vr glasses highlights

What are the highlights of VR glasses htcvive compared to psvr and oculusrift?

1.

HTC

The Vive is covered with foam on the inside to make it more comfortable to wear, and also expects an anti-slip effect that won't cause the helmet to slide down during gameplay. Additionally, the HTC

Vive comes with another set of foam that can be used for replacement. Meanwhile the straps are secured to the head by an adjustable design.

2.

Roomscale

The VR technology allows us to track all the head and hand movements in a space of 4.5 x 4.5 meters. This means we can be fully immersed in an enclosed space while sitting or standing with no problem.

3.

HTC

The Vive has built-in accelerometers and gyroscopes, and tracks head movements with two additional laser sensors that interact with 32 sensors on the helmet. There's also a Chaperone feature available, which can body a fuzzy blue outline of the user's body, preventing players from getting too involved and slamming into a wall when they're in a closed environment with too much gameplay range.

The first law VR experience center uses htc

vive, the experience is great, interested can go to experience it. vr glasses have:

1, VR glasses can be used for movie theater. When users use VR glasses to watch movies, they can stop the interference of various background light or other factors, experience the feeling of being in the movie, and get a better viewing experience.

2, VR glasses can help users realize virtual tourism. When using VR glasses to watch monuments and museums, users can find the feeling of traveling through time.

VR is virtual reality, its specific connotation is the integrated use of computer graphics systems and a variety of reality and control and other interface devices, in the computer-generated, interactive three-dimensional environment to provide immersive feeling of technology.

Vr glasses have any function introduction?

It can be used to watch videos, such as watching a movie with these glasses, it feels like sitting in a big movie theater watching a movie alone.

In addition to this, VR homo card can realize the reality of the 2nd dimension in the 3rd dimension, zero distance contact with the second dimension, breakthrough AR, enhanced VR, 3D virtual more real, folding human card interactive function can be operated by fingers to achieve a variety of poses to convert at will.

VR can be divided into three categories: external headset, all-in-one headset, mobile headset devices.

Expanded

All-in-one headset device, the product is less, also known as VR all-in-one machine, without the use of any input and output devices can be in the virtual world to feel the visual impact of the 3D stereo sense.

Mobile headset devices, simple structure, low price, as long as the phone can be put into the watch, easy to use, such as VRbox.

The world's first folding design of VR glasses, the size of the smaller and lighter, effective space saving, weight, easy to carry, but also adapted to the 4.5 to 6-inch screen of the phone.

What are the functions of vr glasses introduced?

VR glasses full name is virtual reality glasses, also known as virtual reality head-mounted display device, VR headset, VR glasses, glasses VR, etc. VR headset is the use of simulation technology and computer graphics human-computer interface technology multimedia technology sensing technology network technology and other technology collection of products, is with the help of computers and the latest sensor technology to create a new means of human-computer interaction.

Bringing VR eyes, you can enjoy IMAX-level viewing effects, 3D movies in the eyes, bringing an immersive experience. When playing games, you can put people in the game, into the world of the game, higher degree of relevance and more real. Therefore, the VR headset device is a cross-generation product. Not only let every enthusiast with surprise and delight to experience, but also because of its birth and prospects of the unknown and y fascinated.

The advantages and disadvantages of VR

Three major advantages:

1, immersion makes the content "live"

A higher dimension will allow us to receive more information, just like the relationship between text, audio and video, the text to show the mood, environment and storyline need to be a lot of padding and deep text. A lot of padding and profound writing ability, audio through the tone of voice can show a lot of content, easier to bring into the story, its dimension is higher than the text, there are two kinds of sound and language, the dimension of the video is even higher, but also more images, you can more quickly and intuitively show the scene.

One of the advantages of VR is that it has a higher only, compared with traditional video content, it has a 360-degree panoramic picture, the user is also the protagonist can be immersed in the scene, through the sound, the full impact of the feeling of the atmosphere and the atmosphere, the sense of space, the sense of distance will be more hierarchical.

This kind of immersion makes VR really come alive, which is why the VR industry is suddenly so hot. Whether it's a TV or a computer, it can't bring this kind of real feeling, even the best PC game screen, I'm afraid it's not as good as a blue whale passing by your body to make people let you feel excited (HTCVIVE a deep-sea experience in the scene once appeared in a similar picture).

In addition to gaming, in teaching, medical, industrial and other aspects have a certain role, this advantage is irreplaceable.

2, somatosensory technology to make the product more convincing

If only the performance of the video content so that the screen cover the entire face, simulating the visual environment of the real glasses, then in fact there is not too much significance. The key place to start is with the maturing of somatosensory technologies that utilize a large number of sensors.

The mention of somatosensory technology is no longer unfamiliar, before the Xbox series of Kinect has a good application. In the case of PSVR, for example, some high-end VR devices now not only have built-in gyroscopes, GPS and other modules that can sense head movements and even eye movements, but are also equipped with somatosensory controllers and joysticks, etc., which can accurately sense the movements of every part of the body through multi-directional scanning.

This way, your hand movements, head movements, and even big, gorgeous turns can be recognized and synchronized to the scene. This takes the immersive experience one step further.

3, simple version of the VR so that the product quickly popularized

Although I personally do not like the simple version of the VR with a cell phone as a screen (now there are many similar products on the market, from cheap cardboard box version to hundreds of expensive versions are available), he has a lot of shortcomings, resulting in overheating of the cell phone, uncomfortable to wear, not able to experience the whole of the advantages of VR, easy to vertigo and so on, but it is undeniable! The vast majority of consumers will not talk thousands or even tens of thousands of dollars to buy a VR helmet, which is still a novelty.

This simple version of the product has become an important stage in popularizing VR for the public to understand and accept. Compared to other hardware development process, VR entry threshold is undoubtedly lowered a lot, as long as there is a smartphone, dozens of dollars of the budget also allows you to experience the charm of VR technology, may not be a good sense of experience, but at least to start.

Three major disadvantages

1, the connection line and space requirements is the biggest resistance

VR products have a lot of immaturity, such as price, such as wearing comfort and so on and so forth, but the most impact on the experience is still now the connection line. That OculusRift or HTCVIVE, their physical sense is very good, the technology is also very good, but due to the huge data transmission, resulting in not yet able to realize the wireless mode, in addition to the power supply also need to be wired way.

This leads to a fatal problem, you can't be reckless when moving around, and you have to always take into account the thick connecting wires, which is completely different from the in-scene experience, and this sense of alienation will make the user very upset.

Similarly, there's the sense of space. To use VR for sports games or have a good stretch, there must be a very large space, the bedroom is not, there are too many obstacles and people through the space is also not, and given the domestic, especially in big cities, I am afraid that only a very few people have such conditions, and even if there are the conditions are very difficult to ensure that the danger does not occur.

2, the existing storage and display impact on the experience

Since the scene in the VR era is a 360-degree, the occupancy of storage space is almost geometrically increasing, and the requirements for the display, processor and other hardware are also very high. Now a PC game masterpiece can easily 20, 30GB space occupation, to the VR era, a complete huge content is feared to consume hundreds of GB or even TB for the unit space occupation.

How to solve the data problem, how to make the storage space is huge at the same time minimize the resource consumption is cracked and need to be solved, otherwise VR content will always be just fragments.

There is also the problem of graphic display, not only on the graphics card consumption, there is also the screen, we all know that some of the high-end VR are now two different screens, corresponding to the left and right eyes, so for the 4K display, many times are monocular 2K resolution, so in fact, our visual effect to see the 2K, and should not be the real resolution of the screen, even so, the screen is not Concentrated in a very small area such as the phone, but to the entire visual range, even monocular 4K can not reach the delicate effect.

There's also the issue of the refresh rate of the screen, which is low and will affect the human body, even causing adverse reactions such as dizziness.

3, the host problem is difficult to solve

Since the problem of storage space consumption is mentioned, we have to say that the hardware problem, in some of the VR scenes that I have experienced, some of the first-person design games, even in the training room rather than the simulation of the world environment, but also need to consume a large number of resources, for example, a simulation of designing the game of the flying machine, to act out the explosions, the flying machine, The scenario is very complex and requires at least an i5 processor and a GTX980 graphics card to run smoothly. And the scenarios are still tightly controlled.

In addition to this, there are network, memory and other aspects of the limitations, if you want to play more than interesting and realistic VR games, then the host will cost more than 10,000 yuan, of course, this is not a guarantee that you can run all the games. In addition to the cost of space, the cost of the VR helmet itself, not the average consumer can accept.