DPVR (formerly Deepoon) Announced New PCVR Headset E3

On Mar.28th, Deepoon VR held its spring press conference in Beijing JD.com Headquarter and launched a PC VR Headset E3 along with its self developed laser orientation solution Polaris. Also it announced the new English brand name DPVR as well.


DPVR announced that the price for E3 Basic Edition is 2299RMB ($330 USD) while the price for “E3 + Polaris” Orientation Set is 4999RMB ($715 USD). Currently, the DPVR E3 is open for reservation on JD.com crowdsourcing platform.

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Hypereal Announced Price Competitive PCVR Headset

Hypereal announced their 1st prototype headset in Jul.2016, at last year’s Chinajoy 2016. Their announced prototype then was like a ‘HTC Vive’, using tracking tech like Valve’s lighthouse. Less than one year now, they announced their new official product.

Hypereal’s current product is like a PSVR headset + Oculus Touch/Constellation. It’s called Pano and Pano Pro.


Price for Pano and Pano Pro is very competitive, Pano is $355 USD, and Pano Pro is $525 USD. (price calculated to USD from RMB). Pano can now be reversed on Hypereal’s official website and it says will be shipped around Jun. this year.

Continue reading “Hypereal Announced Price Competitive PCVR Headset”

Deepoon Received 10M+ USD Financing

Deepoon VR CEO announced in early Jan.2017 its open letter that they have accomplished a new round of financing led by Kingnet.com and followed by other VR industry funds, total amount exceeding 10m USD.


In December 2015, Deepoon VR accomplished 0.18b RMB(26m USD) B round financing. That round is led by Xunlei and followed by Kingnet.com and the three parties reached a strategic cooperation.

In August 2016, Deepoon VR had another 24.85m RMB(3.59m USD)strategic financing from kingnet.com as well.

Deepoon Formed Strategic Cooperation with Dell to Explore B/C Market with Headset + PC Set

On March.9th, Dell and Deepoon held a press conference in Beijing to announce their strategic cooperation. The indepth VR cooperation of the two companies will build the industry chains for PC VR.

Deepoon is a renowned domestic VR headset developer and has launched PCVR headset E2 and VR All-in-one M2. This January, Deepoon launched the new generation of VR headset E3 on CES and the corresponding spatial orientation solution. The Chief Strategic Office of Deepoon Zhang Li said that when JingDong.com sell this product on March.28th, they will showcase another desktop solution along with a room size orientation solution as well.


As an International PC giant, Dell China held its VR strategy press conference last April and announced its commitment to VR content creation and technology framework building. Last September, Dell launched 4 VR labs in the global range and its cooperation with multiple partners for VR content environment development.

The cooperation between Dell and Deepoon will mainly cover two aspects. Firstly, the two sides will optimize the VR experience together based on the user feedback they collected for Deepoon. Secondly, they will partner on channels. In ToC side they will launch a Dell computer + Deepoon headset set while in ToB side they will combine different function Deepoon VR headset with different performance Dell computer based on the user’s need and provide them with more diverse product choices.

Dell Greater China VP Lin Hao said: “The two companies’ product complement each other and share the same market target. Therefore the combination of Dell and Deepoon can certainly turn into a perfect match. Dell will utilize its strong technology research background and outstanding supply chain integration to realize a more indepth VR industry integration and stimulate the innovation of VR solution and the development of China VR industry.”

Deepoon VR Chief Strategy Officer Zhang Li commented: “VR headsets have more flexible requirements for PC and Deepoon VR E3 has two corresponding spatial orientation solution for different needs. VR headsets certainly have many more applicable settings that users can freely choose from. Therefore Dell’s technology advancement combined with Deepoon’s experience in VR will be beneficial for a faster and more convenient application of VR in more aspects of everyday life. Particularly, the popularization cost of PC VR will be much lower.”

With the rapid penetration of VR concept in 2016, this year is considered to be the year of Business VR market. With this cooperation, Dell will share its channel resources in industrial application market. Zhang Li also said that they were exploring the industry and offline application market with the E generation headset of Deepoon PCVR last year as well. Many schools, including the Beijing No.4 High School has introduced Deepoon headsets for VR education.

As for the consumer market, Zhang Li admit that in comparison to the heated concept phenomenon at the beginning of 2016, the market is relatively deserted in the second half. But according to the data from Deepoon’s channel, the sales of Deepoon headsets in January 2017 doubles the average monthly sale of 2016. Therefore Zhang Li believed that this year there will be more opportunities in consumer market.

At last April’s China VR strategy press conference, Lin Hao once said that Dell will concentrate on VR content and won’t touch upon the VR headset development. But at the end of last year, Microsoft announced Dell as one of their five PC partners and will launch a VR headset based on Microsoft’s MR system. And after that, ASUS and Lenovo both launched their own VR headsets on CES. Given that, Lin Hao said that Dell is still discussing internally and hasn’t finalized their participation way yet.

Nokia and Youku Teamed up to Bring VR Contents to Vast Chinese Viewers

Recently, Nokia announced its content development strategic cooperation with Youku. In the future, Youku users and content producers will be able to enjoy high end OZO VR content solutions.

According to Youku, it has around 0.5 billion monthly active users on its platform and the daily page view is over 1.1 billion. After its strategic cooperation with Nokia, Youku will be able to use the OZO services from Nokia, including OZO cameras, OZO software pack, SDK player and OZO audio technology solution.


“China has the fastest grow VR market in the world, therefore they will have huge demand for high quality VR content as well.” VP of Digital Media at Nokia, Paul Melin said, “Our partnership with Youku can bring high end VR content with premium quality to millions of users. ”

Currently, Youku is the only Chinese content publish platform that teamed with Nokia’s VR ecosystem. VR professionals can utilize Nokia’s SDK to develop contents aiming for different mainstream platforms such as Oculus Desktop, Oculus Mobile, Gear VR, HTC Vive and Google VR.

Goertek Acquired Kopin

On January 3rd, Goertek announced that their plan to acquire 7.339 million Kopin common stock with 23,851,750 USD (approximately 164,577,075 RMB).

After this transaction, Goertek will own around 9.80% of Kopin’s total common stock. According to the announcement, Kopin is a NASDAQ stock exchange listed company that develops and provides advanced innovative wearable technology and solutions in head-mounted computer and display system for military, industry and commercial customers.


Kopins head-mounted product: Solos

The announcement also mentioned about a series of strategic cooperation agreement the company signed with Kopin. They will combine the company’s advance design and manufacture ability with Kopin’s leading technology in subminiature display, voice chip, optics, OLED display, battery, VR and components fields to further develop and sell a series of AR/VR etc. wearable products.

HTC Vive: Business & Consumer Version will Further Differentiate

After the consumer version Vive hit the market at the beginning of 2016, HTC launched another business version headset as well and priced at USD 1200. Targeting at Business market, this headset has better performance, longer warranty period and group purchase option. Recently, HTC Vive indicated that the business and consumer version will have more differences in the future due to their different target market.

At this year’s CES, a foreign media asked Vive China president Wang Congqing whether they will consider to develop totally different product lines for home users and experience store customers. And Wang’s answer is: “This is the exact approach we are taking. We noticed that business market users are less sensitive to price but more keen on the product manageability, applicability, comfort level and life span. Therefore we think the new products we just announced, including the tracker and ViveDeluxe Audio Strap will be adopted more by business clients rather than consumers. The wireless solution from TPCAST will attract more and more business clients and offline experience store owners to experience these products.”

In 2016, VR offline experience stores increase astonishingly in China. Vive’s business market performance probably have exceed its consumer market’s. Dec. 2016, HTC just announced two projects targeting non-consumer market, Viveport Arcade and Viveport Enterprise.

Viveport Arcade

Viveport Arcade is a VR application eco-system and management platform targeting specifically for start-up offline experience stores. Usually the VR games in offline experience stores have faster pace and better visual impact while games for home users have longer narratives and game time. Viveport Aracade can process game purchase and authorization cases at the same time.

Viveport Enterprise

Viveport Enterprise is a VR application eco-system as well and its goal is to commercialize VR production.

HTC has already applied different strategies towards Viveport, Viveport Arcade and Viveport Enterprise and have provide customized software for them separately as well. But in terms of hardware, these three systems are still using the same headset, controller and tracking technologies. But in the future, they will be different as well.

In the near future, Vive will further differentiate business and consumer product. Softwares for business products will have more manageability.” Wang Congqing told the media.

Given VR’s growing attractiveness in offline entertainment business, VR’s potential is increasing in vertical market as well. But at the same time, the complexity of current VR system poses great challenges in VR’s application in vertical market. This challenge will be the key focus for HTC in 2017

“In 2017, we will pay great attention to the VR application in vertical market. Actually, we are planning to sell integrated solutions directly to medical, education and tourism industry, which I believe can fully open the market and enable more consumers to experience the technology outside their house.”