Monday, March 21, 2016

Those errors on the road all the way made VR

Domestic team of virtual reality have emerged this year. Because FB acquired Oculus, and Samsung drive Gear VR allows everyone to see the consumer-level market opportunity.

Grand House guests in the Oculus acquired half the time, some saw more than 20 teams. Instead of the famous founder of the virtual reality industry K-Labs Pan Bohang told us the current team group active in this business no less than 80, hardware accounted for nearly half, hardware and platform products in the majority.

What platform-VR product? For chestnut, is similar to Oculus of the Terminal. Such as Ant, enjoys a high profile in China as the AntVR Kit, conventional glasses manufacturer Wei 3Glasses, depending on the launch of the military background Eyetop VR, there is also the traditional virtual reality perfect vision, in short, is the team.

Those errors on the road all the way-made VR

"A startup team in Tianjin VR helmet" Virtual Reality headsets

These are terminal platforms + content concepts. What we are keen to do this kind of product? Because the consumer now virtual terminal is too small, the hardware faster than the realisation of software and hardware platforms are investors loved the story.

But, if you start listing status of these terminals, you will find that they now emphasize the concept was basically: multiple platform compatibility, Quan Gaoqing, true 3D or "like television," the big-screen experience. When we talk about these times, Pan Bohang lost give us a list of questions was: "when you play virtual reality when you felt part of the experience is the best? Screen is clear enough now, it is a very realistic image, please? "

Whether the answer is, whether you experience or industry friends popular perception, these keywords are not the focus of VR, which should be "immersive" (Immersion). You understand, virtual reality is virtual virtual reality-is it a "self", and let the users feel this self with the environment in the "real" interaction.

"A video of the second element to tell you that Immersion is the most important. 】

Of our immersion Pan Bohang told us factor is:

1. perspective (Field of view, generally refers to the horizontal perspective), device view to wide, to keep close to the people themselves (as close to no borders, not to make people feel that looking at a screen);

2. the overall delay (Motion to Photon);

3. software algorithm combined with human optical system restore natural vision;

4. custom design;

Virtual Reality headsets

5. There are more (including stereo listening, for different types of natural input device, force feedback devices);

Advantage of multi-platform compatibility is able to import many of their products, but a considerable portion not being first-person design. Also for the products claim to screen transitions, but the game itself may be designed for 60 degree view, in short, is not a custom content difficult immersion.

Also equipment simply said "close to 60 inches (numbers do not matter) big screen", but products such as Sony HMZ has proven the public does not accept. Pan Bohang consider excessive publicity multi-platform compatible, 3D, high definition large screen (at this stage) is misleading to users, users buy the product the last think VR is not enough fun, the concept of VR was overdraw.

Oculus Rift in early while many people find it very rough but DK2 actually do a lot to enhance the immersion:

For example 1080P OLED screen, OLED LCD screen than the relatively short detention time is characterized by light (low persistence), which switch faster screen refresh;

Such as adding an external camera, which can accurately capture people's absolute position (built-in accelerometer and gyroscope can only capture the relative position), which allows users to interact in one more dimension. Oculus delay optimization of specific Samsung can do for it, or even push Qualcomm, NVIDIA, AMD improve the immersive next-generation GPU design.

Which at this stage have a lot of people stressed the screen quality, multi-platform, more of a traditional glass manufacturers with the technical accumulation on the optical and display, which manufacturers can hardly have the resources and the ways to attract developers.

VR when I first started at the consumer level, Pan Bohang tell you now need to establish a standard, at least, consumer awareness of the evaluation--what VR VR is fun, or how VR is right--because the concept of VR was now emphasized as mentioned above is to a large extent are poles apart.

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Those errors on the road all the way-made VR

Micro sweep sweep, author tips bar ~ Virtual Reality Headset

Oculus Rift in virtual reality

2575 votes

Oculus Rift in virtual reality

DK1, Oculus DK2 resolutions increased from 640x800 to 960x1080 (up 1920x1080). First generation of products in order to reduce the feeling of dizziness, DK2 OLED using low latency. One of the biggest improvement, believe the DK2 will join a group of detect head movements of the camera, so that players can implement such features as "close" movement, officials said just for this function's optimization team spent a lot of time. In addition, the DK2 gyroscopes, accelerometers and other sensors of the testing frequency will all upgrade to 1000HZ, but the weight will go up to 440 grams. Price was close to the people (although the DK2 still for developers)

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