Although VR products are listed one after the other, most of the defects are obvious. Why do most VRs have a strong sense of vertigo? Sensors collecting data, transmitting data, processing by the engine, and finally displaying the output of which loops are not done well will eventually react. Experience.
In 2015, VR has been greatly developed but this is far from over. According to the survey data, the shipment of virtual reality headsets will reach 12.8 million units in 2016, and it is even more striking that VR and AR will be available by 2025. The hardware revenue will be as high as 110 billion U.S. dollars, which is undoubtedly a promising market. However, in fact, we still only stay on the simple level of VR recognition. Even within the industry, there is still no unified standard for a long time. Anyway, my impression of VR is still: cool, and... dizzy!
With the development, the industry has gradually formed a number of giant brands, the industry as a whole began to pay attention to the development of their own industry standards, but a time when the various companies do not meet, reach a unified consensus. Many manufacturers actually aim at profit-making, and behind them only make money for speculation. 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 and 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 cleansing industry to bring a better experience
VR is actually a set of systems, including sensor acquisition data, transmission data, engine processing, and final display output. Each of these steps and processes undergoes a delay due to technical factors. A high delay will naturally result in incoincidence between the display feedback and the action output. Although in many cases your naked eye cannot distinguish this incoherence, the brain responds early. Because the brain's mechanism shows that when your head moves and visual feedback more than 20ms, the brain will have a visual smear to give you the feeling of natural dizziness. Therefore, 20ms has long been the unconscious 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 at one stroke and eliminate obsolete products with high latency and vertigo.
In the game display and gaming PC industry, there has been a general understanding of the visual benefits of increasing the refresh rate of display devices. In general, the refresh rate of the game display can be higher than 60Hz, or even 120Hz to bring an excellent visual experience to avoid smearing. Considering that VR is so close to the eye, the effect of smearing is better. This requires a more optimized experience at the refresh rate and a higher requirement of 75 Hz. Therefore, increasing the refresh rate has also become a general trend to enhance the VR experience and can effectively improve the glare of the screen. With the current technology, achieving a higher refresh rate of 90 Hz is achievable. So 75Hz is the key to deciding the quality of experience. With the continuous evolution of technology, the future higher refresh rate will bring better experience. For the pursuit of refresh rate, VR is obviously far ahead of the display.
The gyroscope is an important sensor. Its refresh rate and response speed directly affect the delay rate of the entire signal process. If one of your head movements is not captured in time, it will undoubtedly greatly increase the delay of the VR system at the beginning of the sensing phase. Under the standard of 1K refresh rate, the gyroscope can basically ensure the accurate capture of the head movements in real time, thereby minimizing the delay from the initial stage of motion sensing in the whole process.
However, whether it is to combat delay or increase the refresh rate, there is no way to avoid a key hardware problem. That is the GPU. In the current mainstream mode of mobile headset VR, PC output headset VR and all-in-one headset VR, they all have a common feature, that is, the need for powerful GPU support, PC-side above is to GTX980Ti-level top graphics card In order to achieve the best experience. It can be said that the GPU will be the ultimate pursuit of VR growth. It will combat delays, improve the refresh rate, and ultimately achieve a better experience. Observe the current mainstream GPUs with entry-level mobile VR and all-in-one VR models on the market. Its performance index guides the threshold for VR industry standards to be set at at least 300M/s triangle rendering output per second. If the GPU fails to meet this standard, it is difficult for such VR products to bring about a so-called "quality experience."
The new standard means that VR companies that have long been in troubled fishing conditions need to rethink their products and their future survival. For upstream vendors, whether or not the hardware is capable of meeting standards and future trends is something they need to consider, which is very helpful in accelerating the evolution of hardware in the entire VR industry. For new startups entering the industry, they have a goal to please consumers. For consumers, which products can bring a better experience will not make us feel dizzy, we finally have a basis for judgment.
In 2015, VR has been greatly developed but this is far from over. According to the survey data, the shipment of virtual reality headsets will reach 12.8 million units in 2016, and it is even more striking that VR and AR will be available by 2025. The hardware revenue will be as high as 110 billion U.S. dollars, which is undoubtedly a promising market. However, in fact, we still only stay on the simple level of VR recognition. Even within the industry, there is still no unified standard for a long time. Anyway, my impression of VR is still: cool, and... dizzy!
With the development, the industry has gradually formed a number of giant brands, the industry as a whole began to pay attention to the development of their own industry standards, but a time when the various companies do not meet, reach a unified consensus. Many manufacturers actually aim at profit-making, and behind them only make money for speculation. 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 and 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 cleansing industry to bring a better experience
VR is actually a set of systems, including sensor acquisition data, transmission data, engine processing, and final display output. Each of these steps and processes undergoes a delay due to technical factors. A high delay will naturally result in incoincidence between the display feedback and the action output. Although in many cases your naked eye cannot distinguish this incoherence, the brain responds early. Because the brain's mechanism shows that when your head moves and visual feedback more than 20ms, the brain will have a visual smear to give you the feeling of natural dizziness. Therefore, 20ms has long been the unconscious 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 at one stroke and eliminate obsolete products with high latency and vertigo.
In the game display and gaming PC industry, there has been a general understanding of the visual benefits of increasing the refresh rate of display devices. In general, the refresh rate of the game display can be higher than 60Hz, or even 120Hz to bring an excellent visual experience to avoid smearing. Considering that VR is so close to the eye, the effect of smearing is better. This requires a more optimized experience at the refresh rate and a higher requirement of 75 Hz. Therefore, increasing the refresh rate has also become a general trend to enhance the VR experience and can effectively improve the glare of the screen. With the current technology, achieving a higher refresh rate of 90 Hz is achievable. So 75Hz is the key to deciding the quality of experience. With the continuous evolution of technology, the future higher refresh rate will bring better experience. For the pursuit of refresh rate, VR is obviously far ahead of the display.
The gyroscope is an important sensor. Its refresh rate and response speed directly affect the delay rate of the entire signal process. If one of your head movements is not captured in time, it will undoubtedly greatly increase the delay of the VR system at the beginning of the sensing phase. Under the standard of 1K refresh rate, the gyroscope can basically ensure the accurate capture of the head movements in real time, thereby minimizing the delay from the initial stage of motion sensing in the whole process.
However, whether it is to combat delay or increase the refresh rate, there is no way to avoid a key hardware problem. That is the GPU. In the current mainstream mode of mobile headset VR, PC output headset VR and all-in-one headset VR, they all have a common feature, that is, the need for powerful GPU support, PC-side above is to GTX980Ti-level top graphics card In order to achieve the best experience. It can be said that the GPU will be the ultimate pursuit of VR growth. It will combat delays, improve the refresh rate, and ultimately achieve a better experience. Observe the current mainstream GPUs with entry-level mobile VR and all-in-one VR models on the market. Its performance index guides the threshold for VR industry standards to be set at at least 300M/s triangle rendering output per second. If the GPU fails to meet this standard, it is difficult for such VR products to bring about a so-called "quality experience."
The new standard means that VR companies that have long been in troubled fishing conditions need to rethink their products and their future survival. For upstream vendors, whether or not the hardware is capable of meeting standards and future trends is something they need to consider, which is very helpful in accelerating the evolution of hardware in the entire VR industry. For new startups entering the industry, they have a goal to please consumers. For consumers, which products can bring a better experience will not make us feel dizzy, we finally have a basis for judgment.
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