The spring breeze does not come and the catkins in March do not fly. The VR on the outlet has become a major event in 2016 games industry exhibitions. As Oculus and PS VR announced their prices in succession, players began to make a comeback. But just as many exclusive games on PS console games have made Sony achieve a better shipment in the host market than Microsoft, if there is no game with unique gameplay that can support VR devices, there is no reason for players to buy a few hundred. The big guy with the dollar is eating ash at home.
Judging from the existing built-in games of the VR device experience, the contents of the dark room environment are generally used. This kind of content has strong visual impact and is prone to deep immersion. The existing game types that can meet the requirements include racing, GAL, and action shooting. However, according to the current stage of development of VR hardware devices, it is still not possible to meet the needs of users who can experience home alone after purchasing the device.
Looking at the VR devices at home and abroad that look like flowers are being put up, according to their platform and main demands, they can basically be divided into three types: low, medium, and high.
Low-end form: From google glasses DIY DIY VR glasses to the current Samsung Gear VR.
Low threshold, entry-level players, as a portable, low-cost VR experience device, can give the market a VR science popularization, mainly relying on mobile phone technology and processing capabilities, as mobile phone compatibility for VR devices continues to increase, even if low The end of the equipment is also constantly improving its processing capabilities.
However, due to the limitations of current technology development, as with all products at the low end, there are poor experiences such as poor experience, unsatisfactory clarity, strong vertigo and long-term use. At the same time, the replacement of mobile devices is also more frequent, and there are many limitations for the support of VR devices due to the large number of Android models.
Midrange: Oculus, PS VR, HTC Vice
Rely on the performance of a high-performance host server and the helmet's peripherals to achieve an immersive VR experience. In the VR content types that have been excavated in the current market mentioned above, it seems that the more moderate and severe experiences have higher requirements for the picture quality, while the immersive experiences can better show the essence of the game. There is a relatively high demand for the gameplay experience of heavy players. In addition, at present, many domestic manufacturers have also launched their own VR experience devices for mid-end connected PCs, and even several vendors have released first-generation physical VR devices.
From Oculus's $599 price to the PS VR's $399, it's expensive compared to everyday gaming hardware. With regard to the existing VR device technology and compatibility, in order to obtain a good gaming experience, the player still needs to overcome many real-life conditions, and the pressure caused by a heavy head-mounted device on the shoulder and neck can be imagined, and even one cannot Use a VR device at home to play the game.
High-end form: VR machine
Since the existing game platforms cannot highlight the superiority of VR, the demand for VR-one machines is increasing. The features of the VR all-in-one, such as mobile and portable, are in line with the development trend of smart devices in the future. In the domestic game industry conference, there is no shortage of arguments that the trend of the future VR is mobile. Domestic manufacturers are also exerting power in the field of VR all-in-one devices. , Constantly improve the development environment for VR games, in order to attract more content manufacturers to enter the market, the VR boom to a new height.
In 1955 photographer Morton Heilig designed the prototype map (Source: aolcdn)
But as a brand-new hardware device, VR industry is in the initial stage of development from equipment performance, endurance capability to all parts of the supply chain. In order to develop to the player's size in sunglasses that are common in science fiction films, there are very Long way to go.
In fact, the human exploration of VR can be traced back to 1932. In the last century, Nintendo made many attempts on VR devices. Famicom 3D System glasses, and the well-known but not successful peripheral Virtual Boy, SEGA also introduced SEGA. VR, Sony certainly has relevant virtual reality black technology, it is not difficult to see that in the past 20 years, the appearance change of VR headset has not changed much.
Famicom 3D System
SEGA VR
With the development of electronic technology, the improvement of VR equipment is mainly reflected in the screen processing, graphics operations, sensor calibration. However, current VR games, like 3D games, are very cool at first glance. If you cannot overcome the problems of physiological discomfort such as dizziness, you cannot achieve long-term development.
This sounds a bit frustrating - the appearance of peripheral devices has changed little, and even 20 years are not enough to help VR devices to improve the use of comfort, then this wave of VR boom is all a bubble ?
Not at all.
During the 20 years of the slow development of VR devices, there have been several effective attempts worthy of attention.
The first is the virtual reality device introduced by VPL Research in 1990. At the same time, the term VR (Virtual Reality) was also created in 1990 by J. Lanier, the founder of VPL Research of the United States. The comment given at the time was that a series of sensory auxiliary facilities such as stereo glasses and sensor gloves were used to achieve A three-dimensional reality.
VPL Research's 1990 Virtual Reality Device
Today, the definition of VR is still based on this. Moreover, this annotation also clearly points out that it is necessary to rely on sensing devices such as sensing gloves to assist in the realization. This is a group of up-to-date VR all-in-one devices that cannot be solved yet.
In this generation's mainframe, Nintendo's Wii has begun to implement the concept of somatosensory input, a revolution in the game input, the players found for the first time in addition to the traditional handle button control, you can also use other methods Game characters control. The immersive experience promoted by VR devices is to cut off the connection between the experiencer and the real world, including sight, hearing, touch and even taste. This means that the development of VR devices based on input methods based on buttons and touch screens is Running in the opposite direction.
Thanks to the development of the film industry, sci-fi themes and animated films have emerged in an endless stream, and the motion capture technology continues to advance. From "Avatar", "The Rise of the Pangea", "The Lord of the Rings" to "The Dragon Trainer", mechanical motion capture, acoustic motion capture, electromagnetic motion capture, optical motion capture, and inertial navigation motion capture technology interact The promotion provides a variety of development possibilities for the implementation of sensor assist functions required for the development of VR.
It is not difficult to see from the well-known game console manufacturers of the last century that VR devices have been attempted in an attempt to discover VR devices. The rise of VR devices is just a matter of time. It is only a matter of time before a device is replaced.
A false proposition: VR technology is not mature enough to show good content
Even televisions and other home appliances that have gained popularity in the last century are still in a state of rapid technological upgrading. Didn't the 486s and 586s of the last century hinder people's passion for computers at the time? How many lost boys' childhood and youth were saved by "Super Mario" on the red and white machine? Apple's new model iPhone SE, fruit powder will buy or buy!
Therefore, at present, the player's wait-and-see attitude toward VR is attributed to the fact that there is no content, but it is irresponsible that VR device manufacturers complain that the device is immature because the VR-compliant game has not yet been born.
The development of any technology is mainly based on the continuous progress of hardware devices. According to the VR hardware devices that have been introduced at this stage, whether it is a mobile phone platform, a PC platform, or an all-in-one era, the VR device picture optimization in the manufacturers The importance has been raised to a satisfactory level. However, what is currently being overlooked by the market is that the VR peripherals are not only head-mounted devices, but also extremely important. Currently, existing game platforms cannot solve the input problem of a complete solution.
According to the situation that the originals of VR head-mounted devices are basically customized, the development of somatosensory devices, sensors, and positioners may not be able to achieve rapid breakthroughs. The technology holders in this area have recently begun to pay attention. Into the VR field, for example, recently obtained C round 793,500,000,000 US dollars of investment, the current valuation of 4.5 billion Leap Motion.
Leap Motion has been focusing on the human-computer interaction of the PC platform. The ten-finger manipulation suite released last month is the symbol of its formal entry into VR. However, Leap pursues a “minimalism†style in the suite device, and the core value is mainly highlighted in its own set of complex algorithms. This explains why Leap can make hardware modules cheap and portable (at a price of US$5). At the same time, technology and solution providers that are positioned as an interactive link mainly use technology licenses for VR devices.
As for more non-standard components required in the hardware device industry chain, the introduction of the concept of open source hardware should be more suitable for the development of VR at this stage. The common parts of most non-core technologies are provided to the vast number of hardware developers through open source hardware. Like developers who will package and access the SDK to share content developers, it is a positive approach that can drive the entire industry forward. When the industry develops to a certain extent, basic components can develop a standard specification for production, and then focus on patent content protection (after all, patents in the early stage of technological immature will soon be eliminated and help the industry develop rapidly. It is the root of every company's long-term profitability.)
Many domestic VR hardware manufacturers have realized that the content determines the market share of pre-equipment in China. Several domestic VR manufacturers, such as Storm Mirror and Big VR, have already released first-generation VR devices before well-known overseas manufacturers. However, mainstream domestic content developers mainly prefer to use the Oculus platform for product development. Domestic VR devices face hardware devices. Not perfect and lack of content on both sides attack. As a result, domestic VR manufacturers have organized the developer contest to set up bonuses, packaged and shared the SDK, and used various methods to help content developers, so that the latter could concentrate on the content development only.
In the end, for players, the monopoly trend on the console has been gradually weakened. Do you have obsessive-compulsive disorder? It does not matter, there will soon be a VR device exclusive game can be happy to buy buy it! Only the player's continuous purchase support is the most fundamental driving force for the entire VR industry to continue.
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