The global virtual production market size was estimated at USD 2.11 billion in 2023 and is expected to grow at a CAGR of 18.6% from 2024 to 2030. Virtual production enables filmmakers to interactively visualize and explore digital scenes, such as realistic virtual characters, three-dimensional graphics, and a real-time virtual interactive background environment within the studio. Vast developments in the field of virtual production over the years have led to the introduction of solutions that allow filmmakers to transfer the motion-captured movement of an actor to virtual characters, which are then previewed in real-time, in combination with live-action footage and virtual set extension elements. Such solutions help filmmakers plan and communicate their creative ideas in new and more intuitive ways. The increasing demand for visual effects (VFX) in movie production studios worldwide and rising application scope of virtual production in commercial ads are likely to drive market growth.
During the pandemic in 2020, prominent Hollywood filmmakers, including NBC, MTV, and ABC, began adopting Virtual Production using cloudbusting, which involved using a robotic camera like the Solo Cinebot, to shoot the actors remotely. The increased adoption of LED video wall technology is augmenting the implementation of virtual production across the media and entertainment sectors. LED video walls display computer-generated graphics in the background and enable filmmakers to capture visual effects in real time. The LED video wall technology has substituted a green screen, making film production more accessible after the break of COVID-19. For instance, in April 2020, ABC's show SkyLine filmed all their real-life scenes in a 360-degree camera and displayed them on the LED screen instead of the green screen. LED video wall screens create a realistic background visual that replaces an actual shoot location while saving the entire crew time and money.
For instance, The Mandalorian TV series has extensively used semicircular LED video walls for the in-house shoot and virtual production technology for overall production, eliminating the need for on-location shoots. Disney used LED walls of dimensions 20 feet high, 75 feet wide, and 270 degrees, which made it possible to present the movement of the 3D image concerning the camera's movement. The rising popularity of web series containing visual effects and three-dimensional graphic environments encourages video-makers to implement virtual production technology in their video content. Popular web and television series, such as Games of Thrones, The Last Kingdom, Black Mirror, and Outlander, have extensively implemented visual graphics to create epic and historical scenes. VFX helps produce high-quality video content with realistic graphic characters and artificial scenes that enrich the viewing experience.
Moreover, virtual production technology helps reduce video production costs by eliminating the need to shoot at expensive sites and bringing pre-visualization (a part of the pre-production process) on set. Pre-visualization creates a first three-dimensional representation of the final visual effects action sequence to help movie-makers plan out camera placement and other creative/technical requirements. For instance, in April 2022, HTC VIVE, a computer and electronics manufacturing company, released a virtual production technology named VIVE Mars CamTrack. It accelerates, simplifies, and lowers the cost of virtual production software by combining the complete camera tracking workflow into a small plug-and-play module with professional-grade functionality.
In many cases, the use of VIVE Mars Cam Track eliminates the need to shoot on-location and allows filmmakers to fully express their creative vision by allowing performers to instantly jump into any number of virtual backdrops as a scene is being shot. With the advent of advanced technologies in virtual production, filmmakers can create more advanced computer graphic characters using facial-capture training data to transform visuals into real-time characters. The most recent example of advanced visual effects is the transformation of actor Josh Brolin’s face into the lead villain Thanos in the latest Marvel Avengers movie series. Furthermore, artificial intelligence (AI) and machine learning (ML) features are expected to enhance the quality of visual effects further and simplify the design process of a three-dimensional model. The growing applications of AI in content creation for action simulation, 3D texturing, and post-process motion-capturing data are expected to lead to the development of advanced visual effect software functions.
The innovative production technologies and approaches of its implementation are evolving rapidly to allow filmmakers to generate, visualize, and control digital environments in real-time. Cutting-edge technologies like real-time rendering, AI-powered cameras, and advanced LED walls drive continual market expansion.
The level of M&A activities in the market is rising significantly. Strategic acquisitions target companies offering specialized hardware, software, or expertise to expand product portfolios and gain market share. Acquisitions can be a strategic way to tap into promising new technologies like volumetric capture or extended reality (XR) solutions, giving companies a head start in future developments. The collaboration between technology giants and creative studios enhances the advancements in virtual production, subsequently fueling increased consolidation of the market.
The impact of regulations is estimated in the low to moderate range. However, emerging. safety regulations for LED walls and potential concerns over deepfakes are arising. Governments may introduce safety standards to ensure the well-being of filmmakers and actors. The deepfake’s ability to manipulate video realistically through virtual production raises ethical and legal questions. Regulations around deepfakes could impact the usage and distribution of virtual production technologies.
Traditional filmmaking remains a viable alternative, especially for budget-conscious projects. However, virtual production's efficiency and creative flexibility pose a growing challenge. Virtual sets eliminate the need for location scouting, construction, and travel, potentially reducing production costs. Virtual environments offer limitless possibilities, allowing filmmakers to create fantastical worlds or manipulate existing locations with ease.
End-user concentration in the market is at a moderate level. The movies & television segment currently dominates the market, followed by the commercials & online videos segment. Furthermore, diversification into live events, gaming, and virtual tourism is expected to reduce the market concentration over the forecast period.
The software segment accounted for the largest revenue share of 41.8% in 2023 and is expected to retain its dominance from 2024 to 2030. The rising visual effects applications and computer-generated graphics in movies and commercial advertisements are expected to influence market growth positively. An increase in the implementation of virtual production and the expansion of various products in the gaming industry will also positively impact market growth. Also, ongoing technological advancements in virtual production software solutions allow the development of engaging content by incorporating advanced VFX features. Furthermore, growing inclusion of machine learning and deep learning in virtual production solutions is expected to drive the development of software with more value-added features, fueling the segment growth.
The hardware segment is projected to expand at a significant pace and is expected to hold the second position, in terms of market revenue, from 2024 to 2030. This can be attributed to the considerable rise in the use of virtual production LED video wall screens for real-time background visuals required for in-house shoots. The increasing use of virtual production technology in film studios and TV shows is expected to boost the demand for hardware, such as motion capture workstations, virtual camera systems, and simulation cameras. The rising popularity of 3D designs and realistic virtual characters for movies and video games is expected to drive the demand for computer graphics cards. For instance, in January 2022, Sony Corp. added a crystal LED to enhance its video production.
Sony Innovation Studios redefined settings for film and television productions with its most recent technology that generates 3D volumetric point cloud data in Japan. The service segment is anticipated to emerge as the fastest-growing segment from 2024 to 2030. Owing to the lack of trained professionals in VFX and virtual production technology, moviemakers or film studios often hire professional agencies for their services to implement VFX in their video productions. Moreover, services are mainly required during the production and post-production of any video content. The rising number of new videos on various broadcasting platforms is fostering the growth of the service segment. The segment is anticipated to register the highest CAGR of 20.1% from 2024 to 2030.
The movies segment accounted for the second-largest revenue share of 28.5% in 2023. A substantial increase in movie production budgets and the high usage of VFX in Hollywood and other regional movie studios fuel the growth of this segment. The rising trend of shifting movie broadcasts from cinema halls and multiplexes to over-the-top (OTT) platforms allows filmmakers to reach a larger audience, which is expected to drive the growth of the segment from 2024 to 2030. The TV series segment is expected to register the fastest CAGR from 2024 to 2030.
This can be attributed to the increased penetration of television sets in developing regions. Moreover, the increased uptake of smart television sets with advanced technological features, such as integrated internet and interactive web, allows users to access the internet, view web pages, watch videos, and view photo slideshows on these devices. The segment is anticipated to outshine the movies segment, in terms of total market revenue, and hold the largest share by the end of the forecast period.
The post-production segment accounted for the largest revenue share of 50.7% in 2023. This can be attributed to its crucial role in editing and collaborating post-shoot videos with graphics and visual effects (VFX). The segment is expected to witness promising growth opportunities over the forecast period due to the constant rise in new video production projects on various video platforms globally, and filmmakers adapting virtual production methods due to the limitations caused by the COVID-19 outbreak. For instance, in August 2023, Mo-Sys Engineering announced the incorporation of Content Server Solution VP Pro XR LED at Solent University in Southampton, UK.
It is equipped with an LED wall and a Mimik lighting panel, offering a blend of lighting and cinematic reflections. This setup, coupled with Mo-Sys's StarTracker and VP Pro XR, is set to enhance film production courses at Solent University. The production segment is anticipated to register a promising CAGR from 2024 to 2030. The collaboration of high-quality visual graphics with a motion-captured imagery character in a 3D environment has become highly popular in recent times. It replaces the concept of a green screen and goes physically to film different scenes. Performance capture through a virtual camera enables video-makers to portray an imaginary character’s action by simulating a real actor’s movements.
The scene can be simultaneously projected in a realistic graphics environment generated through the computer or a live LED wall in the background. The collaboration of visual graphics and imagery characters through motion capture is gaining traction and is likely to influence market growth. For instance, in May 2022, Technicolor, a France-based entertainment provider, partnered with Paramount Pictures, a U.S.-based entertainment provider, and director Jeff Fowler, an American filmmaker, to create a fully computer-generated Sonic (a cartoon character) for Sonic the Hedgehog 2, a film based on the video game series by SEGA.
The virtual production market in North America accounted for the largest share of 36.5% in 2023. This can be attributed to the extensive application of virtual production in major film studios in the region, including NBC Universal, Viacom CBS, Warner Media, and Walt Disney Studios. Moreover, substantial investments of companies in the region in R&D activities to develop advanced virtual production software solutions also support the development of the regional market.
The U.S. virtual production market is expected to grow at a CAGR of 15.9 % from 2024 to 2030 owing to the prominent technological innovation in the U.S. For instance, in December 2022, the most significant LED wall virtual production stage in the U.S. was unveiled by Amazon Studios. The drum-shaped stage is 26 feet tall and 80 feet in circumference, one foot less than a Vancouver stage that is currently considered the biggest in the world.
The virtual production market in Europe is expected to witness significant growth from 2024 to 2030 due to the advancement of visual effects technologies. The prevalence of VFX-based television and film categories and recent innovations in virtual production are expected to spur market expansion in the area.
The UK virtual production market held a significant share in 2023. The UK government recently revealed substantial investment in the country's creative sectors, including virtual production. This expenditure is anticipated to contribute to developing the infrastructure required to support the rising demand for services including sound stages and virtual production facilities.
The virtual production market in Asia Pacific is anticipated to register the highest CAGR from 2024 to 2030. The growth is attributable to one of the highest implementing rates of virtual production technology in film studios in Australia, China, Japan, South Korea, and India, the major countries that drive the demand for virtual production technologies. For instance, in May 2022, Mo-Sys Engineering Ltd., a prominent media production company, announced a partnership with GMS International, a software development company. Through this partnership, they make AR and virtual production solutions accessible to broadcasters and cinematographers in South Korea.
The India virtual production market is anticipated to experience the fastest CAGR from 2024 to 2030 due to the rapidly increasing demand for original OTT streaming content in the country, pushed by mobile broadband utilization and reduced data charges. In addition, the India Brand Equity Foundation (IBEF) reports that in 2021, phone-based gaming apps will make up 86% of all gaming apps, with the Indian gaming industry recently surpassing the U.S. in terms of user population, reaching 300 million.
Key virtual production companies include Adobe; Autodesk Inc.; Epic Games, Inc.; HTC Corporation (VivePort); Mo-Sys Engineering Ltd.; NVIDIA Corporation.; Pixar (The Walt Disney Company); and Technicolor. The market's competitive landscape is fragmented and features the presence of several players. In recent years, the market has witnessed several mergers, acquisitions, and strategic partnerships. For instance, in March 2020, Epic Games Inc. acquired Cubic Motion, a highly detailed digital facial animation provider for both films and video games. The acquisition would further enrich visuals and three-dimensional graphic environments for the users of Epic Games Inc. solutions. Also, in December 2022, the most significant LED wall virtual production stage in the U.S. was unveiled by Amazon Studios. The drum-shaped stage is 26 feet tall and 80 feet in circumference, one foot less than a Vancouver stage that is currently considered the biggest in the world.
The following are the leading companies in the virtual production market. These companies collectively hold the largest market share and dictate industry trends.
In July 2023, ROE Visual announced a partnership with Illusion XR Studio, Pixotope, and AVI-SPL, aiming to orchestrate an XR broadcast in Dubai to provide immersive experiences and valuable insights. The event was specifically designed for participants such as content creators, professionals in TV and film production, broadcasters, and esports enthusiasts keen on exploring the latest technology
In July 2023, Mo-Sys unveiled the StarTracker Max with best-in-class features and real-time camera tracking capabilities. This new solution is designed to augment camera tracking precision and performance, making it an important tool for virtual production, film production, and broadcasting applications
In June 2023, Mo-Sys announced its collaboration with 3LR Lighting and Bendac. The collaboration was aimed at showcasing the company’s latest solution the StarTracker Max
In May 2023, LG announced the launch of a micro-LED display an LG MAGNIT for production studios. The display enables improved content formation, brilliant picture quality, easy installation, and other controls. LG MAGNIT provides production studios with versatile operations by enabling users to adjust the scale and magnitude of the exhibited image and select either hanging or stacking installation
In May 2023, Autodesk introduced the cutting-edge capabilities of Autodesk Forma, the new industry cloud platform. The platform focuses on the early-stage planning & design process, delivering automation and AI-powered insights to simplify design exploration, offload repetitive tasks, and evaluate environmental qualities surrounding a building site. This enables architects to have more time to invest in creative solutions
In April 2023, Boris FX announced the release of advanced tools—the Silhouette and Mocha Pro versions, enabling advanced paint, motion tracking, and rotoscoping. These exceptional software tools are purposed to cater to the needs of visual effects artists, compositors, and paint/roto artists, who work on VFX-heavy films and streaming/broadcast projects
In April 2023, Borix FX announced that it acquired CrumplePop. The acquisition was witnessed as a planned move to complement CrumplePop’s AI-focused audio plugins with Boris FX's prevailing product line, including popular plugins like Sapphire, Mocha Pro, Continuum, Silhouette, and Optics
In September 2022, Adobe unveiled the first-in-the-world cloud-driven collaboration solution for content shooting on virtual sets. This new solution is credited to a collaboration between Adobe Camera to Cloud (powered by Frame.io) and Mo-Sys
In September 2022, Epic Games and Autodesk, Inc. announced a collaboration that was purposed to accelerate immersive real-time 3D experiences throughout varied industries, with an initial focus on architecture, engineering, and construction (AEC)
In March 2022, Adobe introduced a series of breakthroughs, investments, and integrations that are purposed to position brands to prosper in the metaverse. For the same, the company collaborated with Epic Games, The Coca-Cola Company, NVIDIA, NASCAR, and others on 3D content creation, portable immersive experiences, and e-commerce
Report Attribute |
Details |
Market size value in 2024 |
USD 2.44 billion |
Revenue forecast in 2030 |
USD 6.79 billion |
Growth rate |
CAGR of 18.6% from 2024 to 2030 |
Actual data |
2017 - 2023 |
Forecast period |
2024 - 2030 |
Quantitative units |
Revenue in USD billion/million and CAGR from 2024 to 2030 |
Report coverage |
Revenue forecast, company ranking, competitive landscape, growth factors, and trends |
Segments covered |
Component, type, end-user, region |
Regional scope |
North America; Europe; Asia Pacific; South America; MEA |
Country scope |
U.S.; Canada; Mexico; Germany; UK; France; China; India; Japan; Brazil |
Key companies profiled |
360Rize; Adobe; Arashi Vision Inc. (Insta 360); Autodesk Inc.; BORIS FX, Inc.; Epic Games, Inc.; HTC Corp. (VivePort); HumanEyes Technologies; Mo-Sys Engineering Ltd.; NVIDIA Corp.; Panocam3d.com; Pixar (The Walt Disney Company); Side Effects Software Inc. (SideFX); Technicolor; Vicon Motion Systems Ltd. |
Customization scope |
Free report customization (equivalent up to 8 analysts working days) with purchase. Addition or alteration to country, regional & segment scope |
Pricing and purchase options |
Avail customized purchase options to meet your exact research needs. Explore purchase options |
This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest trends in each of the sub-segments from 2017 to 2030. For this study, Grand View Research has segmented the virtual production market report based on component, type, end-user, and region:
Component Outlook (Revenue, USD Million, 2017 - 2030)
Hardware
Software
Services
Type Outlook (Revenue, USD Million, 2017 - 2030)
Pre-production
Production
Post-production
End-user Outlook (Revenue, USD Million, 2017 - 2030)
Movies
TV Series
Commercial Ads
Online Videos
Others
Regional Outlook (Revenue, USD Million, 2017 - 2030)
North America
U.S.
Canada
Mexico
Europe
UK
Germany
France
Asia Pacific
China
Japan
India
South America
Brazil
Middle East & Africa (MEA)
b. The global virtual production market size was estimated at USD 2.11 billion in 2023 and is expected to reach USD 2.44 billion in 2024.
b. The global virtual production market is expected to grow at a compound annual growth rate of 18.6% from 2024 to 2030 to reach USD 6.79 billion by 2030.
b. North America dominated the virtual production market with a share of 36.5% in 2023. This is attributable to the high application of virtual production in major film studios in the region, including NBC Universal, Viacom CBS, Warner Media, and Walt Disney Studios.
b. Some key players operating in the virtual production market include 360Rize; Adobe; Arashi Vision Inc. (Insta 360); Autodesk Inc.; BORIS FX, INC; Epic Games, Inc.; HTC Corporation (VivePort); HumanEyes Technologies; Mo-Sys Engineering Ltd.; NVIDIA Corporation.
b. Key factors that are driving the virtual production market growth include rising adoption of technology innovations in video production, increasing adoption of video streaming, and over-the-top (OTT) video services.
Table of Contents
Chapter 1. Virtual Production Market: Methodology and Scope
1.1. Market Segmentation and Scope
1.2. Market Definitions
1.3. Research Methodology
1.3.1. Information Procurement
1.3.2. Information or Data Analysis
1.3.3. Market Formulation & Data Visualization
1.3.4. Data Validation & Publishing
1.4. Research Scope and Assumptions
1.4.1. List of Data Sources
Chapter 2. Virtual Production Market: Executive Summary
2.1. Market Outlook
2.2. Segment Outlook
2.3. Competitive Insights
Chapter 3. Virtual Production Market: Variables, Trends, & Scope
3.1. Market Introduction/Lineage Outlook
3.2. Market Size and Growth Prospects (USD Million)
3.3. Industry Value Chain Analysis
3.4. Market Dynamics
3.4.1. Market Drivers Analysis
3.4.1.1. Growing Investments In Virtual Production Technology Development
3.4.1.2. Growing Preference For Digital Learning
3.4.2. Market Restraints Analysis
3.4.2.1. Risks Associated With Cyber Security
3.4.3. Industry Opportunities
3.4.4. Industry Challenges
3.4.5. Key Small-Sized Edtech Companies, By Region/Country
3.4.6. Key Company Ranking Analysis, 2023
3.5. Virtual Production Market Analysis Tools
3.5.1. Porter’s Analysis
3.5.1.1. Bargaining power of the suppliers
3.5.1.2. Bargaining power of the buyers
3.5.1.3. Threats of substitution
3.5.1.4. Threats from new entrants
3.5.1.5. Competitive rivalry
3.5.2. PESTEL Analysis
3.5.2.1. Political landscape
3.5.2.2. Economic and Social landscape
3.5.2.3. Technological landscape
3.5.2.4. Environmental landscape
3.5.2.5. Legal landscape
Chapter 4. Virtual Production Market: Sector Estimates & Trend Analysis
4.1. Segment Dashboard
4.2. Virtual Production Market: Component Movement Analysis, 2023 & 2030 (USD Million)
4.3. Hardware
4.3.1. Hardware Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
4.4. Software
4.4.1. Software Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
4.5. Services
4.5.1. Services Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
Chapter 5. Virtual Production Market: Type Estimates & Trend Analysis
5.1. Segment Dashboard
5.2. Virtual Production Market: Type Movement Analysis, 2023 & 2030 (USD Million)
5.3. Pre-production
5.3.1. Pre-production Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
5.4. Production
5.4.1. Production Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
5.5. Postproduction
5.5.1. Postproduction Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
Chapter 6. Virtual Production Market: End-user Estimates & Trend Analysis
6.1. Segment Dashboard
6.2. Virtual Production Market: End-user Movement Analysis, 2023 & 2030 (USD Million)
6.3. Movies
6.3.1. Movies Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
6.4. TV Series
6.4.1. TV Series Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
6.5. Commercial Ads
6.5.1. Commercial Ads Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
6.6. Online Videos
6.6.1. Online Videos Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
6.7. Others
6.7.1. Others Market Revenue Estimates and Forecasts, 2017 - 2030 (USD Million)
Chapter 7. Virtual Production Market: Regional Estimates & Trend Analysis
7.1. Virtual Production Market Share, By Region, 2023 & 2030, USD Million
7.2. North America
7.2.1. North America Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
7.2.2. U.S.
7.2.2.1. U.S. Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
7.2.3. Canada
7.2.3.1. Canada Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
7.3. Europe
7.3.1. Europe Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
7.3.2. UK
7.3.2.1. UK Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
7.3.3. Germany
7.3.3.1. Germany Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
7.3.4. France
7.3.4.1. France Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
7.4. Asia Pacific
7.4.1. Asia Pacific Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
7.4.2. China
7.4.2.1. China Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
7.4.3. Japan
7.4.3.1. Japan Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
7.4.4. India
7.4.4.1. India Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
7.5. South America
7.5.1. South America Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
7.5.2. Brazil
7.5.2.1. Brazil Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
7.6. Middle East & Africa
7.6.1. Middle East and Africa Virtual Production Market Estimates and Forecasts, 2017 - 2030 (USD Million)
Chapter 8. Competitive Landscape
8.1. Recent Developments & Impact Analysis by Key Market Participants
8.2. Company Categorization
8.3. Company Market Positioning
8.4. Company Market Share Analysis
8.5. Company Heat Map Analysis
8.6. Strategy Mapping
8.6.1. Expansion
8.6.2. Mergers & Acquisition
8.6.3. Partnerships & Collaborations
8.6.4. New Product Launches
8.6.5. Research And Development
8.7. Company Profiles
8.7.1. 360Rize
8.7.1.1. Participant’s Overview
8.7.1.2. Financial Performance
8.7.1.3. Product Benchmarking
8.7.1.4. Recent Developments
8.7.2. Adobe
8.7.2.1. Participant’s Overview
8.7.2.2. Financial Performance
8.7.2.3. Product Benchmarking
8.7.2.4. Recent Developments
8.7.3. Autodesk Inc.
8.7.3.1. Participant’s Overview
8.7.3.2. Financial Performance
8.7.3.3. Product Benchmarking
8.7.3.4. Recent Developments
8.7.4. BORIS FX, INC
8.7.4.1. Participant’s Overview
8.7.4.2. Financial Performance
8.7.4.3. Product Benchmarking
8.7.4.4. Recent Developments
8.7.5. Epic Games, Inc.
8.7.5.1. Participant’s Overview
8.7.5.2. Financial Performance
8.7.5.3. Product Benchmarking
8.7.5.4. Recent Developments
8.7.6. HTC Corporation (VivePort)
8.7.6.1. Participant’s Overview
8.7.6.2. Financial Performance
8.7.6.3. Product Benchmarking
8.7.6.4. Recent Developments
8.7.7. HumanEyes Technologies
8.7.7.1. Participant’s Overview
8.7.7.2. Financial Performance
8.7.7.3. Product Benchmarking
8.7.7.4. Recent Developments
8.7.8. Mo-Sys Engineering Ltd.
8.7.8.1. Participant’s Overview
8.7.8.2. Financial Performance
8.7.8.3. Product Benchmarking
8.7.8.4. Recent Developments
8.7.9. NVIDIA Corporation.
8.7.9.1. Participant’s Overview
8.7.9.2. Financial Performance
8.7.9.3. Product Benchmarking
8.7.9.4. Recent Developments
8.7.10. Panocam3d.com
8.7.10.1. Participant’s Overview
8.7.10.2. Financial Performance
8.7.10.3. Product Benchmarking
8.7.10.4. Recent Developments
8.7.11. Pixar (The Walt Disney Company)
8.7.11.1. Participant’s Overview
8.7.11.2. Financial Performance
8.7.11.3. Product Benchmarking
8.7.11.4. Recent Developments
8.7.12. Side Effects Software Inc (SideFX)
8.7.12.1. Participant’s Overview
8.7.12.2. Financial Performance
8.7.12.3. Product Benchmarking
8.7.12.4. Recent Developments
8.7.13. Technicolor
8.7.13.1. Participant’s Overview
8.7.13.2. Financial Performance
8.7.13.3. Product Benchmarking
8.7.13.4. Recent Developments
8.7.14. Vicon Motion Systems Ltd
8.7.14.1. Participant’s Overview
8.7.14.2. Financial Performance
8.7.14.3. Product Benchmarking
8.7.14.4. Recent Developments
List of Tables
Table 1. Virtual Production Market Segmentation
Table 2. Virtual production market - Industry snapshot & key buying criteria, 2017 - 2030
Table 3. Global Virtual Production Market, 2017 - 2030 (USD Million)
Table 4. Global Virtual Production Market, by region, 2017 - 2030 (USD Million)
Table 5. Global Virtual Production Market, by component, 2017 - 2030 (USD Million)
Table 6. Global Virtual Production Market, by type, 2017 - 2030 (USD Million)
Table 7. Global Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
Table 8. Key market driver impact
Table 9. Key market restraint impact
Table 10. Key market opportunity impact
Table 11. List of key market players
Table 12. Hardware Virtual Production Market, by region, 2017 - 2030 (USD Million)
Table 13. Software Virtual Production Market, by region, 2017 - 2030 (USD Million)
Table 14. Pre-production Virtual Production Market, by region, 2017 - 2030 (USD Million)
Table 15. Production Virtual Production Market, by region, 2017 - 2030 (USD Million)
Table 16. Post-production Virtual Production Market, by region, 2017 - 2030 (USD Million)
Table 17. Movies Virtual Production Market, by region, 2017 - 2030 (USD Million)
Table 18. TV Series Virtual Production Market, by region, 2017 - 2030 (USD Million)
Table 19. Commercial Ads Virtual Production Market, by region, 2017 - 2030 (USD Million)
Table 20. Online Videos Virtual Production Market, by region, 2017 - 2030 (USD Million)
Table 21. Others Virtual Production Market, by region, 2017 - 2030 (USD Million)
Table 22. North America Virtual Production Market, by component, 2017 - 2030 (USD Million)
Table 23. North America Virtual Production Market, by type, 2017 - 2030 (USD Million)
Table 24. North America Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
Table 25. U.S. Virtual Production Market, by component, 2017 - 2030 (USD Million)
Table 26. U.S. Virtual Production Market, by type, 2017 - 2030 (USD Million)
Table 27. U.S. Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
Table 28. Canada Virtual Production Market, by component, 2017 - 2030 (USD Million)
Table 29. Canada Virtual Production Market, by type, 2017 - 2030 (USD Million)
Table 30. Canada Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
Table 31. Mexico Virtual Production Market, by component, 2017 - 2030 (USD Million)
Table 32. Mexico Virtual Production Market, by type, 2017 - 2030 (USD Million)
Table 33. Mexico Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
Table 34. Europe Virtual Production Market, by component, 2017 - 2030 (USD Million)
Table 35. Europe Virtual Production Market, by type, 2017 - 2030 (USD Million)
Table 36. Europe Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
Table 37. Germany Virtual Production Market, by component, 2017 - 2030 (USD Million)
Table 38. Germany Virtual Production Market, by type, 2017 - 2030 (USD Million)
Table 39. Germany Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
Table 40. UK Virtual Production Market, by component, 2017 - 2030 (USD Million)
Table 41. UK Virtual Production Market, by type, 2017 - 2030 (USD Million)
Table 42. UK Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
Table 43. France Virtual Production Market, by component, 2017 - 2030 (USD Million)
Table 44. France Virtual Production Market, by type, 2017 - 2030 (USD Million)
Table 45. France Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
Table 46. Asia Pacific Virtual Production Market, by component, 2017 - 2030 (USD Million)
Table 47. Asia Pacific Virtual Production Market, by type, 2017 - 2030 (USD Million)
Table 48. Asia Pacific Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
Table 49. China Virtual Production Market, by component, 2017 - 2030 (USD Million)
Table 50. China Virtual Production Market, by type, 2017 - 2030 (USD Million)
Table 51. China Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
Table 52. Japan Virtual Production Market, by component, 2017 - 2030 (USD Million)
Table 53. Japan Virtual Production Market, by type, 2017 - 2030 (USD Million)
Table 54. Japan Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
Table 55. India Virtual Production Market, by component, 2017 - 2030 (USD Million)
Table 56. India Virtual Production Market, by type, 2017 - 2030 (USD Million)
Table 57. India Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
Table 58. South America Virtual Production Market, by component, 2017 - 2030 (USD Million)
Table 59. South America Virtual Production Market, by type, 2017 - 2030 (USD Million)
Table 60. South America Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
Table 61. Brazil Virtual Production Market, by component, 2017 - 2030 (USD Million)
Table 62. Brazil Virtual Production Market, by type, 2017 - 2030 (USD Million)
Table 63. Brazil Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
Table 64. MEA Virtual Production Market, by component, 2017 - 2030 (USD Million)
Table 65. MEA Virtual Production Market, by type, 2017 - 2030 (USD Million)
Table 66. MEA Virtual Production Market, by end-user, 2017 - 2030 (USD Million)
List of Figures
Fig. 1 Research process
Fig. 2 Market formulation
Fig. 3 Market segmentation and scope
Fig. 4 Virtual production market, 2017 - 2030
Fig. 5 Key opportunities analysis
Fig. 6 Virtual production - Value chain analysis
Fig. 7 Virtual production market dynamics
Fig. 8 Industry analysis - Porter’s five forces analysis
Fig. 9 Virtual production - PEST analysis
Fig. 10 Virtual production market share by component, 2023 & 2030
Fig. 11 Virtual production market share by type, 2023 & 2030
Fig. 12 Virtual production market share by end-user, 2023 & 2030
Fig. 13 Virtual production market share by region, 2023 & 2030
Fig. 14 North America marketplace: Key takeaways
Fig. 15 Europe marketplace: Key takeaways
Fig. 16 Asia Pacific marketplace: Key takeaways
Fig. 17 South America marketplace: Key takeaways
Fig. 18 MEA marketplace: Key takeaways
Market Segmentation
The conventional method of media production follows a strict sequence, with the scene being planned by directors and cinematographers, the cast gathered on set, and the editing and VFX creation commencing and concluding post-filming. This unidirectional flow from preproduction to postproduction can result in unwanted consequences like a “fix-it-in-post” approach, unnecessary or harmful VFX work, and expensive reshoots. Virtual production offers a solution by enabling production companies to initiate VFX work during preproduction. This provides digital resources for planning and filming and allows for continuous refinement of the final product throughout the production process. Virtual production is an evolution of traditional filmmaking, permitting studios to experiment more while maintaining cost and time efficiency. In the face of challenges posed by the global COVID-19 pandemic, virtual productivity could offer a competitive edge for content creators. The pandemic has interrupted film and series production worldwide, potentially leading to a future “content desert”. As governments globally contemplate reopening with new safety measures in place, virtual sets offer a safer alternative by shifting crews from the hazards of travel and on-location shooting to the controlled environment of a sound stage. Advancements in digital humans and motion capture could even enable entirely remote productions. Virtual production not only saves time and money for studios but also allows for virtual scouting, eliminating the need for travel. Early creative decisions and adjustments can lead to optimal choices when actors are on set, resulting in fewer retakes and more efficient filming.
Advanced technologies in virtual production have revolutionized filmmaking. They enable the creation of sophisticated computer graphic characters, transforming visuals into real-time characters. A notable example is the transformation of actor Josh Brolin’s face into Thanos in the latest Marvel Avengers Movies. Artificial intelligence (AI) has significantly improved virtual production technology, enhanced computer-generated graphics, and facilitated the design and visualization of complex scenes in a three-dimensional model. This technology reduces transportation and logistics costs and allows filmmakers to capture live-action scenes using simul-cams or virtual cameras. AI also accelerates video production work by providing pre-production support. It generates insights from large data sets to understand the acceptance and interest in the proposed content. For instance, Netflix uses AI to create video content based on user behavior and has invested USD 15 billion to develop original content. AI can also help understand scripts and suggest real-world locations for creating realistic computer graphic imagery locations.
While virtual production can enhance film visuals and reduce costs, it also presents challenges, mainly due to industry professionals’ lack of training and experience, leading to creative and technical issues. On a virtual production set, virtual elements must seamlessly integrate with live-action footage. This involves creating realistic surface textures, lighting, shadows, and fluid simulations that offer an immersive experience akin to a real film set. The final output largely depends on the real-time engines’ capabilities and the quality of animations, assets, textures, and materials, necessitating skilled artists for exceptional results. Virtual production lacks physical feedback, leaving actors unaware of the actual set, which can affect their performance. Shooting real-time visual effects and game engines poses specific challenges. During virtual production shooting, engineers must ensure all necessary motion data is accurately captured, stored, and distributed. Factors like facial performances, limb rotations, and camera attributes such as aperture, focal length, position, and orientation are continuously monitored, and inaccuracies like jitter or flipping joints need immediate correction.
This section will provide insights into the contents included in this virtual production market report and help gain clarity on the structure of the report to assist readers in navigating smoothly.
Industry overview
Industry trends
Market drivers and restraints
Market size
Growth prospects
Porter’s analysis
PESTEL analysis
Key market opportunities prioritized
Competitive landscape
Company overview
Financial performance
Product benchmarking
Latest strategic developments
Market size, estimates, and forecast from 2017 to 2030
Market estimates and forecast for product segments up to 2030
Regional market size and forecast for product segments up to 2030
Market estimates and forecast for application segments up to 2030
Regional market size and forecast for application segments up to 2030
Company financial performance
A three-pronged approach was followed for deducing the virtual production market estimates and forecasts. The process has three steps: information procurement, analysis, and validation. The whole process is cyclical, and steps repeat until the estimates are validated. The three steps are explained in detail below:
Information procurement: Information procurement is one of the most extensive and important stages in our research process, and quality data is critical for accurate analysis. We followed a multi-channel data collection process for virtual production market to gather the most reliable and current information possible.
Analysis: We mine the data collected to establish baselines for forecasting, identify trends and opportunities, gain insight into consumer demographics and drivers, and so much more. We utilized different methods of virtual production market data depending on the type of information we’re trying to uncover in our research.
Market Research Efforts: Bottom-up Approach for estimating and forecasting demand size and opportunity, top-down Approach for new product forecasting and penetration, and combined approach of both Bottom-up and Top-down for full coverage analysis.
Value-Chain-Based Sizing & Forecasting: Supply-side estimates for understanding potential revenue through competitive benchmarking, forecasting, and penetration modeling.
Demand-side estimates for identifying parent and ancillary markets, segment modeling, and heuristic forecasting.
Qualitative Functional Deployment (QFD) Modelling for market share assessment.
Market formulation and validation: We mine the data collected to establish baselines for forecasting, identify trends and opportunities, gain insight into consumer demographics and drivers, and so much more. We utilize different methods of data analysis depending on the type of information we’re trying to uncover in our research.
Market Formulation: This step involves the finalization of market numbers. This step on an internal level is designed to manage outputs from the Data Analysis step.
Data Normalization: The final market estimates and forecasts are then aligned and sent to industry experts, in-panel quality control managers for validation.
This step also entails the finalization of the report scope and data representation pattern.
Validation: The process entails multiple levels of validation. All these steps run in parallel, and the study is forwarded for publishing only if all three levels render validated results.
The virtual production market was categorized into four segments, namely component (Hardware, Software, Services), type (Pre-production, Production, Post-production), end-user (Movies, TV Series, Commercial Ads, Online Videos), and region (North America, Europe, Asia Pacific, South America, and Middle East and Africa).
The virtual production market was segmented into component, type, end-user, and regions. The demand at a segment level was deduced using a funnel method. Concepts like the TAM, SAM, SOM, etc., were put into practice to understand the demand. We at GVR deploy three methods to deduce market estimates and determine forecasts. These methods are explained below:
Demand estimation of each product across countries/regions summed up to from the total market.
Variable analysis for demand forecast.
Demand estimation via analyzing paid database, and company financials either via annual reports or paid database.
Primary interviews for data revalidation and insight collection.
Used extensively for new product forecasting or analyzing penetration levels.
Tool used invoice product flow and penetration models Use of regression multi-variant analysis for forecasting Involves extensive use of paid and public databases.
Primary interviews and vendor-based primary research for variable impact analysis.
The virtual production market was analyzed at a regional level. The globe was divided into North America, Europe, Asia Pacific, South America, and Middle East and Africa, keeping in focus variables like consumption patterns, export-import regulations, consumer expectations, etc. These regions were further divided into ten countries, namely, the U.S.; Canada; Mexico; Germany; the UK; France; China; Japan; India; Brazil.
All three above-mentioned market research methodologies were applied to arrive at regional-level conclusions. The regions were then summed up to form the global market.
The virtual production market was analyzed via companies operating in the sector. Analyzing these companies and cross-referencing them to the demand equation helped us validate our assumptions and conclusions. Key market players analyzed include:
Arashi Vision Inc. (insta360) - Insta360, a business operation of the Chinese multinational Arashi Vision Inc., specializes in the production and marketing of consumer electronics. Their offerings include 360-degree cameras, action cameras, professional VR cameras, editing software, and 180-3D cameras. They serve a diverse clientele, including sectors like media, construction, education, live streaming, and sports. The company is based in Shenzhen, China, with additional offices in Los Angeles, Tokyo, Berlin, and Hong Kong. On the other hand, Adobe Inc., a global software services provider, offers a wide array of solutions for creating and publishing various types of content, such as photography, animation, graphics, illustration, multimedia/video, motion pictures, and print. Their flagship products include Adobe Acrobat Reader, Adobe Illustrator, and Photoshop. They operate in three business segments: Digital Media, Digital Experience, and Publishing and Advertising. Adobe serves a broad customer base, from creative artists and students to government agencies, small businesses, and major global brands, helping them design and deliver exceptional digital experiences. Headquartered in California, U.S., Adobe has a presence in over 60 locations worldwide.
Arashi Vision Inc. (insta360) - Arashi Vision Inc., a multinational corporation based in China, conducts its operations under the name Insta360. The company specializes in the production and distribution of consumer electronics. Its product line includes 360-degree cameras, action cameras, professional VR cameras, desktop and mobile editing software, and 180-3D cameras. Insta360 serves a wide range of sectors, including media, construction, education, live streaming, and sports. The company’s main office is in Shenzhen, China, with additional branches in Los Angeles, Tokyo, Berlin, and Hong Kong.
Autodesk Inc. - Autodesk, Inc., a global software corporation, offers software services and products for industries such as engineering, architecture, construction, media, manufacturing, entertainment, and education. Their product suite includes comprehensive software solutions for 3D design, engineering, and entertainment. Autodesk serves a diverse range of industries, including architecture, construction, automotive, genetic engineering, product design, manufacturing, entertainment, and media. The company’s headquarters are in California, U.S., and it has a global presence with offices across the Americas, Europe, and Asia Pacific. Autodesk provides its customers with licensing services for software solutions used in design visualization, game development, 3D animation, engineering, and architecture.
BORIS FX. - Boris FX is a company that develops, and supplies software and plugins designed for visual effects, video editing, titling, planar tracking, and workflow tools, primarily for post-production and broadcast purposes. Their customer base consists of creative professionals in the video, film, and photography sectors. The company’s product range includes specialized software and plugins such as Continuum, Sapphire, Silhouette, Mocha Pro, and Optics. These products are offered to customers through affiliate and licensing programs. Boris FX is headquartered in Massachusetts, U.S., with an additional office in Guildford, UK, and operates globally through a network of partners and resellers.
Encore - Encore, a worldwide provider of event technology services, assists clients in conducting their trade shows, meetings, and special events. Their services encompass overhead rigging and 3-D mapping, as well as internet connectivity and bandwidth management. They cater to a variety of events, from small in-house meetings to large-scale multi-media conferences with thousands of participants. Encore’s clientele comprises museums, restaurants, convention centers, hotels, and other event venues. Annually, the company facilitates and coordinates approximately 1.7 million in-person, hybrid, and virtual events. Headquartered in the U.S., Encore operates nearly 2100 in-house venues in over 20 countries worldwide.
Epic Games, Inc. - Epic Games Inc., a U.S.-based interactive entertainment company, specializes in the development of 3D engine technology, software, and video games. The company has created a commercially available game engine, ‘Unreal Engine’, which not only powers its video games but is also utilized in various other industries such as architecture, manufacturing, automotive, television, and simulation. Through Unreal Engine, Epic Online Services, and Epic Games Store, Epic Games Inc. provides a comprehensive digital ecosystem that enables creators and developers to design, manage, and distribute games and other content. The company, headquartered in the U.S., maintains a global presence with over 40 offices worldwide.
Hiverlab - Hiverlab, a Singapore-based company, is at the forefront of media technology innovation and content production, with a focus on immersive technology. The company offers cutting-edge products and solutions in a range of areas, including Augmented Reality, Data Visualization, Mixed Reality, System Integration, Virtual Reality, and more. Hiverlab is committed to providing its customers with digital transformation, enhanced communication experiences, and reimagined human interaction. It has forged enduring strategic alliances with leading industry entities such as Huawei, NVIDIA, Autodesk, Seagate, Samsung, AliCloud, and others.
HTC Corporation (VivePort) - HTC Corporation, a manufacturer of consumer electronics, specializes in the design and production of smartphones and accessories. The company’s virtual reality brand, HTC Vive, includes hardware such as virtual reality headsets and accessories, as well as software and services. VivePort, a global platform for VR content and subscription services, serves as a virtual reality store where customers can view, create, explore, connect, experience, and shop for VR content. HTC, headquartered in Taiwan, operates globally through a wide network of affiliated sales and service providers. The VivePort platform is accessible in over 70 countries worldwide.
HumanEyes Technologies - HumanEyes Technologies is a global provider of virtual reality solutions, with a strong foundation in computer vision, image processing, and 3D technologies. They hold over 70 patents related to VR, which are utilized in the creation of cutting-edge software, hardware, and cloud services for vision technologies. Their offerings range from camera-to-cloud solutions, the creation of virtual tours, and rapid VR content creation, to high-resolution live broadcasting. Headquartered in Israel, HumanEyes Technologies has a broad operational reach through its extensive global network of suppliers.
Monolith Asia - Monolith Asia, a corporation based in Japan, provides a broad spectrum of multimedia services. They cater to the communication needs of international corporations across seven locations in the Asia Pacific region. Their primary focus is on delivering managed services such as Production and Studio management, Virtual Conferencing, VR Production, Dubbing and Subtitling of TV shows and Films, Digital Signage, and Events and Event facilities. Monolith Asia also specializes in sourcing and managing multimedia personnel and AV for large-scale businesses. Their service portfolio extends from managing system integration providers for cost-effectiveness and advanced technology that surpasses business expectations to offering consultations on media content creation with a focus on return on investment.
Supply Side Estimates
Company revenue estimation via referring to annual reports, investor presentations, and Hoover’s.
Segment revenue determination via variable analysis and penetration modeling.
Competitive benchmarking to identify market leaders and their collective revenue shares.
Forecasting via analyzing commercialization rates, pipelines, market initiatives, distribution networks, etc.
Demand side estimates
Identifying parent markets and ancillary markets
Segment penetration analysis to obtain pertinent
revenue/volume
Heuristic forecasting with the help of subject matter experts
Forecasting via variable analysis
Understanding market dynamics (in terms of drivers, restraints, & opportunities) in the countries.
Understanding trends & variables in the individual countries & their impact on growth and using analytical tools to provide high-level insights into the market dynamics and the associated growth pattern.
Understanding market estimates and forecasts (with the base year as 2023, historic information from 2017 to 2023, and forecast from 2024 to 2030). Regional estimates & forecasts for each category are available and are summed up to form the global market estimates.
The report provides market value for the base year 2023 and a yearly forecast till 2030 in terms of revenue/volume or both. The market for each of the segment outlooks has been provided on region & country basis for the above-mentioned forecast period.
The key industry dynamics, major technological trends, and application markets are evaluated to understand their impact on the demand for the forecast period. The growth rates were estimated using correlation, regression, and time-series analysis.
We have used the bottom-up approach for market sizing, analyzing key regional markets, dynamics, & trends for various products and end-users. The total market has been estimated by integrating the country markets.
All market estimates and forecasts have been validated through primary interviews with the key industry participants.
Inflation has not been accounted for to estimate and forecast the market.
Numbers may not add up due to rounding off.
Europe consists of EU-8, Central & Eastern Europe, along with the Commonwealth of Independent States (CIS).
Asia Pacific includes South Asia, East Asia, Southeast Asia, and Oceania (Australia & New Zealand).
Latin America includes Central American countries and the South American continent
Middle East includes Western Asia (as assigned by the UN Statistics Division) and the African continent.
GVR strives to procure the latest and unique information for reports directly from industry experts, which gives it a competitive edge. Quality is of utmost importance to us, therefore every year we focus on increasing our experts’ panel. Primary interviews are one of the critical steps in identifying recent market trends and scenarios. This process enables us to justify and validate our market estimates and forecasts to our clients. With more than 8,000 reports in our database, we have connected with some key opinion leaders across various domains, including healthcare, technology, consumer goods, and the chemical sector. Our process starts with identifying the right platform for a particular type of report, i.e., emails, LinkedIn, seminars, or telephonic conversation, as every report is unique and requires a differentiated approach.
We send out questionnaires to different experts from various regions/ countries, which is dependent on the following factors:
Report/Market scope: If the market study is global, we send questionnaires to industry experts across various regions, including North America, Europe, Asia Pacific, Latin America, and MEA.
Market Penetration: If the market is driven by technological advancements, population density, disease prevalence, or other factors, we identify experts and send out questionnaires based on region or country dominance.
The time to start receiving responses from industry experts varies based on how niche or well-penetrated the market is. Our reports include a detailed chapter on the KoL opinion section, which helps our clients understand the perspective of experts already in the market space.
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