Augmented reality, the glorified following stage in both gaming and reproductions. With the ascent of Oculus Rift, HTC Vive, Sony's Project Morpheus and the new OnePlus Cardboard computer generated simulation is starting to discover a spot in the shopper family, as opposed to with just arcades and innovation fans. The inquiry is, and will be whether computer generated reality is staying put and what will it mean for the current gaming market. TMR, a market knowledge organization has delivered a report assessing that the United States augmented reality market was worth US $466.6 million out of 2012. With expected development to contact US $5.8 billion dollars by 2019. Such gigantic market potential is probable the singapore virtual reality company main impetus behind the wide scope of organizations bouncing on the VR scene. Everybody from Sony to Valve are as of now creating or have delivered early items, such a scope of hefty hitting gaming organizations is an indication that augmented simulation has a spot. While this expected development is noteworthy, it stays not yet clear if this new innovation will be absolutely a passing craze or a drawn out gaming choice. As indicated by this report the consistent expansion in innovation, for example, 3D impacts and movement following are pushing the ascent of augmented reality. While expanding expendable wages are allowing an ever increasing number of families to check this new innovation out. On the other side the expense of these advances, shown by Valve expressing that their HTC Vive is focused on the very good quality customer is relied upon to hurt development and broad reception. The overall spread of VR is clearly focused inside North America and Europe, with both addressing 69% of the income share. Despite the fact that shockingly Asia is scheduled as the area of most elevated potential because of the developing on the web inclusion and presence of Sony, who have simple to Asia for their Project Morpheus. This single report features that VR has immense potential, both for the organizations delivering them and the buyers. However at last it will rely upon the substance that will be accessible for these machines and the expense of them. At the current time a normal buyer won't spend what could be compared to a Xbox One or PlayStation 4 for a machine that offers just a restricted scope of games. However on the off chance that games, for example, the "Continue Talking and Nobody Explodes" exhibit anything, it is that the right kind of game style can work flawlessly with headset VR. We anticipate the day that Call of Duty can be played on a computer generated simulation machine, or perhaps that wouldn't be a smart thought.