Halfway through 2016, the Oculus Rift, which was developed over four years, is finally available for purchase. From the existing hardware, we feel the full sincerity of Palmer Luckey, the first generation of products can be polished so delicate is not easy. At the same time, VR, a new thing, has become a scent of science and technology, attracting the attention of top game developers to documentary directors.
Although VR technology has opened a skylight for many people, due to technical limitations, the first generation of VR hardware still has many slots. Therefore, it needs to continue to evolve before it gains unprecedented success like smartphones and game consoles. The good news is that the VR industry has embarked on the highway, they are looking for breakthroughs in hardware, and we are getting closer to the VR 2.0 era. Below, we will come together to take stock of the five major changes that will be ushered in the VR 2.0 era:
1. Unrestricted experience
In the first generation of VR hardware, setting up and handling the external tracking camera problem was a big problem, but this situation is coming to an end. In the future, this “outside-in†motion tracking will be completely reversed. In the new tracking mode, one or more cameras will be mounted on the helmet, and these cameras will become your "eyes", which will help you detect changes in the external environment. In addition, the emergence of this system makes it easy to play VR anytime and anywhere, you do not have to restrain yourself at home. Once the technology matures, you can fully enjoy the fun of VR on long trips.
In fact, the first generation of VR devices are already using this "from the inside out" tracking technology, but in terms of computing power, they are temporarily unable to withstand such huge data processing.
Right now, in order to truly realize the "from the inside out" tracking technology, computer vision algorithms must understand the movement of each pixel and accurately locate the user's head movement direction in the open space. Humans already have such computing power, but if they are to be implemented 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 can significantly increase their computing power.
Therefore, the ideal of “plug and play†for VR devices is not empty talk, and the entire industry has already seen the dawn.
2. Greatly optimized mobile hardware
In order to pursue the ultimate VR experience, there will inevitably be high-end VR devices connected to the game PC in the future, but there will always be some users on the market who are willing to give up some performance for portability and simplicity.
Right now, mobile VR devices on the market are represented by Google's Cardboard and Samsung Gear VR, but their core is just smart phones, so their performance has too many compromises. After all, the smartphone platform needs to balance the problem of battery life. In order to get a good VR experience, smartphones need to be fully powered and keep running at high speed for a long time, which is somewhat unrealistic.
In fact, letting the smartphone processor take care of creating a realistic VR experience is like having a sprinter participate in a marathon. It is unlikely to be the best candidate.
However, if you leave your smartphone and focus on building a device, you won't have the above problems. Designers don't have to think about how to accommodate smart phones, no need to worry about heat and batteries. The parts of the smartphone must be housed in a 7mm body, but this one-piece VR has no volume, so its performance, battery life, heat dissipation and body will be superior, and the performance gap with high-end VR equipment will be Drastically reduced.
The performance of such devices will be between Gear VR and high-end VR devices. Whether it can meet the needs of users of fever, we are not sure now, but for the mass market, it is still full of charm, after all, the price of the game PC is not affordable.
3. More convincing 3D effect
The original VR device used a technology called stereo vision when creating a 3D stereoscopic effect. Simply put, 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 3D illusions on 2D screens.
However, stereo vision is not the only 3D solution. Some people see dizziness when watching 3D movies because their brains can't accept all depth of field information, so they can't be immersed in the three-dimensional world.
The human visual system is built on 18 key pieces of information, and several key pieces of information are easily accessible, but there are several pieces of information in the prior art that are difficult to replicate. Therefore, how to create amazing virtual scenes on a fixed screen has become a difficult point for technicians.
However, the birth of eye tracking technology has brought us hope. Companies such as Eyefluence, EyeTribe and SMI are creating systems that 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 immersion to the user.
4. Uncompromising gesture tracking
The original VR equipment also needs a variety of handle support, such as "laser gun" or "steering wheel" in the game experience, and there are many scenarios that require manual input by the user. In addition, due to technical limitations, the original VR devices natively did not support gesture recognition. However, the ordinary human natural gestures in the future, such as waving, pointing and grabbing, can become an intuitive feeling in the VR world.
First of all, the movements of the human brain's joints are very sensitive. These actions can be redrawn without the presence of the brain in the field of view. We are very aware of the position of our hands and the rotation of the joints. If you want to incorporate a powerful gesture tracking system into VR, we need to make the virtual information displayed on the screen completely synchronized with it. Once an error occurs, the user is prone to dizziness and other symptoms.
At the moment, many companies are developing high-accuracy and low-latency gesture-tracing solutions that are likely to become standard in the VR 2.0 era.
5. The new "social sofa"
At the moment, most VR devices are replacing the real world around them with a virtual world, but don't forget that we still have a variety of furniture, pets, etc., so future VR devices must have social and interactive attributes.
Sony is one of the pioneers in the industry, and they are trying to create a "social sofa" that brings the same immersive experience to multiple users through asymmetric game design.
A few months ago, HTC also showed a mode called Video pass-through, which not only prevents users from hitting obstacles, but also lets you pay attention to the users who are playing around (whether wearing a helmet or not) A new mixed reality mode has emerged.
In the future, VR will definitely shift from Solitaire to Lok Le, and its social attributes and sustainable experience will surely become the focus of development.
Promising future
The five changes mentioned above are not drawing pies, they are all developing rapidly, and the future will make second-generation VR products even more powerful, greatly improving the immersive experience.
VR 1.0 is actually exciting enough. About it, we just opened up the beautiful new world, and many areas have yet to be explored.
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