VRT : Blockhain Based Global VR Platform for developers, Consumers And Business

Image result for vrt

Virtual Reality ("VR")

Virtual Reality ("VR") technology is actively taking over the entertainment industry globally. This is not surprising,  as improved modern technology turns VR into an entirely new experience. According  to analysts, the VR industry is highly likely to create a multi-billion-dollar market in the next few years. However, one of the key issues getting in the way of full-blown development of this technology is a lack of quality content for ever developing  VR equipment
New game worlds and new game scenarios are required to maintain a high level of interest in VR parks, so our park network will become the first customer  for platform-created VR content, immediately generating economic  activity within the marketplace. We will also establish  a fund , which will be used to reward pioneer developers of the platform and will amount to 5% of the money raised.

VRT  Blockchain 

The VThe VRT World Project is announcing the launch of its own blockchain.  The VRchain blockchain will be a sidechain to the Ethereum network with the ability to verify transactions in the main Ethereum network. Sidechain will use the Solidity programming language to work with smart contracts and support the transfer of tokens from the main Ethethe main Ethereum network and back using a two-way binding mechanism and a simple paycheck mechanism (two way Peg and SPV). This solution will allow us to use VRT tokens in both chains, while the cost of information transactions in dollar terms will be several times lower than if the
main Ethereum network were used.
One of the important VRT innovations will be the the the function allowing the transfer of data from the real world to within the chain. This feature will be implemented using a kind of analogue of the Oraclize solution for the Ethereum. This solution consists of an external script that (after a certain time or by calling it via API) receives data from external external resources and then transfers it to a special smart contract inside the blockchain, calling the necessary method and changing the value of the variable (or variables) in it, then the other smart contracts can refer to a contract that contains data and work with them inside the blockchain. This solution is necessary for the operation of a real business and allows use of a blocbusiness and allows use of a blockchain for a wide  range of tasks, which is less expensive in terms of  the cost to access the data  from outside the main Ethereum chain.

MARKET REVIEW

Market Size

According to Digi-Capital, the size of the VR market will be more than $15 billion by 2022, and within that figure, Games will be the fastest growing market segment  and will take the largest market share in the VR segment.
This is primarily This is primarily evidenced by the large number of potential users interested in these products. According to Goldman Sachs , the existing target audience for VR gaming includes approximately 380 million people—230 million console owners and 150 million PC gamers in developed nations. After adding live events and video entevideo entertainment viewers to these figures, we can estimate the target audience for VR at more than 1 billion users.

Key Players

AccoAccording to The Virtual Report’s site,  there were around 18 million HMD owners globally at the start of 2017, with Google Cardboard accounting for more than half of these devices.
AdditionallAdditionally, according statista.com, almost 4.5 million HMDs were sold in the first half of 2017 alone, with Samsung, Sony, and Facebook’s Oculus Rift in the lead.
Gartner estimates that by 2021, the number of these devices will rise to over 67 million units. However, this number may increase if manufacturers are able to produce HMDs at more affordable prices, while maintaining high image quality. Facebook has already taken steps in this direction, with CEO Mark Zuckerberg unveiling the Oculus Go—a new version of their VR headset—in Ocheadset—in October 2017. Starting in early 2018, the headsets will be sold at a price of $199, significantly less than that of its predecessor, Oculus Rift

Market Trends

Understanding the degree of development of technology, the emerging main trends, and market problems, the VRT Project will be developed in two main directions:
First,  as a platform-marketplace, uniting developers and consumers of content.
Marketplaces offering any VR content for developers can be related only to the following two projects: Unity one of the most popular development platforms for VR. More than 91% of content for HoloLens is based on Unity, as are about 90% of VR games for Samsung Gear and 53% for  Oculus Rift. Unity extensibility allows any third-party hardware manufacturer to develop its own plug-ins and SDK.
Unity Technologies serves millions of registered users, including large publishers, independent studios, students and amateur developers around the world. Unity is related to 770 million players worldwide (with more than 770 thousand followers on facebook (https://www.facebook.com/unity3d) and almost 290 thousand followers on twitter (https://twitter.com/unity3d)

Virtual Reality Center

Virtual Reality Center- have parks in Zurich, Kassel, Stockholm and Santiago. Various content is available, from small simulators per person (5-10 minutes of the game) to quests with full-body tracking technology for several people. In addition In addition to the described VR parks around the world, there are also thousands of small VR attractions offering a chance to dive into the world of
VR with the help of specially developed mechanisms that enhance the experience of the game. For example, it may be chairs or specially designed stands that change their position depending on the actions and position of the plactions and position of the player in the virtual world, or various hanging mechanisms that simulate flight.

VRT TOKENS

VRT Tokens act as a “fuel source” for the entire platform. They will be released on the Ethereum blockchain in accordance with the ERC-20 standard, which also enables its migration to VRchain side chain to accelerate transactions and reduce costs in settlements between platform members.
Purchasing the content developed by VRT in tokens allows purchasers to get a 10% discount. During the first two years of the Project, all tokens received as fees for transactions on the platform will be burned.

VRT tokens as a commission fee

  1. Commission fee for the platform members participating in the public screening and testing of content prior to its upload to the marketplace. 
  2. Commission fee for the users providing content verification services. The work is in progress to create special software allowing content verification by comparing with blockchain records. This solution utilizes verification mechanisms similar to the Proof of Stake algorithm, allowing a copy of the software to be available for a particular owneowner. 
  3. Organized tournaments with prize funds nominated in VRT-tokens are also part of the long-term goals.

Sales Token:

Start Sales Token: January 20, 201
End of sale: February 20, 2017
Total funds for increment: $ 15,000,000
Bonus: Up to $ 5,000-20-20% from $ 5,000,000 up to $ 10,000,000-15% from $ 10,000,000 to $ 15,000,000-10%
TOKEN SALES DETAILS
Hard cap: $ 16,000,000
Soft cap: $ 3,500,000
Token: VRT, ERC20
Token base exchange rate:
500 VRT = 1 ETH
Minimum transaction amount:
50 VRT (0.1 ETH)
Maximum transaction amount: 1,500,000 VRT (3 000 ETH)
Currency received: BTC, ETH. Tokens purchased for ETH will be loaded in the user's wallet in the Ethereal block with a closed balance in the smart contract.
All raised funds will be received and stored in a multi-signature wallet.

RoadMap

Team

Komentar

Postingan populer dari blog ini

Paygine : The Ultimate Financial Platform For Modern business

Jibbit : Building A Trueshtless Network for Canabis

Freldo : Social Network For Communication And Trading Site For Business Management