Treating "dizziness" to meet these VR technical standards

In 2015, VR has been greatly developed, but it is far from over. According to the survey data, the shipment of virtual reality headsets will reach 12.8 million units in 2016, and even more amazing is the VR and AR by 2025. Hardware revenue will be as high as $110 billion, which is undoubtedly a promising market. But in fact, for the understanding of VR, we are still only at a shallow level, and even within the industry, there is still no uniform standard for a long time. Anyway, my impression of VR is still: cool, and... very dizzy!

With the development, the industry has gradually formed some giant brands, the industry as a whole began to pay attention to the development of their own industry standards, but for a time each family does not deal with, can not reach a unified consensus. Many manufacturers actually aim at profit-seeking, and only behind the speculation concept. At the just-concluded Hong Kong Electronics Show, the industry seems to have begun to have a more unified standard understanding. The emergence of new clear standards will allow the industry to spontaneously eliminate products and brands with weak hardware technology and backward algorithms, forming a relatively stable market structure.

New standards or clear industry to bring a better experience

VR is actually a collection of systems, including sensor acquisition data, transmission data, engine processing, and final display output. Each of the steps and processes involved in this process is delayed due to technical means. High latency naturally leads to inconsistent display feedback and motion output. Although in many cases your naked eye can't tell the inconsistency, the brain reacts early. Because the brain's mechanism shows that when your head movements and visual feedback are more than 20ms, the brain will have a visual smear that gives you the feeling that it is naturally dizzy. Therefore, 20ms has long been the subconscious standard of the industry, including Oculus, fireworks workshops and so on. This 20ms has become a true industry standard, and it is expected to draw a clear line within the industry and eliminate outdated products with high delay and vertigo.

In the game display and gaming PC industries, there has been a general understanding of the visual benefits of increasing the refresh rate of display devices. In general, the refresh rate of game displays can be higher than 60Hz, or even 120Hz to bring a good visual experience and avoid smear. Considering that VR is so close to the eye, its smear effect is more obvious, which requires more optimization experience in the refresh rate, and there will be a higher requirement of 75Hz. Therefore, improving the refresh rate has also become the general trend of improving the VR experience, which can effectively improve the flickering feeling of the screen. In the current technology, achieving a 90 Hz refresh rate or even higher is achievable. So 75Hz is the key to delineating the quality experience. As technology continues to evolve, higher refresh rates will lead to a better experience in the future. For the pursuit of refresh rate, VR is clearly far ahead of the display.

The gyroscope is an important sensor. Its refresh rate and response speed directly affect the delay speed of the whole signal process. If one of your head actions is not captured in time, it will undoubtedly increase the delay of the VR system at the beginning of the sensing phase. Under the 1K refresh rate standard, the gyroscope can basically ensure the real-time accurate capture of the head movement, thus minimizing the delay from the initial stage of the motion sensing of the whole process.

However, whether it is against delay or increase the refresh rate, you can't avoid a key hardware problem, that is, GPU. With the current mainstream mode mobile headset VR, PC output headset VR and one-machine headset VR, they all have a common feature, that is, the need for powerful GPU support, the PC side is more GTX980TI level of the top graphics card To achieve the best experience. It can be said that the GPU will be the ultimate appeal with the growth of VR, it will fight against delay, improve the refresh rate, and finally achieve a better experience. Observe the mainstream entry-level mobile headset VR and all-in-one VR GPU on the market. Its performance indicators guide the VR industry standard threshold should be at least 300M / s triangle rendering output rate. If the GPU does not meet this standard, then such a VR product is actually difficult to bring a so-called "quality experience."

The new standard means that VR companies that have long been in a state of mixed fish need to rethink their products and their future survival. For upstream manufacturers, whether the hardware can meet the standards and future development trends is a problem they need to consider, which is very helpful for accelerating the evolution of hardware in the entire VR industry. For start-ups that are new to the industry, they have the goal of pleasing consumers. For consumers, which products can bring a better experience, will not let us feel dizzy, we finally have a basis for judgment.

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