What is the era of VR 2.0? Or will usher in these five changes
It was already halfway through 2016, and the Oculus Rift, which took four years to develop, was finally open for purchase. From the existing hardware, we felt the full sincerity of Palmer Luckey. It was not easy to polish the first generation of products. At the same time, VR, a new thing, has also become a favorite of the scientific and technological community. It has attracted the attention of top game developers and documentary directors.
Although VR technology has "opened the skylight" for many people, due to technical limitations, there are still many pitfalls in the first generation of VR hardware. Therefore, it needs to continue to evolve before it can achieve unprecedented success like smartphones and game consoles. The good news is that the VR industry is already on the highway, and they are seeking hardware breakthroughs. We are getting closer and closer to the VR 2.0 era. Below, we will take a look at the five major changes that will usher in the era of VR 2.0:
1. Unrestricted experienceIn the first generation of VR hardware, setting up and dealing with an external tracking camera problem was a big problem, but this situation is coming to an end. In the future, this "from outside to inside" action tracking will be completely reversed. In the new tracking mode, the helmet will carry one or more cameras, and these cameras will become your "eyes", it will help you detect changes in the external environment. In addition, the emergence of this system makes it possible to play VR anytime, anywhere. You don't have to confine yourself to home. Once this technology matures, you can enjoy the fun of VR on long journeys.
In fact, the first-generation VR devices have been using this "inside-out" tracking technology, but from a computational point of view, they are still unable to withstand such a huge amount of data processing.
Right now, to truly implement "inside-out" tracking technology, computer vision algorithms must understand how each pixel moves and accurately position the user's head in the open space. Humans already have such computing power, but if you want to implement them in mobile devices, there are still some difficulties. However, as computer vision and low-power processing technologies continue to make breakthroughs, it is only a matter of time before mobile devices substantially increase computing power.
Therefore, the ideal of "plug and play" for VR devices is not empty talk. The entire industry has already seen the dawn.
2. Greatly optimized mobile hardwareIn order to pursue the ultimate VR experience, there will inevitably be high-end VR devices that are specifically connected to game PCs in the future. However, there are always some users on the market who are willing to give up part of the performance for portability and simplicity.
At the moment, the mobile VR devices on the market are represented by Google's Cardboard and Samsung Gear VR. However, their core is only smart phones. Therefore, there are too many compromises in their performance. After all, the smart phone platform needs to take into account the problem of battery life. In order to achieve an excellent VR experience, smart phones need to be fully fired and maintain high-speed operation for a long time, which is somewhat unrealistic.
Imageically speaking, having a smartphone processor responsible for creating a realistic VR experience is like having a sprinter participate in a marathon. It cannot be the best candidate.
However, if you put aside your smart phone to focus on building a device, you won't have this problem. Designers do not need to think about how to accommodate smart machines, worry about heat, and batteries. The parts of the smart phone must be accommodated in a 7 mm body, but this integrated VR has no bulky bag, so its performance, endurance, heat dissipation, and size will be even better, and the performance gap with high-end VR devices will also be different. Dramatically reduced.
The performance of such devices will be between Gear VR and high-end VR devices. Whether it can meet the needs of users with fever, we are not sure now, but for the mass market, it is still charming, after all, the price of the game PC is not affordable to everyone.
3. More convincing 3D effectsThe first generation of VR devices used stereoscopic vision technology to create a 3D stereoscopic effect. In simple terms, this technique projects an image with a slightly different perspective, which is different from the depth of field captured by normal vision. With this technology, VR devices can create a 3D illusion on a 2D screen.
However, stereo vision is not the only 3D solution. Some people watch 3D movies dizzy because their brains cannot accept all depth information and therefore cannot be immersed in the three-dimensional world.
The human visual system is based on 18 key messages. Several key messages are easily accessible, but there are several messages that are difficult to duplicate under the current technology. Therefore, how to create a stunning virtual scene on a fixed screen becomes a technical difficulty.
However, the birth of eye tracking technology has brought us hope. Several companies, such as Eyefluence, EyeTribe, and SMI, are creating systems that can recognize depth of field. In the future, the VR device equipped with the system can render a complete scene according to the actual situation of the user, bringing a new sense of immersion to the user.
4. No compromise gesture tracking
The initial generation of VR devices also required support of various handles in the game experience, such as "laser gun" or "steering wheel", and there were many scenarios that required the user to manually input. In addition, due to technical limitations, the initial generation of VR devices did not support gesture recognition natively. However, the common human natural gestures in the future, such as waving, pointing and grabbing, can all become intuitive feelings in the VR world.
First of all, the human brain's joints are very sensitive to the movements of the joints. These movements can be redrawn without having to appear in the brain. We are very clear about our hand position and joint rotation. If we want to integrate a powerful gesture tracking system into VR, we need to synchronize the virtual information displayed on the screen with it. Once an error occurs, the user is prone to symptoms such as dizziness.
Right now, there are already many companies developing high-accuracy and low-latency gesture tracking solutions that are likely to become standard in the VR 2.0 era.
5. New "Social Sofa"Right now, most VR devices are using the virtual world to replace the real world, but don't forget that we still have all kinds of furniture, pets, etc., so the future of VR devices must have its social and interactive properties.
Sony is one of the forerunners in the company. They are trying to create "social sofas" that bring the same immersive experience to multiple users through asymmetric game design.
A few months ago, HTC had also shown a video pass-through mode that not only prevented users from hitting obstacles, but also made you aware of the users who were playing around (whether wearing a helmet or not) and exploring A brand new mixed reality model emerged.
In the future, VR will surely move from Dulele to the public, and its social attributes and sustainable experience will surely become the focus of development.
Unprecedented prospectsThe five changes mentioned above are not drawing bread. They are all in rapid development. In the future, the second-generation VR products will be even more powerful and will greatly improve the immersive experience.
VR 1.0 is actually exciting enough. With regard to it, we have just opened the beautiful new world. There are still many areas that have yet to be explored.
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