VR industry transitions to wireless solutions VR wireless devices are just around the corner

Currently there is great interest in introducing wireless virtual reality technology into the mass market. The appeal of wireless virtual reality experiences is obvious, especially for location-based virtual reality centers. By the second half of 2018, it can be seen that most VR industries are transitioning to wireless solutions, which is a big improvement for the industry because it overcomes a major obstacle to VR.

To PC-side VR cut "rake" VR wireless devices just around the corner

As the saying goes, fish and bear's paw can't have both! The same is true for "portability" and "high quality" in the VR field. The portability of the mobile phone's cardboard is good, but the picture quality experience is obviously insufficient. While the PC-side VR has an advantage in picture quality and fluency, it is connected to a computer. The data cable gave up. Therefore, it is people's greatest desire to cut the "dumplings" to the PC-side VR.

Since Oculus DK1 detonated this virtual reality revolution, people's space requirements for VR experience have been constantly refreshed: desktop-level three degrees of freedom, desktop-level six degrees of freedom, stand-up interaction, room-level interaction, warehouse-level multi-person interaction, each upgrade Will bring more gameplay and a better immersive experience.

As space requirements continue to increase, VR input devices are changing with each passing day, but VR headlines are developing slowly. As we all know, one of the problems with high-end VR headlines is the inconvenience caused by the transmission of data cables. Therefore, many companies are targeting the development of wireless systems.

Earlier this year, the wireless VR accessories market was very promising, but the only real realization was HTCVive's TPCast. However, the TPCast solution does not use WiGig, meaning that it is a completely proprietary solution and does not have device compatibility. In the long run, we need as much cross-platform compatibility as possible.

In fact, there are some manufacturers currently using the VR backpack to achieve the so-called wireless VR, but carrying a heavy and hot backpack playing VR games is clearly not the ideal state of VR development. The real ideal wireless VR should rely on the development of technologies such as batteries and low-power high-performance GPUs. It is an all-in-one computing unit similar to the OculusRift rather than GearVR.

In May of this year, HTC and Intel officially announced at Computex2017 that they will introduce Intel’s WiGig wireless VR solution, which is the second Vive accessory retrofit solution following the TPCAST ​​wireless suite.

WiGig technology is developed based on the 802.11ad standard and can operate in the interference-free 60GHz band, enabling high-traffic, low-latency two-way transmission between the computer and the VR headset. This means that in any environment, high-quality images with a delay of less than 7ms can be achieved, and multiple users can operate in the same space.

Wireless technology can help solve the challenges of VR and it also faces many technical challenges. Increasing the display resolution is one of the difficulties. The 60GHz and WiGig solutions currently used make wireless VR more difficult. The 802.11AD standard does not have enough bandwidth and low enough latency to enable each wireless VR to achieve 4K, even with centralized rendering.

Recent reports on wireless VR basically rely on higher frequency radios. There are few references to the high compression ratios and instant decompression techniques that may be involved. On the one hand, it is stated that increasing the radio frequency is the mainstream, and on the other hand, it is also difficult to understand the compression algorithm.

In general, the higher the radio frequency, the faster the information transmission speed. Therefore, in order to support the high data volume of VR, we can move toward higher frequency radios. Given that the top VR helmets such as Oculus Rift used HDMI interfaces, the theoretical maximum transmission speed of HDMI cable transmission was 5 Gbps. Therefore, 5Gbps should be the basic bandwidth requirement for wireless VR.

The tracking technology in virtual reality is not composed of a single sensor, but combines different sensors to achieve effective work in different environments. This is also true for wireless virtual reality helmets, which need to combine different technologies to achieve high performance, high resolution, low latency, wide range, and multi-user requirements.

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