iQiyi VR \China

iQiyi VR was the virtual reality division of Chinese streaming giant iQiyi (the 'Netflix of China'), launched in 2016 during the first VR hype cycle. With $400M in backing, they pursued a vertically integrated strategy: manufacturing proprietary VR headsets (Qiyu series), building a content distribution platform for 360° video and VR experiences, and producing original VR content including concerts, films, and interactive narratives. The value proposition was creating an end-to-end VR entertainment ecosystem for Chinese consumers, leveraging iQiyi's existing content library and user base of 500M+ subscribers. They bet on VR becoming the next computing platform for media consumption, positioning themselves as the dominant player in China's VR entertainment market before hardware maturation and consumer adoption reached critical mass. The 'why now' in 2016 was driven by Oculus's $2B Facebook acquisition, HTC Vive's launch, and predictions that VR would reach 100M users by 2020.

SECTOR Communication Services
PRODUCT TYPE Consumer Electronics
TOTAL CASH BURNED $400.0M
FOUNDING YEAR 2016
END YEAR 2024

Discover the reason behind the shutdown and the market before & today

Failure Analysis

Failure Analysis

iQiyi VR died from catastrophic market timing and strategic overextension into hardware manufacturing during a technology hype cycle that collapsed before consumer readiness materialized....

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Market Analysis

Market Analysis

The VR market in 2024 is fundamentally different from 2016's hype cycle, but it's still not the mass-market platform iQiyi bet on. META (formerly...

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Startup Learnings

Startup Learnings

Hardware subsidies are a death trap without platform lock-in: iQiyi VR lost $200-400 per headset sold with no ecosystem to recoup costs. Modern founders...

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Market Potential

Market Potential

In 2016, analysts projected VR would be a $150B market by 2020. Reality: the global VR headset installed base in 2024 is approximately 35M...

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Difficulty

Difficulty

Building VR hardware in 2016 required custom optics, motion tracking systems, and manufacturing partnerships that cost tens of millions. Today, the technical barriers are...

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Scalability

Scalability

iQiyi VR faced brutal unit economics: each hardware unit sold at a loss (typical $200-400 subsidy per headset), content production required $50K-500K per premium...

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Rebuild & monetization strategy: Resurrect the company

Pivot Concept

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An AI-native content creation platform that enables traditional video creators (YouTubers, educators, brands) to automatically convert their existing 2D content libraries into interactive spatial experiences for Vision Pro and Quest, then distribute via a white-label app marketplace. Instead of competing with Meta on hardware or building expensive original VR content, become the 'Shopify for spatial computing'—providing the tools and distribution infrastructure for the long tail of creators to monetize in VR/AR without learning Unity or hiring VR developers. The wedge is AI-powered 2D-to-3D conversion (depth estimation, object segmentation, spatial audio) that turns a YouTube video into a Vision Pro 'environment' in 10 minutes. The moat is the creator network effects and distribution marketplace, not the technology.

Suggested Technologies

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Depth Anything V2 (monocular depth estimation for 2D-to-3D conversion)Segment Anything Model (SAM) for object isolation and layeringElevenLabs API (spatial audio generation and voice cloning)Unity WebGL + PolySpatial (cross-platform VR/AR deployment)Supabase (creator auth, content storage, analytics)Stripe Connect (marketplace payments and creator payouts)Replicate (GPU inference for AI models without infrastructure)Apple Vision Pro SDK + Meta Quest SDK (native distribution)Next.js + Vercel (web dashboard for creators)Cloudflare R2 (cheap spatial content CDN)

Execution Plan

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Phase 1

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STEP 1 - Creator Wedge (Months 1-3): Build a dead-simple web app where YouTubers paste a video URL and get a Vision Pro-compatible spatial experience in 10 minutes. Use Depth Anything V2 for depth maps, SAM for object segmentation, and ElevenLabs for spatial audio. Target 100 beta creators (educators, travel vloggers, fitness instructors) who already have 2D content libraries and want to experiment with Vision Pro. Monetization: Free during beta, capture emails and content rights. Success metric: 100 creators convert 1,000+ videos, with 20% publishing to Vision Pro.

Phase 2

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STEP 2 - Distribution Validation (Months 4-6): Launch a white-label app marketplace where creators can publish their spatial content as standalone Vision Pro apps (using Apple's PolySpatial framework) without coding. Each creator gets a branded app (e.g., 'Casey Neistat Spatial') that we submit to the App Store on their behalf. Charge $99/month SaaS fee + 15% revenue share on paid content (undercutting Apple's 30%). Target 20 creators with 10K+ YouTube subscribers to launch paid apps. Success metric: $10K MRR from SaaS fees, 5 creators earning $500+/month from spatial content sales.

Phase 3

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STEP 3 - Network Effects & Growth (Months 7-12): Build a discovery marketplace (think Gumroad meets App Store) where users can browse spatial experiences across creators, with algorithmic recommendations and social sharing. Add collaborative features: brands can commission creators to make spatial ads, educators can bundle courses, fitness instructors can offer live spatial classes. Introduce tiered pricing: Free (watermarked), Pro ($49/month, unlimited conversions), Enterprise ($499/month, API access + white-label). Growth loop: Creators promote their spatial apps to YouTube audiences → users discover other creators in marketplace → new creators join to reach VR users. Success metric: 500 paying creators, $150K MRR, 50K monthly active users across marketplace.

Phase 4

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STEP 4 - Moat & Expansion (Year 2): Build proprietary AI models fine-tuned on spatial content performance data (which scenes users engage with, optimal depth layering, spatial audio positioning). Offer 'Spatial Studio Pro' with advanced features: AI-generated interactive elements (quizzes, 3D product placements), real-time collaboration tools, analytics dashboard showing engagement heatmaps in 3D space. Expand to Quest and eventually AR glasses (Meta's Orion, etc.) using the same content pipeline. Strategic moat: Creator lock-in via marketplace network effects, proprietary performance data, and white-label infrastructure that's too complex for creators to replicate. Exit strategy: Acquisition by Adobe (spatial content tools), Unity (creator platform), or Meta (content pipeline for Quest). Success metric: $2M ARR, 2,000 paying creators, clear path to $10M ARR within 24 months.

Monetization Strategy

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Three-tiered SaaS model: (1) FREE tier with watermarked spatial conversions and marketplace listing (customer acquisition), (2) PRO tier at $49/month for unlimited conversions, custom branding, and basic analytics (target: solo creators and educators), (3) ENTERPRISE tier at $499/month with API access, white-label marketplace, priority support, and advanced AI features (target: brands, agencies, course platforms like Udemy). Revenue share: 15% commission on all paid content sales through the marketplace (vs. Apple's 30%), paid out monthly via Stripe Connect. Additional revenue streams: (4) One-time conversion services for brands at $500-2,000 per video (done-for-you spatial content), (5) API access for platforms like Kajabi or Teachable to embed spatial conversion at $0.10 per conversion (volume play), (6) Sponsored placements in the discovery marketplace ($500-5,000/month for featured positioning). Unit economics: $49 MRR customer costs ~$15 in AI inference (Replicate GPU) and $5 in hosting (Cloudflare R2), leaving $29 gross margin (59%). CAC target: $150 via YouTube creator partnerships and App Store featuring, payback in 5 months. At 2,000 Pro customers + 200 Enterprise + 15% marketplace take rate on $500K monthly GMV, ARR reaches $2M+ with 60%+ gross margins. Exit comps: Descript ($50M ARR, AI video editing), Riverside.fm ($20M ARR, remote recording), Kajabi ($200M ARR, creator platform).

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