Vr Visualization Software Statistics 2024


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In the rapidly evolving landscape of technology, VR visualization software is emerging as a crucial player in 2024. Recognizing the impact of this innovative technology on various industries is essential for understanding contemporary business dynamics. These statistics shed light on market trends, user adoption rates, and technological advancements, providing a comprehensive picture of how VR visualization is shaping the future of business processes and customer interactions.

Key stakeholders, including technology developers, business leaders, investors, and educators, will find this data particularly valuable. For developers, understanding the latest trends can guide software improvements and innovation. Business leaders and investors can leverage these insights to make informed decisions, ensuring that their strategic planning aligns with the technological advancements and market needs. Educators can utilize this data to prepare the future workforce with relevant skills tailored to the growing VR field. As such, these statistics not only highlight current trends but also predict and shape the trajectory of the industry.

Ultimately, diving deep into the statistics of VR visualization software allows stakeholders to craft strategies that harness the full potential of this technology. By making data-driven decisions, businesses can stay ahead in a competitive market, fostering growth and innovation. In a world where technology is continuously advancing, staying informed with precise, up-to-date statistics is indispensable for navigating the future successfully.

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Top Vr Visualization Software Statistics 2024

โ˜ฐ Use “CTRL+F” to quickly find Vr Visualization Software facts. There are total 85 Vr Visualization Software Statistics on this page ๐Ÿ™‚


Sales And Market Trends

  • Global shipments of AR/VR headsets declined by 67.4% year over year in the first quarter of 2024 (1Q24). [?]
  • Despite the decline in shipments, the average selling price (ASP) of AR/VR headsets rose to over $1000 as Apple entered the market. [1]
  • IDC forecasts that AR/VR headset shipments will return to growth later in 2024, with volume growing 7.5% over 2023. [1]
  • The AR/VR headset shipment volume is expected to see a compound annual growth rate (CAGR) of 43.9% from 2024 to 2028. [1]
  • The virtual reality market size is anticipated to grow from $58.7 billion in 2022 to $441.84 billion by 2030, with a CAGR of 28.7%. [9]
  • The global AR/VR software and hardware market was valued at $2.6 billion in 2020 and is predicted to grow to $5.1 billion by 2023. [5]
  • Overall, there are 57.4 million users of VR in the US, with 9.5 million in the retail sector as of 2020. [5]
  • The total number of VR users in the retail sector is predicted to reach 31.5 million by 2025. [5]
  • VR gaming revenue is currently valued at $1.1 billion and is expected to grow to $2.4 billion by 2024. [5]
  • The virtual reality market size is expected to reach $22.81 billion in 2024 and $131.93 billion by 2029, with a CAGR of 42.05%. [10]
  • The augmented and virtual reality market size was valued at $14.84 billion in 2020 and is projected to reach $454.73 billion by 2030, registering a CAGR of 40.7%. [11]
  • The virtual reality (VR) market size is projected to increase by USD 64.72 billion at a CAGR of 28.3% between 2023 and 2028. [17]
  • By 2030, the VR market size will catapult to a staggering US$214 billion. [14]
  • North America will ship 8.2 million VR headsets in 2023, while Western Europe will ship 4.0 million units. [14]

Device And Technology

  • The AR/VR market is segmented into enterprise and consumer markets; the enterprise VR market accounted for a higher market share than the consumer VR market in 2023. [18]
  • The head-mounted display (HMD) device segment recorded the largest revenue share of 61.9% in 2022 and is anticipated to strongly lead the market till 2030. [20]
  • The standalone HMDs, such as Meta Quest 2, Meta Quest Pro, PSVR2, and new products like Apple’s Vision Pro, remain the dominant form factor for VR, accounting for 73% of total VR HMD revenue and 78% of HMD shipments in 2023. [14]
  • The software segment is anticipated to record the highest CAGR of 29.7% during the forecast period. [20]
  • AR-powered virtual fitting rooms and virtual stores are predicted to penetrate the retail industry. [5]
  • The virtual reality headset market size is projected to be worth around USD 117.92 billion by 2032 from USD 8.2 billion in 2022, expanding at a CAGR of 30.60% during the forecast period from 2023 to 2032. [27]

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Adoption And Usage

  • Approximately 40% of Gen Zers want to see more travel applications via VR technology. [5]
  • The COVID-19 pandemic has accelerated interest in VR as a tool for remote experiences and training. [5]
  • VR technology adoption in education produced training score improvements from pre- to post-test by up to 20%. [5]
  • In the education sector, VR may accelerate as it can help students experience their lessons through their own eyes without the need for face-to-face classroom learning. [5]
  • VR is transforming the travel industry by providing virtual previews of destinations and enhancing customer service. [5]
  • The COVID-19 pandemic has opened the door of opportunity for VR tourism to take off. [5]
  • The VR software market owes 43% of its value to the gaming sector. [5]
  • Consumer VR technology, particularly VR headsets, first hit the market in 2016. [5]

Industry Impact And Applications

  • In 2017, the Oculus Rift first entered the market at $599, and buyers needed a compatible PC costing about $1,200. [5]
  • Google’s Daydream offers a smartphone-based VR experience for just $50, and Google Cardboard offers a considerable VR experience for only $20. [5]
  • The VR market for augmented and virtual reality (AR/VR) headsets is forecasted to have 216 million users by 2025. [9]
  • Training medical students using VR technologies like PathoGeniusVR or surgical simulations with pre-processed models is becoming more common. [6]
  • Immersive solutions are also being used for training medical personnel. [6]
  • Psychological therapy and rehabilitation are other scenarios that resort to VR, adopting the patient-as-user paradigm. [6]
  • Medical imaging visualization tools like Elucis and Diffuse Specto are representative products in the immersive environment market. [6]
  • VR is being used in the entertainment industry to heighten experiences with 360 films and increase emotional connection with characters or films. [16]

Performance And Hardware Issues

  • Users have reported stuttering and laggy performance with 40×0 series GPUs on Vive Pro 2, making it unplayable. [2]
  • Single-threaded OpenXR shows 5.1ms app CPU and 4.2ms rdr CPU times. [2]
  • OpenXR shows 3.3ms app CPU and 3.2ms rdr CPU times in multi-threaded mode. [2]
  • The frame rates drift between 34-49fps depending on the location, with texture tearing in water in both MT and non-MT modes. [2]
  • Running at 5.1 GHz combined with a 4090 GPU saw nice improvements in the MT version. [2]
  • A system with AMD 5800x3D, 4090, Reverb G2, Native OpenXR, and almost maxed out DCS settings ran at 90 fps until close to the island where frame times above 9ms caused reprojection and fps dropped to 45. [2]
  • GPU utilization hovers around 30-40 percent, affecting FPS. [2]
  • OpenXR bumped to 120% with a fixed fps of 45 resulted in a stable and smooth experience. [2]
  • Users reported visible terrain stuttering in MT mode even with a constant 72 Hz. [2]

Training And Education

  • VR’s application in education and training is expanding with tools like VR Expeditions 2.0 offering hundreds of virtual field trips. [16]
  • The training industry is embracing VR learning, with companies like Bank of America sourcing 10,000 headsets and Walmart offering VR training to its 1 million employees. [16]
  • VR training significantly increases learning retention levels, with studies showing that people learn up to 4 times faster in VR. [16]
  • Lloyds Banking Group introduced VR exercises to assess graduates for its 2017 intake, marking a significant step in VR training. [16]
  • VR-based training is expected to be a $700 million industry by 2025. [24]
  • VR learners are 35% more confident than e-learners and 40% more confident than classroom peers. [24]
  • VR learners have 3.75 times stronger emotional connection to the material than classroom learners. [24]
  • Students in VR are 1.5 times more focused than classroom students and 4 times more concentrated than e-learning students. [24]

Marketing And Consumer Engagement

  • VR is transforming the travel industry by providing virtual previews of destinations and enhancing customer service. [5]
  • The VR market in the retail sector is expected to see 31.5 million users by 2025. [5]
  • The ad-tech startup Immersv raised about $10.5 million for 360-degree videos, games, and virtual reality ads. [5]
  • Google is running VR ad experiments in its Area 120 workshop. [5]
  • The standalone Oculus Go sold 550,000 units, whereas the PC-tethered Oculus Rift sold 160,000 units. [5]
  • Sony’s PlayStation VR is leading the VR market with 700,000 units sold. [5]
  • Virtualitics raised $7 million to bring mixed reality and big data to the sci-fi future. [8]
  • VR and 360-degree videos provide new opportunities to better communicate information by allowing users to experience data rather than just observe it. [7]

Future Prospects And Developments

  • Apple’s 2024 XR device, Vision Pro, may create significant market impact due to its impressive features. [14]
  • The education sector is expected to overtake the consumer space as the biggest revenue opportunity for VR software and services by 2027. [14]
  • Manufacturing, retail, and energy sectors are expected to see near 70% CAGR through 2030. [14]
  • VR growth previously expected to take more than 5 years is now included in market forecasts. [14]
  • The metaverse is poised to flourish and develop its unique shape in 2024. [22]
  • Full-body suits for enhanced VR immersion are being prototyped and expected to see more progress in 2024. [15]
  • The Apple Vision Pro, launching in 2024, reimagines VR by integrating high-resolution displays and user-centric design. [22]
  • VR is transforming traditional operations and paving the way for unprecedented possibilities in various sectors by 2024. [22]
  • The VR market is projected to witness significant growth, with an anticipated CAGR of 34.9% in the medical sector. [25]

Comparative Data And Industry Analysis

  • The VR market size was valued at $12.3 Billion in 2023 and is expected to grow at a CAGR of more than 23% over the forecast period. [18]
  • The AR/VR industry revenue in 2022 was approximately $13.8 billion, expected to grow at a CAGR of 32.3%, reaching $50.9 billion by 2026. [23]
  • The global AR/VR market is expected to witness a CAGR of 23.7% during 2024-2030, reaching USD 210.4 billion by 2030. [26]
  • The VR headset market size was valued at USD 25.11 billion in 2023 and is projected to grow from USD 32.64 billion in 2024 to USD 244.84 billion by 2032, exhibiting a CAGR of 28.6%. [21]
  • The market for VR in healthcare is expected to reach $4.9 billion by 2023, with about 36.6% annual growth. [24]
  • The U.S. virtual reality headset market size was valued at USD 2.53 billion in 2022 and is expected to reach USD 36.32 billion by 2032, growing at a CAGR of 30.60%. [27]
  • The augmented and virtual reality market generated revenue of USD 47.6 billion in 2023, which is expected to witness a CAGR of 23.7% during 2024-2030. [26]

Miscellaneous Facts

  • You can create your own $5,000+ work setup in VR/AR and take it wherever you like. [3]
  • The Vision Pro and Quest 3 helped educate users and enticed developers to create mixed-reality content. [1]
  • A-Frame can be developed from a plaintext HTML file without downloading any external 3rd party files or software. [4]
  • The VR market saw a 30% year-over-year increase in revenues of VR companies. [5]
  • The data visualization industry is expected to reach $19.20 billion by 2027 at a CAGR of 10.2%. [12]
  • The global market for data analytics is predicted to surge from $30 billion in 2022 to $393 billion in 2032. [19]
  • The use of data visualizations could shorten business meetings by 24%. [13]
  • The average benefit of analytics delivers $9.01 per dollar spent. [12]

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Sources

  1. idc โ€“ https://www.idc.com/promo/arvr
  2. dcs โ€“ https://forum.dcs.world/topic/320806-multithreading-performance-is-sensational-in-vr/page/4/
  3. vrguide โ€“ https://vrguide.io/vr-data-visualization/
  4. hitechnectar โ€“ https://www.hitechnectar.com/blogs/data-visualization-ar-vr/
  5. financesonline โ€“ https://financesonline.com/virtual-reality-trends/
  6. nih โ€“ https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8455774/
  7. knightlab โ€“ https://studio.knightlab.com/results/exploring-data-visualization-in-vr/uncharted-territory-datavis-vr/
  8. datavizcatalogue โ€“ https://datavizcatalogue.com/blog/thoughts-on-dataviz-in-vr/
  9. theinsightpartners โ€“ https://www.theinsightpartners.com/reports/virtual-reality-market
  10. mordorintelligence โ€“ https://www.mordorintelligence.com/industry-reports/virtual-reality-market/market-size
  11. valuates โ€“ https://reports.valuates.com/reports/ALLI-Auto-4H304/augmented-and-virtual-reality
  12. visme โ€“ https://visme.co/blog/data-visualization-statistics/
  13. csgsolutions โ€“ https://blog.csgsolutions.com/15-statistics-prove-power-data-visualization
  14. abiresearch โ€“ https://www.abiresearch.com/blogs/2023/07/13/virtual-reality-vr-market-2023-update/
  15. forbes โ€“ https://www.forbes.com/sites/bernardmarr/2023/10/13/the-10-biggest-ar-vr-and-immersive-internet-trends-in-2024/
  16. virtualspeech โ€“ https://virtualspeech.com/blog/vr-applications
  17. technavio โ€“ https://www.technavio.com/report/virtual-reality-market-industry-analysis
  18. globaldata โ€“ https://www.globaldata.com/store/report/vr-market-analysis/
  19. scu โ€“ https://onlinedegrees.scu.edu/media/blog/techniques-for-data-visualization-and-reporting
  20. grandviewresearch โ€“ https://www.grandviewresearch.com/industry-analysis/virtual-reality-vr-market
  21. fortunebusinessinsights โ€“ https://www.fortunebusinessinsights.com/industry-reports/virtual-reality-market-101378
  22. program-ace โ€“ https://program-ace.com/blog/virtual-reality-trends/
  23. medium โ€“ https://medium.com/@Web3comVC/the-near-future-of-vr-ar-f15d6d6a889b
  24. jelvix โ€“ https://jelvix.com/blog/future-of-virtual-reality
  25. skyquestt โ€“ https://www.skyquestt.com/report/virtual-reality-market
  26. psmarketresearch โ€“ https://www.psmarketresearch.com/market-analysis/augmented-reality-and-virtual-reality-market
  27. precedenceresearch โ€“ https://www.precedenceresearch.com/virtual-reality-headset-market

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