Two-thirds of Architectural Visualisation Professionals Will Use VR in 2018
The benefits of VR in architecture are becoming too strong to resist.
After the success of the medium in 2017, next year will be a big one for virtual reality (VR) According to a new report released by Chaos Group, it’s not just videogames that will see a significant drive. Architectural firms are also jumping on board, with a significant push for VR visualisation.
Featuring insights from 5,769 industry professionals, Chaos Group’s new report looks at how technology trends like VR, cloud rendering and an increased need for 3D visuals are affecting architects and visualisation teams in 2017, with new data on potential changes in the year to come. The most noticeable change in the last few years, for employees working at companies of all sizes, is the increased reliance on recently introduced technologies like BIM and VR. 70% confirmed this feeling, overtaking sustainable design by nearly 2:1.
According to Chaos Group, over two-thirds of architecture and architectural visualisation professionals plan to use VR in 2018. 28% already are, with another 28% currently experimenting. This lends credence to the idea that while 3D tools have been mainstream for architects and visualisation artists for some time, the introduction of VR offers new ways for them to experience and communicate unbuilt designs, leading to increased use and interest.
Of the adopters, 80% are using VR on multiple projects, suggesting that the technology is beginning to play a more significant role in architectural design and visualisation workflows. Large architecture firms (classified as companies with over 100 architects) have embraced VR at a much higher rate than smaller firms and freelancers. 62% of large firms are currently using VR, and more than half of those have already used VR on five or more projects.
In terms of toolsets, V-Ray is the most used software for VR creation in architecture and architectural visualisation, followed by the Unreal Engine 4 and Unity 2017 videogame engines.
Additional subject matters covered in the report from Chaos Group include cloud rendering usage with data from over 70 countries, with backgrounds ranging from individual freelancers to employees in large multinational firms. To download the full report visit Chaos Group’s official website, and for all the latest on VR as we head into 2018 stay right here at VRFocus.