According to recently-published research by Juniper Research, use of Virtual Reality (VR) headset could grow so rapidly over the next four years that it could reach 3 billion hours of 4K streaming.
The research suggests that the sector could increase by more than 650% by 2021, and hints that unless network operators begin working together to improve the issue of immersive video streaming, that the internet as it stands today will simply not cope.
A rise of 650% equals 21,000 petabytes of data during 2021, and today’s current figure stands at 2,800 PB for 2017.
The researchers say that the growing needs of users for better quality imaging, and increased frame rates will raise the data requirements of VR headsets above the demands of 4K devices, and this could lead to data congestion.
Industry experts maintain that to meet these demand expectations, network operators and providers should be coming into the discussions right now, and address points such as:
Research points to the fact that VR is indeed getting more social, with some networks already introducing VR platforms and games.
Online gaming is increasing in social, with games now including more and more social features.
In an industry where research suggests that VR properties and other immersive video streaming such as 360° video and interactive video will generate $6 billion over the next five years, the potential is serious, and its expected growth is phenomenal.
Currently, the range of VR owners is largest among the male population, and Western European users are likely to be aged 25-44. American owners are also predominantly men, although slighter older at 33-44 years old.
VR forms of immersive video streams are still relatively new, but growth is startling, and according to the industry experts, needs closer attention over the very near future.