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Displays for Virtual, Augmented and Mixed Reality 2024-2034: Forecasts, Technologies, Markets


仮想現実、拡張現実、複合現実用ディスプレイ 2024-2034:予測、技術、市場

この調査レポートは、仮想現実、拡張現実、複合現実(VR/AR/MR)デバイスのディスプレイ産業を特徴付け、市場、技術、プレイヤーについて詳細に調査・分析しています。   主な掲載内容(目次よ... もっと見る

 

 

出版社 出版年月 電子版価格 ページ数 言語
IDTechEx
アイディーテックエックス
2023年8月14日 US$7,000
電子ファイル(1-5ユーザライセンス)
ライセンス・価格情報
注文方法はこちら
348 英語

※ 調査会社の事情により、予告なしに価格が変更になる場合がございます。
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Summary

この調査レポートは、仮想現実、拡張現実、複合現実(VR/AR/MR)デバイスのディスプレイ産業を特徴付け、市場、技術、プレイヤーについて詳細に調査・分析しています。
 
主な掲載内容(目次より抜粋)
  • ディスプレイパネル技術
  • 「トゥルー3D」ディスプレイ
  • ディスプレイ・タイプの比較ベンチマーク
  • 会社概要
 
Report Summary
This report characterizes the display industry for virtual, augmented and mixed reality (VR/AR/MR) devices, analyzing markets, technologies and players. It provides in-depth coverage of seven individual display technologies and forecasts their uptake in spatial computing from 2024 to 2034, alongside ten-year forecasts and historic data from 2010 onwards for the entire VR, AR and MR headset market. It outlines growing opportunity, with the VR, AR and MR display market forecast to grow to US$4.6B by 2034.
 
Virtual reality (VR) devices replace the real environment with the virtual, whereas augmented reality (AR) headsets optically overlay content on top of the real world. Some of these devices can deliver mixed reality (MR) experiences, with overlaid virtual content interacting with real objects. Collectively, these concepts are referred to as extended reality (XR) or spatial computing. Apple's Vision Pro has brought new excitement to this space, gaming-focused VR devices from Meta and others including Pico and Sony have sold in the millions, and AR devices from Vuzix, Microsoft and more have found a valuable place in industry.
 
Display systems form the heart of these devices, and the XR display market is expected to grow at a CAGR of 11% to 2034. Alongside optics, displays are a key limiting technology for AR: displays need to be very bright, power efficient, high resolution, compact and acceptably priced all in one package. In VR, upgraded display systems can give a strong competitive edge, shrinking headsets for more comfortable wear, enhancing video passthrough MR and providing more immersive experiences.
 
As such, this report considers the application areas of VR devices, including those with MR passthrough capability, and AR devices, splitting these into narrow and wide field of view (FoV) devices. The latter of these are frequently MR-capable. The overall markets for these headsets are discussed, with the optics technologies that closely link to displays outlined. The display requirements for each of these device types, which differ substantially, are set out.
 
Important VR display technologies. Source: IDTechEx
 
Seven different display technologies are analyzed in detail: liquid crystal displays (LCDs), OLED (organic light emitting diode) with TFT backplanes, OLED-on-silicon/micro-OLED, micro-light emitting diode (micro-LED) microdisplays, liquid crystal on silicon (LCoS), digital micromirror device (DMD)/digital light processing (DLP) and laser beam scanning (LBS). This includes:
  • In-depth technological and market discussion, tracking key innovations, trends and players.
  • Benchmarking on 13 technological and commercial factors.
  • Application suitability analysis for different spatial computing systems.
  • Ten-year forecasts for adoption, units sold and revenue for each technology in VR and narrow/wide FoV AR.
 
Additionally, overall forecasts from 2024-2034 VR and AR headset industries that form the market for these display technologies are provided, alongside historical data. Discussion of technologies that are expected to have a substantial impact in the further future, including holographic and light field displays, is included. Conclusions on the evolving future of the XR display market are identified.
 
Important AR display technologies. Source: IDTechEx
 
This report follows from IDTechEx's existing titles "Optics for Virtual, Augmented and Mixed Reality", "Virtual Reality & Augmented Reality Headsets" and "Micro-LED Displays", further deepening its comprehensive coverage of the fast-evolving XR industry. Its methodology involved extensive primary and secondary research with a key focus on interviewing executives and engineers within the display and wider XR ecosystems, in addition to attendance of major conferences including CES, SID Display Week and Laval Virtual. It provides 27 company profiles as well as further case studies of important developments in the XR display world.
 
Unique position and experience behind this report
 
IDTechEx has been covering the VR, AR and MR industry since 2015, staying close to the technical and market developments, interviewing key players worldwide, attending numerous conferences and delivering multiple consulting projects. IDTechEx's long history within this area has provided it a unique ability to curate a network within this space, bolstering its analysis in this report.
 
IDTechEx's report assesses the VR, AR and MR market in considerable detail, evaluating the different constituent technologies, evolving use-cases, potential adoption barriers and the difficulties of competing in this crowded space. The report includes multiple company profiles based on interviews with major players across the different technologies. IDTechEx also develops granular ten-year market forecasts and assessments of the potential for success of the technologies covered.
 
This report provides critical market intelligence about the diverse and fast-changing extended reality (XR) display industry. This includes:
 
Technology trends & player analysis
  • An introduction to the augmented, mixed and virtual reality (AR/MR/VR) headset market, including analysis of key trends, expected market entrance from major players and assessment of the competitive landscape.
  • Introduction to the display requirements of XR devices, including the optical systems that partner with displays.
  • For seven distinct display panel technologies, technological background, expected innovations, analysis of important players, overview of the supply chain ecosystem, assessment of fitness for VR and narrow/wide field of view (FoV) AR devices.
  • Analysis of display backplanes and driving technologies, "true 3D" (holographic and light field) displays and competitor technologies.
  • 27 company profiles included including interviews.
  • Updates from conferences in 2023, including SID Display Week, Laval Virtual and CES.
 
Market forecasts & analysis
  • Ten-year granular market forecasts for the following, including basis in historical data and narratives:
  • Overall headset market (VR including MR-capable devices, AR including MR-capable devices).
  • Displays by panel technology (e.g., OLED-on-silicon, LCD, DLP, etc.). AR devices are divided into narrow vs. wide field of view.
  • Benchmarking of the above technologies on 13 commercial and technological factors, with quantitative application fitness assessment.
  • Analysis and technical discussion of the potential winning technologies within these areas.


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Table of Contents

1. EXECUTIVE SUMMARY
1.1. VR, AR, MR and XR as experiences
1.2. Segmenting devices: VR vs. AR
1.3. Display and optics systems in VR and AR
1.4. Classifying headsets
1.5. The metaverse as a driver for XR development
1.6. XR devices and the metaverse
1.7. Apple's Vision Pro and re-evaluation of XR
1.8. The rise of passthrough MR in VR headsets
1.9. The outlook for XR: comparing the VR and AR markets
1.10. Display panel technologies in VR
1.11. Display panel technologies in AR
1.12. Benchmarking criteria (I): commercial factors
1.13. Benchmarking criteria (II): technological factors
1.14. Liquid crystal displays (LCDs): overview
1.15. Major VR LCD ecosystem players
1.16. Outlook for LCDs
1.17. OLED (organic light emitting diode) displays: overview
1.18. OLED-on-silicon/micro-OLED displays: overview
1.19. OLEDoS vs. OLED on TFT
1.20. OLED for VR: what might the new ecosystem look like?
1.21. The OLEDoS ecosystem: Sony holds a powerful position
1.22. Outlook for OLED(-on-TFT) displays
1.23. Outlook for OLEDoS displays
1.24. Micro-light emitting diode (micro-LED) displays: overview
1.25. Possible supply chain for micro-LED displays
1.26. Summary: micro-LED displays
1.27. Liquid crystal on silicon (LCoS) displays: overview
1.28. Digital micromirror device (DMD)/digital light processing (DLP) displays: overview
1.29. Supply chains in LCoS for AR
1.30. The DLP/DMD ecosystem in AR
1.31. DLP vs. LCoS: why has DLP lost ground?
1.32. Outlook for LCoS displays
1.33. Outlook for DLP displays
1.34. Laser beam scanning (LBS): overview
1.35. The LBS ecosystem
1.36. Outlook for LBS displays
1.37. Unweighted comparison of all display types
1.38. VR displays: benchmark performance
1.39. Summary: Displays for VR
1.40. Narrow FoV AR displays: benchmark performance (plots)
1.41. Wide FoV AR displays: benchmark performance (plots)
1.42. Summary: displays for AR
1.43. Forecasts in this report
1.44. VR headsets: revenue
1.45. VR headsets: headset volume
1.46. VR displays: adoption proportions
1.47. VR displays: volume/no. displays
1.48. VR displays: revenue
1.49. AR headsets: revenue
1.50. AR headsets: headset volume
1.51. Narrow FoV AR displays: adoption proportions
1.52. Narrow FoV AR displays: volume/no. displays
1.53. Narrow FoV AR displays: revenue
1.54. Wide FoV AR displays: adoption proportions
1.55. Wide FoV AR displays: volume/no. displays
1.56. Wide FoV AR displays: revenue
1.57. Displays for VR: analyst outlook (I)
1.58. Displays for VR: analyst outlook (II)
1.59. Displays for AR: analyst outlook (I)
1.60. Displays for AR: analyst outlook (II)
2. INTRODUCTION
2.1. Introduction to extended reality (XR)
2.1.1. VR, AR, MR and XR as experiences
2.1.2. Segmenting devices: VR vs. AR
2.1.3. Classifying headsets
2.1.4. AR, MR, VR and XR: a brief history
2.1.5. The 2010s to date - the age of XR begins
2.1.6. Applications in VR, AR & MR
2.1.7. The metaverse as a driver for XR development
2.1.8. XR devices and the metaverse
2.1.9. Industry 4.0 and XR
2.1.10. VR/AR solutions for Industry 4.0
2.1.11. Apple's Vision Pro and re-evaluation of XR
2.1.12. The rise of passthrough MR in VR headsets
2.1.13. Old terminology: PC-, standalone and smartphone XR
2.1.14. Updating terminology: standalone vs. tethered
2.1.15. AR: Defining terminology (I)
2.1.16. AR: Defining terminology (II)
2.1.17. Consumer AR headsets: a rocky history
2.1.18. Consumer AR devices face tough competition
2.1.19. AR headsets as a replacement for other smart devices
2.1.20. AR as the end goal
2.1.21. AR, MR and VR - market development
2.1.22. VR headsets: selected players
2.1.23. AR headsets: selected players
2.1.24. Potential Big Tech entries to the AR market (I)
2.1.25. Potential Big Tech entries to the AR market (II)
2.1.26. The outlook for XR: comparing the VR and AR markets
2.2. Introduction to VR displays
2.2.1. VR display and optics requirements
2.2.2. Display panel technologies in VR
2.2.3. Comparing VR display types
2.2.4. Choices of VR optic
2.2.5. "Reverse passthrough": a new display type for VR
2.2.6. Benchmarking performance of VR displays
2.2.7. Major display suppliers
2.2.8. Summary: displays for VR
2.3. Introduction to AR displays
2.3.1. AR optics and display requirements
2.3.2. Display panel technologies in AR
2.3.3. Optical combiners: definition and classification
2.3.4. Optical combiners for AR
2.3.5. Common waveguide architectures
2.3.6. Common waveguide architectures: operating principle and device examples
2.3.7. Reflective (geometric) waveguides
2.3.8. Reflective waveguides: SWOT analysis
2.3.9. Surface relief grating waveguides
2.3.10. Diffractive waveguides (SRG): SWOT analysis
2.3.11. Volume holographic grating waveguides
2.3.12. Diffractive waveguides (VHG): SWOT analysis
2.3.13. Birdbath optics: current top choice for lower-end AR
2.3.14. Birdbath combiners: SWOT analysis
2.3.15. Status and market potential of optical combiners
2.3.16. Optical engines: combining displays and optics in XR
2.3.17.  

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