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OLEDoS: Technological Breakthrough for AR/VR Devices

With the time spent on console games, home entertainment and online education increasing against the backdrop of COVID-19, AR/VR devices are drawing more attention. Development of a killer consumer application is the key to the XR market’s growth. But prior to that, improvements are needed on the hardware side. Technical barriers and inconvenience in wearing AR/VR headsets remain. Therefore, R&D needs to be ramped up in this direction to minimize limitations in use.

Limits to AR/VR displays

AR/VR headsets should be good enough for an immersive experience. Also, they should be light in weight so that they can be worn for a long time. Further, AR/VR devices released so far may cause eye strains due to the low resolution of the displays. Also, low refresh rate delays screen updates, causing dizziness just by using it for a short time.

Technical requirements for AR/VR displays

  • Fine Pixel Size
  • High Refresh Rate
  • High Resolution

 AR/VR display must first be made to a very fine pixel size for accurate color and image reproduction. Also, a high refresh rate is important for AR/VR displays. Smartphones must have a high refresh rate of at least 120Hz to reduce motion blur on video, but even the most recent AR/VR devices, like the Oculus Quest 2, have a 72Hz refresh rate, which is far short and must be at least 120Hz. Resolution is also important. The average resolution of OLED smartphones is 550 ppi but AR/VR devices require about 3,500 ppi because they feature near-eye displays.

 

OLEDoS: Solution for ultra-high resolution

Counterpoint Research OLEDoS Layer
Source: LG Display Blog

OLEDoS (OLED on Silicon) is a display panel that typically has a diagonal length of less than 1 inch and meets the 3000 ppi-4000 ppi resolution criteria of AR/VR device displays. Existing OLED displays use Low-Temperature-Poly-Silicon (LTPS) or Oxide TFT based on glass substrates. But OLEDoS uses silicon-wafer-based CMOS substrates. Using silicon substrates, ultra-fine circuit structures typically used in semiconductor processes can be reproduced, which in turn lead to the creation of ultra-high-resolution OLEDs when organic matter is deposited on them.

 

Specifications of OLED and OLEDoS

Counterpoint Research OLEDoS Specifications
Source: Sony / Korea Science

OLEDoS is also called Micro OLED in the market and features high efficiency, high luminance, infinite contrast, fast response and long LED life compared to OLED. Because the size is smaller than 1 inch, the user does not see the panel directly but sees the enlarged image through the optical lens. When used on AR/VR equipment, it shows high resolution in a small, lightweight wearable device.

Apple is also likely to install OLEDoS in its second-generation AR/VR product which is expected to enter the market around 2025. In addition, it is expected that augmented reality that meets the above technical conditions will be implemented as Meta is likely to install OLEDoS in its Meta Quest 3 device, expected to be released in 2023.

 

OLEDoS expected to achieve 28% share in 2025

Currently, OLEDoS faces high market entry barriers. This is because the technology is yet to ripen fully. The cost of production of the semiconductor substrate remains high even as the related value chain is yet to be completely formed. However, with Apple and Meta expected to introduce OLEDoS-based AR/VR equipment in the next two to three years, many manufacturers would actively adopt OLEDoS. More production will result in a lower per-unit cost, prompting more demand and increasing the share of OLEDoS to nearly one-third of the market by 2025.

 

Next big supplier of AR/VR displays

It is expected that two OLEDoS displays will be installed inside Apple’s first headset, and Sony will be the first supplier this time. LG Display is expected to supply general OLEDs that are applied to the external indicators. In the long run, however, Apple is expected to choose LG Display as a supplier of OLEDoS over Sony. Although Sony’s technology is somewhat ahead now, the company has its own gaming console, making it a potential competitor to Apple in the XR market, where having a killer application is the key. Once Apple enters the XR market, it is expected to grow at a rapid pace while Samsung Display is expected to catch up with arch-rival LG at a rapid pace. Once again, we will be able to see the fierce race between SDC and LGD in the XR market.

 

Related Posts

Top Mobile Devices Trends in 2014


Technologically speaking there has never been a dull year in mobile industry. Every year promises and brings in new technologies, disruptions, business models and lots of surprises and we hope 2014 will be another great year for mobile devices segment. Let’s see what we expect to happen in 2014.

 

Multiple Cores are fine but where is the Memory?

Dual Core processors will continue to dominate sub US$100 smartphones but the differentiation and competition in 2014 will shift to the point to see which vendor (Tier-1 or Tier 4) offers 512MB or 1GB RAM bundled at these price points first. This will unlock compatibility to upcoming platform updates and applications thus reducing fragmentation especially in Android & Windows Phone platforms. Quad-Core smartphones at sub-$100 retail price points will also be on the cards in second half of 2014. Watch out for likes of Lenovo, Samsung, Micromax and MediaTek in this space.


64 bit CPU is here but where are the apps?

Racing to get the 64-bit processors into the smartphones to win back mindshare will remain the hot topic but lack of applications written for 64 bit processing will make it an overserved feature until some OEM or platform vendors steps in to lead in 64 Bit app development (esp. For Android & after Google supports it in 2H 2014).

Watch out for likes of Apple, Qualcomm, Google, Intel and Microsoft in this segment.


LTE Phones reaching mass-market before the Networks
 

LTE phones which will reach mass-market (sub-US$150 retail) in mature LTE markets in 2014. OEMs will continue to supply LTE-ready phones (for scale) to newer markets and in the hands of consumers before even the LTE networks are live. LTE Device Installed base will be greater than LTE subscriber base and the trend will continue until the LTE plan pricing reaches mass market. China, USA will be the key market to drive this trend in 2014.

Additionally, many operators will leapfrog to LTE-A and hence the flurry of LTE cat-4 devices will start appearing in operator’s shelves.

Watch out for ZTE, Qualcomm, MediaTek and Samsung stimulating mass-market LTE market.


Sharper & Flexible – The New Glass

As Full HD (1080p) displays have gone mainstream at sub US$350 price-points, the battle shifts to getting either a 2K display or a Flexible display into the devices. Displays will remain the battleground for differentiation across price-bands in 2014 allowing OEM to either raise the price or reduce the price for a SKU. In the era of ‘size 0’ smartphones are trending the other way as consumers want bigger and bigger displays every time they are out for shopping their very personal device. Phablets and Tablets together are going to be US$170 Billion worth segments in 2014. Smartphones are achieving steady state towards 5-6 inch whereas tablets towards 7-8 inch formfactors. However, phablets are also poised to overtake tablets next year.

Watch out for LG, Samsung, Toshiba, Sony and Oppo to lead this trend in 2014


Imaging Kickstarts the Sub-Ecosystem wars, who will win it?

The camera resolution, OIS and low-light imaging wars have been reignited by Nokia, Sony and others in 2013 and the competition to differentiate will continue with Imaging as a key differentiator. The differentiation will come in the form of software behind the optics array imaging, 4K image and video capture, video editing on the go, image stabilization, Kinect style interactions etc. This will kickstart a whole new sub-ecosystem of already popular use-case in a mobile phone – Imaging.

Watch out for Nokia, Sony, Qualcomm & NVIDIA to dominate this space.


Wearables a segment ready for prime-time or  just forced down the consumers’ throat?

 Appcessories are great as they have revolutionized the different use-cases leveraging apps, sensors and will continue to take off in 2014 and expand across price-bands reaching mass-market.

But do consumers need or want wearables those have another display on it to interact with? Smart-wearables with displays such as smartwatches, glasses are stuck between functionality of appcessories and smartphones. For such smart-wearbles to take-off in 2014 or future years will need a whole new set of ecosystem initiated by a new set of intuitive interaction mechanisms, connectivity technologies, extraordinary battery design, specially designed applications, software and services.

 2014 won’t be the year of smartwatches or smartglasses unless OEMs fulfills the above criteria building a unique user-experience or these devices experience an iPhone moment to stimulate the demand. We see supply greater than demand as OEMs (forcefully) try to create a category out of it just to have these devices in portfolio and not being left out. Lots of work needs to be done for consumers to ‘want’ them.

Watch out for long tail of smaller startups such as Pebble, Vuzix, Omate, Misfit to players such as Epson, Symphony Teleca, Varta and bigger players such as Microsoft, Samsung, Google, Jawbone, Nissan and Sony.

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