Universities Expanding VR Hardware Inventories States VR First Survey

VRFocus has covered Crytek’s VR First initiative from the word go almost a year ago. With the aim of nurturing virtual reality (VR) development at universities, over the the past year Crytek has added more and more institutions to the roster, and today for CES 2017 its revealed the results of a recent survey.

The latest research, collected with the support of the CONTEXT and IEEE Digital Senses Initiative, reveals an increase in VR and augmented reality (AR) adoption at universities worldwide in 2016.  Collating data from 151 universities in 38 countries, the survey shows that the number of head-mounted displays (HMDs) per university has significantly increased from 1.5 to 5.6 in the last six months. At the beginning of 2016, 51 students on average had to share one headset, whereas today that has come down to 18 students per HMD.

VR First Lab_DACC

The data also shows what heads universities are actually using, with 44 percent using an Oculus Rift (either CV1, DK2 or DK1), 22 percent are using HTC Vive, while 19 percent have access to Samsung Gear VR. In terms of GPU and CPU preference, Nvidia dominates the GPU end with 94 percent to AMD’s 6 percent, while Intel dominates the CPU side with 98 percent to AMD’s 2 percent.

Ferhan Özkan, Director of Partnerships and Alliances at VR First said: “Our latest infographic exposes the growing appetite among universities to bridge the developer deficit facing the VR/AR industry, but there’s still a lot of work to be done. Moreover, given the available budgets from many universities, such institutions themselves could be a profitable market for vendors and resellers. In 2017, we look forward to many more high-profile partners joining the effort to make VR/AR development a priority at universities around the world.”

To date, 26 VR First Labs have been established, and more than 200 universities have submitted applications to join the program. Checkout the VR First infographic below on more on the survey results, and for any more updates on the initiative, keep reading VRFocus.

VR First Infographic