward to a variety of different forms of multiplayer experience. Perhaps many people are in VR, maybe someone is in VR, someone is watching TV, maybe someone is using VR, someone is looking at a PC. However, I believe that at the time of this year, many people connect with social experiences, which can increase their usability. I hope that there will be more people connected to the RP machine, and even the emergence of different gameplay. You can continue to interact with your friends, and you can lengthen it back and forth. Another, big IP will gradually start to force this year. The first time I saw the prototype of this game was in January and February of 2016. Actually, Ubisoft spent a year to get this kind of content to market. A relatively large IP, in terms of its quality, is actually not a long time a year. From doing work in 2015 to going public in 2016, we have reason to believe that big IP will gradually start to develop this year. In terms of HTC itself, we will have a very important layout this year. We have only just discussed with Warner Bros. We have to shoot "Player 1" and we have to be his VR content. He wants to be a movie "player number 1," and "player number one" is basically what everyone thinks of the original form and the story is coming out of this one. To lead a movie through a famous director, it costs millions of dollars to make this movie. We will have a VR version when we go public next year. We hope to present it to the movie at the same time. We are also talking to a lot of different game teams, such a VR play, how can we present it through the VR part? How to make such an oasis game really appear in VR and Vive. I believe that the big IP is the place where we have to focus on layout this year. The high-quality content is continuously drawn, including the nepal is also very good, and the Great Barrier Reef part has also passed different attempts to allow consumers to better understand the current marine ecology. In other parts of the HTC we will spend 10 million. From the perspective of our company, we think that VR will change the world's technology in the future. We want to change the world's model, including how we can not have poverty, hunger, and orderly survival. We also hope that we can participate in such projects. We have spent 10 million funds to join VR For Impact. I believe that in addition to the part of this content just mentioned, we think that in terms of standardization, we feel that there will definitely be more standards coming out this year. We also echoed just what Academician Zhao said, this virtual reality industry alliance, at least a few days ago, from a At the beginning there were only 180 members, and now more than 300 members. And just announced the standard for VR heads-up, followed by the forthcoming content rating standards. I think through this industry alliance, through such a specification, I believe that all VR and hardware practitioners can have a basis for their standards. What I think is very important, just as the academician also mentioned, now that VR has only just begun, continuous breakthroughs behind technology are very important. How about continuous breakthroughs? How can we make this technology really take root? We talk to the government. Edge is also preparing to set up a virtual reality research institute. Our ultimate goal is to achieve a deep integration of the future human-computer interaction of AR, VR, and MR through the cooperation of various colleges and universities at home and abroad. What we are seeing is the technology of 2 years, 3 years or even 5 years. How can we make it breakthrough and commercialize? It is our goal to do this research institute. The Institute is not to say what kind of product to do immediately, but to see continuous breakthroughs in technology, can let VR really shine. In terms of applications, on the side of the game, we think that everyone's understanding of the game is sufficient, and now more is how the game can be deepened. In the industry, we hope to see is more extensive. We hope that through different industries, VR can really make it into everyone's life. This is a survey conducted by GFK. More than 70% of people think that VR has a positive impact on traditional industries. A movie behind me was a Taiwanese machine tool factory. He used VR to help the sales team. Bao Yongzhe: He wants to tell his customers how to imagine the shape of the movement behind each machine tool. However, through VR, it is actually possible for his sales team to be able to synchronize and bring their entire machine tool industry to his customers in a simple way to make a complete demonstration. Then there is the part of education. Last week we actually did a special education in Shenzhen. We asked the principals and teachers of many high schools and universities to look at it. This meeting is also a very important point. We hope that we can really bring some of the VR education to the school. In the past two years, we have promoted VR in the entire mainland. I think Beijing Zhongguancun will play a leading role and play a key role. Because there are the best industries here, and there is the highest quality of human resources here. We can see that there are Tsinghua University, Peking University, Beihang University, and North Polytechnic University. The imagination and creativity they created are, I believe, leading the entire industry, not only in the mainland, but also in the whole world. It will be a very future. The important driving force. This is my report today. I hope that through the Industrial Park, I can create a new era of VR with all my friends. thank you all!