To VR experience these hardware conditions will inevitably

Maybe as I write this article, I am afraid that many VR glasses will emerge on the market, be it PCVR or mobile VR. When there are so many kinds of VR glasses on the market, we may not be able to tell which one is worth saving and which one is pitiful.

Today, we simply talk to everyone about what basic indicators an excellent VR eyewear needs to achieve.

Screen Resolution

Do you know what kind of life-threatening experience you see across the screens? If the VR screen resolution is not enough, the human eye will directly see the pixels of the display screen, just like seeing things behind the screen window. We call this case the "window effect."

An excellent VR glasses, the screen effect must be eliminated, we must not only eliminate the screen effect, but also have an immersive screen experience.

How can this be done?

AMD, a world-renowned chip solution provider, said that VR screen resolution must be at least 16K to qualify.

AMD believes that people’s eyes have a 120-degree field of view in the horizontal direction and a 135-degree field of view in the vertical direction. In this field of view, the pixel limit of the human eye is 116 million pixels, and the closest to this figure is 16K. Resolution (128 million pixels).

Although AMD's theory is very ideal, almost VR screen as an adult eye, but we believe that this is actually a theoretically derived limit value, in fact 4K resolution has a good effect, 8K is basically large Some people have the "retina" limit.

Not to mention that AMD itself is unable to achieve 16K at present, allegedly, AMD is researching and developing one's own VRHMD eyeglasses, and the specs are astonishing, the resolution of one eye is as high as 4K.

The 4K screen is not difficult to implement at the current state of the art, and there are already 4K screen phones, such as the Sony Z5 Premium. Samsung also specially developed a 5.5-inch 4K screen for VR.

Although 4K is an ideal resolution, this resolution standard has not yet broken out. We can only retreat to find times and choose 2K resolution. This should be the VR screen resolution pass line. The mobile phone is now equipped with a 2K screen, which is 2560x1440 resolution. PCVR also has a good resolution model, such as Oculus Rift, 2160 × 1200, single-lens 1080x1200. The HTCVive resolution is also 2160×1200.

Refresh rate/frames and delay

The refresh rate refers to the speed at which the graphics card will display the signal output refresh. For example, 60 Hz is the output of 60 signals to the monitor every second. The refresh rate is determined by the screen.

When using VR, the wearer may feel dizzy and nauseous if there is a long delay between the motion of the user's head and the response screen in the display, or there is a serious problem of image sticking between the frames.

In terms of refresh rate, the current basic requirement of VR is 90Hz, and Ocukus Rift and HTC Vive have already reached this requirement. Sony PS VR has the highest refresh rate, reaching 120Hz, and the belief of cable powder is back. In contrast, the Samsung Gear VR refresh rate is only 60Hz, 60Hz is currently VR's entry configuration.

The number of frames refers to the speed at which the picture changes, 60fps is the 60 graphics images generated per second (in theory, each frame is a different picture). The number of frames FPS is determined by the graphics card.

As long as the graphics card is strong enough, the number of frames can be high, as long as the frame number is high and the picture is smooth. This is why HTCVive needs a high-end computer to play around, and people's video cards are much stronger.

Like the refresh rate, the frame number entry requires 60fps, and at least 90fps at the thought of achieving a non-halo effect, which is better if it reaches 120fps.

Under normal circumstances, the number of leave frames talk about the refresh rate, that is to play rogue, so the refresh rate and the number of frames can best match. such as.

Let's explain it this way. The graphics card will help you to flip through 100 pages per second (frames per second at 100fps), and the screen will only scroll through 60 pages per second (refresh rate is 60Hz). You can only see 60 pages of images. The remaining 40 pages you did not see at all.

After we all understand the refresh rate and the number of frames, we look at an important indicator - the delay rate. The delay of dynamic and visual field can not exceed 20ms, otherwise there will be a noticeable sense of dragging. You think about it, you turn your head, but you need to wait for a while before the screen appears. You do not faint, and everyone faints. We are pleased to see that there are currently less than 17ms of VR glasses, which is ZTE's VR released only recently. The delay rate is as low as 16.7ms.

Screen material

Under normal circumstances, manufacturers are not willing to choose the TFT screen, it does not support delay within 20ms milliseconds, above 75hz refresh rate.

Currently we see that many VRs use LCD or OLED screens. In both screens, choosing OLEDs is a relatively good choice. Many domestically produced VR screens on the market are LCD screens, which have high aftereffects and can't do 20ms. This has caused many domestic manufacturers' products to experience serious problems and become very dizzy.

If you can, AMOLED screen is the best choice, right, is the Samsung Samsung mobile phone screen material. Now Oculus, Sony and other VR flagship products have adopted AM OLED screens.

AMOLED has many advantages. It emits light, unlike LCD backlights. AM OLED has the advantages of thinner, lighter, active light, no viewing angle, high definition, high brightness, fast response, low energy consumption, wide operating temperature range, strong seismic resistance, low cost, and flexible display. AM OLED screen response time is only 2ms, you can easily achieve a delay of 20ms or less.

FOV

With the arrival of the VR era, the term FOV vision has also entered the public view, and has become an important indicator when we purchase VR.

If the visual field of VR is narrow, you can't have good immersion when you experience it. The sides of your eyes seem to be limited. If you want to have a better immersive experience, make sure the VR's field of view is above 100 degrees, the PSVR field of view is 100 degrees, and the HTC Vive and Hololens all reach 110 degrees. Because Huawei does not take VR seriously, it only tests water, so Huawei's vision is only 95 degrees.

In order to expand the vision of VR, Microsoft has also specially developed a solution to install dozens of LED lights around the main display screen to expand the field of vision and improve the immersive experience of virtual reality systems for users.

Processors and graphics cards

For PCVR, the current minimum processor requirement is the Intel Corei5-4590 processor. If this minimum is not met, your computer will not be able to support Oculus Rift and HTC Vive.

As far as VR glasses boxes are concerned, mobile phones must at least be equipped with Qualcomm Snapdragon 820 processors. The same applies to VR all-in-ones. At least Snapdragon 820s can support more complex processing operations. In April of this year, Pico released a head-mounted VR all-in-one, powered by the Snapdragon 820 processor.

In the R&D of Snapdragon 820, Snapdragon 820 has already taken VR support into consideration. It also integrates the Adreno 530, which can increase performance by up to 40% while reducing power consumption by up to 40%.

Now at the Taipei International Computer Show, Intel and AMD both took the opportunity to release VR-enabled processors and graphics cards. Intel specifically released Intel Corei7 Extreme Edition. This new product line is code-named Broadwell-E, and its core number has risen to the highest 10 cores in the current desktop. The processor series has obtained VR standard certification, players can experience OculusRift and HTCVive.

On the video card side, the minimum requirements for Oculus Rift and HTC Vive are GeForce GeForce 970 or AMDR 9290. However, we will have more and better options later, such as the GeForce GTX 1070, GTX 1080 or AMD Mali-G71.

Operation method

Current VR control is mainly through the handle, we still have to rely on the handle accessories to be able to interact with the virtual reality world. For example, the Xbox One joystick, HTC Vive joystick, and PS4 Dual Shock 4 joystick, even the Samsung Gear VR also needs a touchpad to interact.

This is the main VR interaction method at present, but this kind of interaction is not future. Voice and gesture interactions can make us forget that we are in VR virtual reality and really misunderstand that we are in reality. Holding two handles in your hand and waving, how do you make me completely immersed?

The operation of the virtual reality environment, if it can be achieved through voice control, will make various operations very simple. For example, if you want to open a virtual car door, you just need to say “open the door”.

Of course, if we want to restore the real world, it is not enough to rely solely on voice control. We must also combine gestures. This requires some motion capture devices to capture the user's full body of motion information, allowing users to better immerse themselves in virtual reality.

This "future" has actually come to us.

Leap Motion is the secret weapon that allows us to interact with gestures. Leap Motion enables us to interact with the VR virtual reality world using air gestures. We can pick up the cups in the virtual reality world with both hands directly and pick up the cats in the virtual reality without using the handles.

Recently, the domestic technology company Storm Mirror released the new VR product, which integrates Leap Motion technology and allows users to operate the air gestures.

For now, giving up the handle and using the interactive mode of voice and air gestures will further enhance the user's immersion. As for "eyeball manipulation", we think that neither time nor technology is too early. The current immaturity of technology will make users feel tired and their accuracy and sensitivity are not enough. The violent users will start the table. .

Weight and heat

Next we will discuss with you how weight and heat will affect the VR experience. Different from current VR glasses and AR glasses, VR glasses are relatively large in size and need to be worn on the head to completely cover the user's eyes. If the VR glasses are overweight, our head, neck, and nose will have to bear heavy weight, which will make users tired and unable to use it for a long time. The current weight of Oculus Rift is 453g, and the weight of domestic large glasses is 500g. In terms of weight, the weight of VR still has a lot of room for reduction. Designers can reduce the weight of VR glasses by using lighter materials and simpler designs.

In terms of heat, manufacturers have begun to consciously choose low-power processors and graphics cards to reduce the heat of the glasses, and some manufacturers will choose the way built-in electric fan, however, the increase of fans, VR glasses may be wearing comfort There are compromises in terms of size.

Decrease Blu-ray

A good VR glasses, it must ensure that users have a maddening cool experience, but also pay attention to protect the user's eyes, especially the damage of blue light to the human eye.

VR is now in a period of rapid development, chaotic, hardware uneven, and some manufacturers will not even consider the problem of Blu-ray damage. However, when we use VR devices, most of our eyes are in contact with the screen. If the blue light is not artificially weakened, then our eyes may be harmed.

Apple realized this because of the addition of the nightshift feature in iOS 9.3, also known as the "blind Blu-ray" feature. After the sun sets, the iPhone's screen will automatically turn into warm colors and reduce blue light. In the morning, the display automatically adjusts to a normal color temperature, simulating normal daylight.

Samsung is also developing a Blu-ray reduction technology called Bio Blue that can reduce the blue light of AM OLED screens from 32% to 6%, thereby effectively protecting eyesight.

As far as VR hardware manufacturers are concerned, quality-assured materials are used as much as possible. It is said that many manufacturers have already figured out how to deal with the Blu-ray strategy of the screen. Use lenses with Blu-ray filtering function in VR glasses to reduce the damage to the glasses. .

Well, the above is a basic quality that an excellent VR glasses should have, so that everyone can be a reference when buying VR glasses, so as not to buy pit father products.

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