Virtual Production Market Size, Share, Opportunities, And Trends By Component (Hardware, Software, Services), By Type (Pre-production, Production, Post-production), By End User (Movies, TV Series, Commercial Ads, Online Videos, Others), And By Geography - Forecasts From 2024 To 2029

  • Published : Mar 2024
  • Report Code : KSI061616131
  • Pages : 140

The virtual production market is projected to rise at a compound annual growth rate (CAGR) of 19.98% to reach a market valuation of US$7,131.401 million by 2029, from US$1,992.493 million in 2022.

Virtual production is a technique that combines real-time computer-generated imagery (CGI) with live-action filming. It entails utilizing cutting-edge tools like augmented reality (AR) and virtual reality (VR) to build immersive, interactive sets. This method simplifies the production process and may even cut down on post-production work by improving the cooperation between digital and physical components. For instance, these methods were heavily used in the production of the television series "The Mandalorian." The set was encircled by LED screens that projected virtual backgrounds in real time to correspond with the filmed scenes. This made it possible for industries and filmmakers to interact with the virtual world, producing more genuine performances and saving time that would have been needed for background additions during post-production.

Further, teams can seamlessly and virtually integrate AR with CGI and footage captured on set by using real-time game engines like Unreal Engine. The industry leader in virtual production, Unreal, expands the opportunities available to media and filmmakers. Collaborators can create virtual worlds and characters with Unreal to be shown on large LED screens. Additionally, the latest version of Unreal, Unreal Engine 5 (UE5), has made animation and film production much easier with its technological advancements. As a result, real-time game engines are being used in a wider range of applications, including gaming, and film, which has also increased the revenue of video games. For instance, according to the World Economic Forum, the gaming industry could be valued at $321 billion by 2026 if it continues to grow at its current rate of acceleration. Furthermore, as per Infocomm Authority Development Authority, with new funding of S$25 million, IMDA stimulated the media sector by promoting international co-productions and strengthening domestic virtual production capacities in December 2023.

Increased demand for visual effects is anticipated to boost the market

The virtual production market is projected to rise at a substantial growth rate. The virtual production industry is thriving because of technology advancements like motion capture technologies and real-time rendering engines. Filmmakers are being pushed to acknowledge the necessity for high-quality content across entertainment platforms due to the creative flexibility afforded by virtual production. Furthermore, because of the increasing competition and expansion of streaming services, content creators are turning to virtual production to craft compelling experiences. Owing to the convergence of these factors, virtual production offers innovative and practical approaches to content generation, which might completely transform the entertainment industry. Moreover, with projections of the healthy growth rate of software components, the market is expected to rise steadily.

Further, the increasing accessibility of entertainment is expected to drive the growth of OTT virtual production. OTT spaces have grown as a result of the capacity to access an endless library of content. Entertainment has been disrupted by OTT platforms. It improves accessibility, affordability, and convenience of movie viewing. Further, Netflix, Inc., Hulu, Amazon Prime Video, and Apple TV+ have made significant investments in original content.

In terms of technology, these four companies have upped their expenditure on particular content. The demand for virtual production has increased as a result of OTT players' strategic maneuvers. The company is responsible for the production of Stranger Things 4, Slumberland, Don't Look Up, The Gray Man, and The Adam Project, among other Netflix originals. To increase its capacity, Netflix has invested in Scanline's pipeline, tools, and staff in addition to supporting Eyeline Studios' innovative virtual production endeavors. For instance, the demand for Netflix has increased from 56% in 2021 to 66% in 2023 in children in the UK due to its high views in gaming movies and action films.

The market is projected to grow in the North American region.

The North American region is anticipated to grow at a significant rate in the forecast period as there are early adopters of virtual production technology in the North American market, like the US and Canada, opening up new avenues for its applications. The market will continue to grow mostly due to the increasing use of smart television sets with integrated internet and other web-based interactive features. Asia Pacific and European regions are also expected to experience subsequent market expansion.

Key Players:

  • Autodesk Inc. is one of the key players in virtual production. Real-time 3D animation engines are made possible by programs like Autodesk MotionBuilder. These engines can process massive volumes of 3D data in real time and show them at high resolution, allowing directors to view and assess the performance being recorded.
  • Adobe is using digital experiences to transform the world. For instance, the Terms of Use for Adobe's Creative Cloud for Individual, Enterprise, and Single Apps allow the Apps to be deployed in Virtual Desktop Infrastructure in cloud environments in an AS-IS approach without any assurance of software performance or stability.
  • Boris FX is a leading supplier of visual effects software and plugins for creative professionals working in television, film, and still photography. Additionally, Boris FX Suite is an award-winning set of tools for motion graphics, visual effects, and picture and video editing.

Virtual Production Market Scope:

 

Report Metric Details
Market Size Value in 2022 US$1,992.493 million
Market Size Value in 2029 US$7,131.401 million
Growth Rate CAGR of 19.98% from 2022 to 2029
Base Year 2022
Forecast Period 2024 – 2029
Forecast Unit (Value) USD Million
Segments Covered
  • Component
  • Type
  • End User
  • Geography
Companies Covered
Regions Covered North America, South America, Europe, Middle East and Africa, Asia Pacific
Customization Scope Free report customization with purchase

 

Segmentation:

  • By Component:
    • Hardware
    • Software
    • Services
  • By Type:
    • Pre-Production
    • Production
    • Post-Production
  • By End-User:
    • Movies
    • TV Series
    • Commercial Ads
    • Online Videos
    • Others
  • By Geography
    • North America
      • United States
      • Canada                
      • Mexico
    • South America
      • Brazil
      • Argentina
      • Others
    • Europe
      • United Kingdom
      • Germany
      • France
      • Spain
      • Others
    • Middle East and Africa
      • Saudi Arabia
      • UAE
      • Israel
      • Others
    • Asia Pacific
      • Japan
      • China
      • India
      • South Korea
      • Indonesia
      • Thailand
      • Others
 

Frequently Asked Questions (FAQs)

The virtual production market is expected to reach a market size of US$7,131.401 million by 2029.
Virtual Production Market was valued at US$1,992.493 million in 2022.
The global virtual production market is expected to grow at a CAGR of 19.98% over the forecast period.
The Asia Pacific region is expected to hold a significant share of the virtual production market.
The expansion of the virtual production market is expected to be significantly driven by advancements in technology, especially in areas like augmented reality (AR), virtual reality (VR), and real-time rendering.

1. INTRODUCTION

1.1. Market Overview

1.2. Market Definition

1.3. Scope of the Study

1.4. Market Segmentation

1.5. Currency

1.6. Assumptions

1.7. Base, and Forecast Years Timeline

1.8. Key benefits for the Stakeholders

2. RESEARCH METHODOLOGY

2.1. Research Design

2.2. Research Process

3. EXECUTIVE SUMMARY

3.1. Key Findings

3.2. Analyst View

4. MARKET DYNAMICS

4.1. Market Drivers

4.2. Market Restraints

4.3. Porter’s Five Forces Analysis

4.3.1. Bargaining Power of Suppliers

4.3.2. Bargaining Power of Buyers

4.3.3. Threat of New Entrants

4.3.4. Threat of Substitutes

4.3.5. Competitive Rivalry in the Industry

4.4. Industry Value Chain Analysis

4.5. Analyst View

5. VIRTUAL PRODUCTION MARKET BY COMPONENT

5.1. Introduction

5.2. Hardware

5.2.1. Market Trends and Opportunities

5.2.2. Growth Prospects

5.2.3. Geographic Lucrativeness

5.3. Software

5.3.1. Market Trends and Opportunities

5.3.2. Growth Prospects

5.3.3. Geographic Lucrativeness

5.4. Services

5.4.1. Market Trends and Opportunities

5.4.2. Growth Prospects

5.4.3. Geographic Lucrativeness

6. VIRTUAL PRODUCTION MARKET BY TYPE

6.1. Introduction

6.2. Pre-Production

6.2.1. Market Trends and Opportunities

6.2.2. Growth Prospects

6.2.3. Geographic Lucrativeness

6.3. Production

6.3.1. Market Trends and Opportunities

6.3.2. Growth Prospects

6.3.3. Geographic Lucrativeness

6.4. Post-Production

6.4.1. Market Trends and Opportunities

6.4.2. Growth Prospects

6.4.3. Geographic Lucrativeness

7. VIRTUAL PRODUCTION MARKET BY END-USER

7.1. Introduction

7.2. Movies

7.2.1. Market Trends and Opportunities

7.2.2. Growth Prospects

7.2.3. Geographic Lucrativeness

7.3. TV Series

7.3.1. Market Trends and Opportunities

7.3.2. Growth Prospects

7.3.3. Geographic Lucrativeness

7.4. Commercial Ads

7.4.1. Market Trends and Opportunities

7.4.2. Growth Prospects

7.4.3. Geographic Lucrativeness

7.5. Online Videos

7.5.1. Market Trends and Opportunities

7.5.2. Growth Prospects

7.5.3. Geographic Lucrativeness

7.6. Others

7.6.1. Market Trends and Opportunities

7.6.2. Growth Prospects

7.6.3. Geographic Lucrativeness

8. VIRTUAL PRODUCTION MARKET BY GEOGRAPHY

8.1. Introduction

8.2. North America

8.2.1. By Component

8.2.2. By Type

8.2.3. By End-User

8.2.4. By Country

8.2.4.1. United States

8.2.4.1.1. Market Trends and Opportunities

8.2.4.1.2. Growth Prospects

8.2.4.2. Canada  

8.2.4.2.1. Market Trends and Opportunities

8.2.4.2.2. Growth Prospects

8.2.4.3. Mexico

8.2.4.3.1. Market Trends and Opportunities

8.2.4.3.2. Growth Prospects

8.3. South America

8.3.1. By Component

8.3.2. By Type

8.3.3. By End-User

8.3.4. By Country

8.3.4.1. Brazil

8.3.4.1.1. Market Trends and Opportunities

8.3.4.1.2. Growth Prospects

8.3.4.2. Argentina

8.3.4.2.1. Market Trends and Opportunities

8.3.4.2.2. Growth Prospects

8.3.4.3. Others

8.3.4.3.1. Market Trends and Opportunities

8.3.4.3.2. Growth Prospects

8.4. Europe

8.4.1. By Component

8.4.2. By Type

8.4.3. By End-User

8.4.4. By Country

8.4.4.1. United Kingdom

8.4.4.1.1. Market Trends and Opportunities

8.4.4.1.2. Growth Prospects

8.4.4.2. Germany

8.4.4.2.1. Market Trends and Opportunities

8.4.4.2.2. Growth Prospects

8.4.4.3. France

8.4.4.3.1. Market Trends and Opportunities

8.4.4.3.2. Growth Prospects

8.4.4.4. Spain

8.4.4.4.1. Market Trends and Opportunities

8.4.4.4.2. Growth Prospects

8.4.4.5. Others

8.4.4.5.1. Market Trends and Opportunities

8.4.4.5.2. Growth Prospects

8.5. Middle East and Africa

8.5.1. By Component

8.5.2. By Type

8.5.3. By End-User

8.5.4. By Country

8.5.4.1. Saudi Arabia

8.5.4.1.1. Market Trends and Opportunities

8.5.4.1.2. Growth Prospects

8.5.4.2. UAE

8.5.4.2.1. Market Trends and Opportunities

8.5.4.2.2. Growth Prospects

8.5.4.3. Israel

8.5.4.3.1. Market Trends and Opportunities

8.5.4.3.2. Growth Prospects

8.5.4.4. Others

8.5.4.4.1. Market Trends and Opportunities

8.5.4.4.2. Growth Prospects

8.6. Asia Pacific

8.6.1. By Component

8.6.2. By Type

8.6.3. By End-User

8.6.4. By Country

8.6.4.1. Japan

8.6.4.1.1. Market Trends and Opportunities

8.6.4.1.2. Growth Prospects

8.6.4.2. China

8.6.4.2.1. Market Trends and Opportunities

8.6.4.2.2. Growth Prospects

8.6.4.3. India

8.6.4.3.1. Market Trends and Opportunities

8.6.4.3.2. Growth Prospects

8.6.4.4. South Korea

8.6.4.4.1. Market Trends and Opportunities

8.6.4.4.2. Growth Prospects

8.6.4.5. Indonesia

8.6.4.5.1. Market Trends and Opportunities

8.6.4.5.2. Growth Prospects

8.6.4.6. Thailand

8.6.4.6.1. Market Trends and Opportunities

8.6.4.6.2. Growth Prospects

8.6.4.7. Others

8.6.4.7.1. Market Trends and Opportunities

8.6.4.7.2. Growth Prospects

9. COMPETITIVE ENVIRONMENT AND ANALYSIS

9.1. Major Players and Strategy Analysis

9.2. Market Share Analysis

9.3. Mergers, Acquisition, Agreements, and Collaborations

9.4. Competitive Dashboard

10. COMPANY PROFILES

10.1. 360Rize

10.2. Adobe

10.3. Autodesk Inc.

10.4. BORIS FX, INC

10.5. Epic Games, Inc.

10.6. HTC Corporation (VivePort)

10.7. HumanEyes Technologies

10.8. Mo-Sys Engineering Ltd.

10.9. NVIDIA Corporation.

10.10. Panocam3d.com

10.11. Pixar (The Walt Disney Company)


360Rize

Adobe

Autodesk Inc.

BORIS FX, INC

Epic Games, Inc.

HTC Corporation (VivePort)

HumanEyes Technologies

Mo-Sys Engineering Ltd.

NVIDIA Corporation.

Panocam3d.com

Pixar (The Walt Disney Company)