Global Virtual Manufacturing Market (2022 to 2027) | Panda Anku

DUBLIN, August 15, 2022 /PRNewswire/ — The “Virtual Production Market by Supply (Hardware, Software, Services), Type (Pre-Production, Production, Post-Production), End-User (Movies, TV Series, Commercial Advertising, Online Videos), Region – Global Forecast to 2027”- Report has been added Offer.

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The global virtual production market size is estimated at $2.6 billion in 2022 and is expected to be achieved $5.1 billion until 2027, at a CAGR of 14.5% over the forecast period.

The market has promising growth potential due to several factors including increasing adoption of OTT, increasing implementation of LED wall technology and increasing demand due to pandemics.

Virtual production is the process of creating the digital world, beginning with the creation of the film and ending with the final VFX, which focuses on real-time interaction on set. Virtual production has the ability to mix live footage and computer graphics simultaneously, enable real-time feedback, and make VFX and animation decisions on set.

Software: The fastest growing segment of the virtual manufacturing market, by supply

In 2021, the software segment accounted for the largest share of the virtual production market. The advent of technology and the merging of various other next-generation technologies such as machine learning (ML), artificial intelligence (AI), augmented reality (AR), virtual reality (VR), augmented reality (XR), deep learning, virtual production has supported growth. Continuous organic and inorganic growth strategies adopted by virtual manufacturing ecosystem players have fueled the growth of the market. For example in February 2022gave Mo-Sys Engineering Ltd. announces that its StarTracker precision camera tracking system is fully supported by Assimilate’s Live FX software.

Post Production: The largest end-user segment of the virtual production market

In 2021, the post-production segment accounted for the largest share of the global virtual production market. At present, virtual production is still in its infancy and very few films are produced entirely through virtual production. In hybrid production models, some shots are shot through virtual production, and where some rely entirely on VFX, post-production plays a crucial role

North America: The largest region in the virtual production market

North America led the virtual production market in 2021. The key factors driving the growth of the North American virtual production market include the increasing demand for visual effects in film production and the increasing acceptance of studio-based production due to the restrictions imposed by the pandemic. Furthermore, most of the ecosystem players have large market shares in the North American region compared to those in other regions.

Main topics covered:

1 Introduction

2 research methodology

3 Summary

4 premium insights
4.1 Attractive growth opportunities for market participants
4.2 Virtual production technology, according to the offer
4.3 Market by Type
4.4 Market, by Country
4.5 Virtual Manufacturing Market by Region

5 Market Overview
5.1 Introduction
5.2 Market Dynamics
5.2.1 Drivers Increasing demand for visual effects in film and television industry Increasing implementation of LED wall technology Increasing demand due to a pandemic
5.2.2 Restrictions Lack of qualified professionals High capital cost for initial setup
5.2.3 Opportunities Increasing trend in Ott platforms Creation of new virtual production studios
5.2.4 Challenges LED screen issues in virtual production
5.3 Supply Chain Analysis
5.4 Ecosystem of Virtual Production Cinematography
5.5 Average selling prices of bids from major players, by hardware
5.5.1 Average Selling Price Trends
5.6 Trends and Disruptions Affecting Customers
5.6.1 Revenue shift and new revenue streams for virtual production technology vendors
5.7 Key Technology Trends
5.7.1 Vfx
5.7.2 CGI
5.8 Porter’s Five Forces Analysis
5.9 Key Stakeholders and Purchase Criteria
5.9.1 Key Stakeholders In The Buying Process: Virtual Manufacturing Market
5.9.2 Purchase Criteria
5.10 Case Studies
5.10.1 Effective use of virtual production to stream Bmw Berlin Marathon
5.10.2 Conversion of Location-Based Shooting to Virtual Production Studio Shooting
5.11 Trade Analysis Virtual Manufacturing Companies
5.11.1 Import scenario
5.11.2 Export scenario
5.12 Patent Analysis, 2012-2022
5.13 Major Conferences and Events, 2022-2023
5.14 Tariff and regulatory landscape Virtual production technology
5.14.1 Regulatory Bodies, Government Agencies and Other Organizations
5.14.2 Tariffs and Regulations Tariffs Regulations Standards

6 Virtual Production Market, by supply
6.1 Introduction
6.2 Hardware
6.2.1 Significant Demand for Specialized Hardware in Virtual Manufacturing Market
6.3 Software
6.3.1 Software segment dominates market
6.4 Services
6.4.1 Virtual production services play a crucial role in the pre- and post-production phase

7 Virtual Production Market by Type
7.1 Introduction
7.2 Pre-Production
7.2.1 Pre-Production Services help to achieve the right vision
7.3 Production
7.3.1 Different Strategies Employed by the Major Players Expected to Accelerate the Production Segment
7.4 Post Production
7.4.1 Post-production segment with the largest market share

8 Virtual production market, by end user
8.1 Introduction
8.2 Movies
8.2.1 Film segment with the largest market share
8.3 TV Series
8.3.1 The emergence of Ott platforms creates opportunities for market participants
8.4 Commercial Advertising
8.4.1 Creative results at lower budgets to attract users
8.5 Online Videos
8.5.1 Popularity of on-demand video content to increase online video segment
8.6 Miscellaneous

9 Virtual Manufacturing Market, by region

10 competitive landscape
10.1 Virtual Production Overview
10.2 Market Valuation Framework
10.2.1 Product Portfolio
10.2.2 Regional Focus
10.2.3 Manufacturing Footprint
10.2.4 Organic/Inorganic Strategies
10.3 Market Share Analysis, 2021
10.4 Five year sales analysis of the company
10.5 Key Quadrant for Business Valuation
10.5.1 Stars
10.5.2 Emerging Leaders
10.5.3 Omnipresent Players
10.5.4 Participants
10.6 Company Profile
10.7 Competitive Scenarios and Trends
10.7.1 Product Launches
10.7.2 Shops
10.7.3 Miscellaneous

11 company profiles
11.1 Key Companies
11.1.1 Adobe Inc.
11.1.2 Nvidia Corporation
11.1.3 Sony Group
11.1.4 Autodesk, Inc.
11.1.5 Technicolor
11.1.6 Htc Corporation
11.1.7 Vicon Motion Systems Ltd
11.1.8 Side Effect
11.1.9 Epic Games
11.1.10 Mo-Sys Engineering Ltd.
11.1.11 Perforce Software, Inc.
11.1.12 The Walt Disney Company
11.2 Other Players
11.2.1 Neg
11.2.2 Tiltlabs
11.2.3 Planar Systems, Inc.
11.2.4 Virsabi
11.2.5 Production Resource Group, LLC
11.2.6 Dimension
11.2.7 Recode XR Studio
11.2.8 Vu Technologies
11.2.9 80Six Ltd.
11.2.10 deer visual
11.2.11 Boris Fx, Inc.
11.2.12 Insta360
11.2.13 360Rize
11.2.14 Wcta Fx

12 Appendix

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